Sorcerer
Base Class: Sorcerer

Your innate magic is strong, but uncontrollable. Without a conduit to channel it, your power is a burden even on yourself. However, it proves to be one of the most powerful sources of magic that a sorcerer can be tapped into.

Magical Conduit

1st-level Blade Magic Feature

When you pick this origin at 1st level, your innate magic is tethered to a mundane weapon. The weapon can be of any design and counts as a spellcasting focus as magic shoots out from the weapon. You can also attack with this weapon, and it deals 1d6 damage. The damage type can be Acid, Cold, Fire, Lightning, Poison, or Thunder, but you must select the damage type before you make the attack roll.

The damage increases to 1d8 at 6th level, 1d10 at 14th level, and 1d12 at 18th level.

Arcane Protection

6th-level Blade Magic Feature

Starting at 6th level, your innate arcane abilities cane be used to aid you in protection. You can now add your Charisma modifier to your Armor Class while unarmored.

Arcane Symbiosis

6th-level Blade Magic Feature

At 6th level, You and your blade become one in both magic and combat. Whenever you cast a spell of 1st level or higher, you can spend 1 sorcery point to make a weapon attack as a bonus action. Your weapon conduit will transport to one target creature within 30 ft. of you to make the attack, then return to your hand. Alternatively, if you use the Attack action on your turn, you can use a bonus action to cast a spell of 1st level or higher. In order to use this bonus action, you must spend sorcery points equal to the spell's level.

Channeled Power

14th-level Blade Magic Feature

At 14th level, you can let loose some of your innate magic ability. As an action, you can choose one target creature to make a Wisdom saving throw against your spell DC or be paralyzed. The paralyzed creature may retry the Wisdom saving throw at the end of its next turns, or stays like this for 1 minute. The effect can also be dispelled with the Dispel Magic spell

Once you use this feature, you cannot use it again until you finish a short or long rest.

Blade and Soul

18th-level Blade Magic Feature

At 18th level, your weapon conduit provides exceptional protection. As a reaction when you take damage, you can spend 3 sorcery points to become immune to bludgeoning, piercing, and slashing damage until the start of your next turn. Additionally, the damage you would have taken channels into your blade and you deal an extra 3d6 damage on your next weapon attack before the end of your next turn. If you do not use the extra damage, the energy dissipates.

Previous Versions

Name Date Modified Views Adds Version Actions
11/6/2022 10:38:20 AM
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