Base Class: Sorcerer
Warbound sorcerers do not seek war for the sake of violence, but instead seem to have been chosen by battle instead. You possess a Warbound weapon a blessed (or perhaps cursed) weapon that you may have discovered, inherited, or even forged yourself. Channeling your magics through this weapon, you have honed your craft to perfection, combining spells with bladework that allows you to inhabit any role on the battlefield. Combined with the mighty power of Rapture, the Warbound sorcerer is a quick and deadly combatant who can attract attention, charm enemies, or heal their companions!
Hex Warrior
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Warbound’s Rapture
At 1st level, your training for battle allows you to be proficient in wearing light armor and wielding one type of one-handed melee weapon of your choice.
The intrinsic magic fuelling your bloodlust also allows you to channel your will through a particular weapon. When you attack with the one-handed weapon you have chosen, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon becomes your Warbound weapon.
Your fine-tuned rhythm in battle increases to allows you to enter a state called the Rapture, in which your combat capabilities are augmented, and you receive a Rapture Score equal to your sorcerer level divided by 4 and rounded up (minimum of 1). For one minute, you gain the following benefits:
- You gain a bonus to your AC equal to your Rapture score.
- Once per round, you may deal extra force damage if a weapon attack made with your Warbound weapon hits. The extra damage dealt is based on your Rapture Score (1 point for 1d4, 2 points for 1d6, 3 points for 2d4, 4 points for 2d6, 5 points for 3d4).
- You may roll a number of your hit dice equal to your Rapture Score to regain hit points.
- Your speed increases by 5 multiplied by your Rapture Score.
You cannot enter this state again until you finish a long rest, unless you spend between 1 and 5 sorcery points to rejuvinate yourself. Your Rapture Score for subsequent Raptures equals the number of sorcery points expended.
Warbound Spells
Your blood burns for warfare, allowing you to learn spells normally associated with the paladin class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, you learn an additional spell depending on your role on the battlefield, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the paladin spell list.
| Role | Spell |
|---|---|
| Warrior | Compelled Duel |
| Tactician | Heroism |
| Medic | Healing Word |
| Defender | Shield of Faith |
| Scout | Zephyr Strike |
Defender
You embody the spirit of a warrior and gain the shield of faith spell.
Medic
You embody the spirit of a medic and gain the healing word spell.
Scout
You embody the spirit of a warrior and gain the zephyr strike spell.
Tactician
You embody the spirit of a tactician and gain the heroism spell.
Warrior
You embody the spirit of a warrior and gain the compelled duel spell.
Extra Attack
Starting at 6th level, you can attack twice with your Warbound weapon, instead of once, whenever you take the Attack action while in Rapture. You can also cast one of your cantrips in place of one of those attacks.
Fog of War
At 14th level, your prowess on the battlefield causes confusion for your foes. While under Rapture, attack rolls against you can't benefit from advantage, and whenever you make an attack roll with your Warbound weapon, you can treat a roll of 19 or 20 as a critical hit. Also, you gain a bonus on damage rolls equal to your proficiency bonus when attacking with your Warbound weapon. This bonus may be used once per turn.
If you move out of reach of your foes, you may choose to avoid a number of opportunity attacks equal to the sorcery points spent to enter Rapture. Once expended, you may not use this ability again until you start another Rapture or finish a Long Rest.
Spellblade
Beginning at 18th level, the synergy of your bladework and spellcrafting is nigh unparalleled. When you roll damage for a melee weapon attack and roll the highest number possible on any of the dice, you may choose a cantrip and cast it as a bonus action. The cantrip must have the casting time of one action.
You can use this feature only once per turn. The bonus damage die granted by the “Warbound’s Rapture” feature does not count toward activating this feature.
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