Sorcerer
Base Class: Sorcerer

Witchblades are born of a lineage of warriors whose great feats in battle shape the flow of magic around them, allowing their supernatural prowess to sometimes pass to their descendants. Some tribes and noble families track their ancestries in hope of identifying the heirs to this power and harnessing their gifts. However, many Witchblades are born of unremarkable circumstances, removed from and ignorant of the heritage that empowers them. Some scholars suggest that when the fates and the weave of magic align just so, one of these warrior mages may come into being through their own force of will, bending the weave and perhaps starting a lineage of their own.

Witchblade Magic

You are able to infuse your attacks with magical power. Any spell with the word blade, strike, or smite in its name is considered a sorcerer spell for you. At 1st level, you may choose two such spells which you know without counting them against the number of sorcerer spells you know. The spells must be cantrips or have a spell level for which you have spell slots You may choose and add another such spell when you reach 6th and 14th levels. Whenever you gain a sorcerer level, you may replace one spell gained with this feature with a new selection.

Arcane Warrior

1st-level Witchblade feature

You begin to incorporate simple magic into your movements in battle. You may use your Charisma modifier instead of Strength or Dexterity when you make an attack with a melee weapon. You gain proficiency with all simple and martial melee weapons. You may use a melee weapon as an arcane focus.

War Witch

6th-level Witchblade feature

When you use your action to cast a sorcerer spell, you may make a melee weapon attack as a bonus action.

Magical Armament

6th-level Witchblade feature

You may invoke magical weapons and armor at will as a single bonus action. The magical armaments are often of an arcane appearance such as a whip of crackling energy or a cuirass of swirling shadows. The equipment vanishes if it leaves your immediate possession, if you die, or if you use this ability again.

Magical Arms. You may create any one melee weapon or any two melee weapons with the light property. Created weapons are magical, but otherwise use standard weapon profiles.

Magical Armor. You create and don a set of magical armor. While wearing the armor your base AC is 13 + your Charisma modifier. When you take damage, you may use your reaction and spend sorcery points to protect yourself. You may reduce the amount of damage taken by 5 for each sorcery point spent this way.

You are proficient in wearing this armor.

You may unsummon the armor as a bonus action.

Witch Walking

14th-level Witchblade feature

You have the ability to blink around the battlefield. At either the beginning or the end of your turn, you may instantly teleport up to 15 feet to an unoccupied space that you can see. You may use this feature once per turn.

Magical Flurry

18th-level Witchblade feature

When you make a melee weapon attack using the War Witch feature, you may spend up to 2 sorcery points to make an additional attack for each point spent.

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