Base Class: Sorcerer
Your innate magic comes from a fundamental concept of the universe which has permeated your being in such a manner to grant you power beyond normal mortals. This particular fundamental concept is that of Sword. Swords are two-edged things, bearing the power for both justice and vengeance, war and defense, sovereignty and thuggery, and your personality stems partially from this idea. Perhaps you intend to be a stalwart hero of justice or a horrifying icon of vengeance, or maybe both sides of the sword battle within you for control.
Faker
At 1st level, you can memorize the appearance of a weapon and magically manifest an almost identical copy of that weapon. You must spend 10 uninterrupted minutes analyzing a weapon before it can be copied in this way. As a bonus action on your turn, you can expend a spell slot to recreate a nonmagical weapon you have analyzed in this fashion. So long as that weapon deals slashing damage, you are considered proficient with it. You may dismiss this summoned weapon as a free action, causing it to blink out of existence. These copies disappear after a number of minutes equal to your Charisma modifier (minimum of 1).
You can even use higher level spell slots to create copies of magical weapons that you have lodged in your memory. However, these copies are weaker than their originals in a way determined by the DM (for instance, the weapon might have only half of its available charges or has a +1 rather than a +2 bonus). You can create magic weapons of the common and uncommon rarities using 2nd level spell slots, the rare rarity using 3rd level spell slots, the very rare rarity using 4th level spell slots, and the legendary rarity using 5th level spell slots. Artifacts cannot be replicated. You are automatically attuned to a weapon you manifest that requires attunement if you meet the other attunement prerequisites. Maximum attunement rules still apply.
Made of Swords
Also at 1st level, though the outside of you looks normal, enemies find you unusually durable. When you aren’t wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour.
Wielder of Blades
Beginning at 6th level, you can attack twice, instead of once, when taking the Attack action on your turn.
Forgery
Also at 6th level, your natural inclination for blades has given you insight into how to make them normally as well. You gain proficiency with blacksmithing tools, and you double your proficiency bonus when making an ability check with these tools.
High- Speed Analysis
Beginning at 14th level, your ability to comprehend the structural makeup of weapons has increased phenomenally. You can now lodge a weapon in your memory as an Action, rather than needing 10 minutes. Your DM may decide that some weapons' makeup is too complex or magical for this (such as for legendary or artifact weapons), and as such will still require the 10 minutes of study.
Double - Edge
Also at 14th level, whenever you are hit with a melee attack that deals slashing damage, you can use your reaction to deal 1d10 force damage to the attacker.
Mind of Steel
At 18th level, you have learned how to project the place where these weapons are forged, your mind, into the real world. You can use an action to pick any number of creatures within a 30-foot radius around you. These creatures must succeed on a Charisma saving throw against your Sorcerer spell save DC or be whisked to a plane that is seemingly infinite in expanse and riddled with weapons. A creature can choose to fail the saving throw. You and the transported creatures remain on this plane for 1 minute or until you drop to 0 hit points, after which everyone is returned to the space they were just teleported from. If that space is occupied, a creature returns to the nearest unoccupied space. You must finish a long rest before using this ability again.
While within this plane, you have a number of bonuses. You gain a second turn at your initiative count -10, but you cannot cast spells of 7th level or higher more than once per round. Using a 6th level spell slot allows you to create a perfect copy of a very rare or lower rarity weapon, meaning that it suffers no downgrading, or an imperfect version of an artifact. Using a 9th level spell slot allows you to create a perfect copy of an artifact. You can summon nonmagical weapons without expending a spell slot. Finally, you have a second bonus action, but this bonus action can only be used to summon weapons. All weapons created in this plane disappear when the ability ends.
Comments