Sorcerer
Base Class: Sorcerer

Conjure swords to aid you in battle with this sorcerer sub-class and its expanded spell list including 40+ new weapon conjuring spells.

The blade sorcerer is a master of weaponry, reaching into a mystical vault with their magics to conjure powerful weapons to aid them in battle. The origins of this vault differ. Some have a connection (and permission) to the vault of a god, for others it might be a family connection that gives them access. All weapons from this vault count as magical and can be wielded by the caster. All weapons with the “3 attacks or up to 1 minute’’ duration need concentration, except for cantrips or stated otherwise, and can only be used before it either disappears back into the vault after the attacks are made or the time is up. Or if an extra spell slot is spent for more attacks (wich costs a bonus action). A sword can be out for 1 minute as long as the 3 attacks are not yet made. 
Metamagic ruling : All metamagic, except twinned, can work with the weapons spells. However, Extended gives only more time in wich you can use your weapon (So up to 2 minutes). It does not give the weapon extra attacks. Empowered, distant, careful, heightened and seeking would be used when casting the spell and do work for all 3 attacks since these spells are balanced around the 3 attack idea.

IMPORTANT : Due to how the homebrew builder works, some spells could not be implemented perfectly. For instance when a summoned blade is a +1 blade you need to manually add the +1 to hit (Not damage) via the spell customization. Always check the description off the spells and how it is depicted in your sheet before using it !

Blade skill

Starting at 1st level, you gain proficiency with light and medium armour, short swords, longswords, great swords and glaives. Your attack and damage modifier is charisma. You add +1 hp per sorcerer level. Additionally you gain access to the sword magic spell list. You are considered proficient with all weapons you summon with your spells.

Staggering speed

Starting at 6th level, your movement speed increases by 10 ft. and you can take the disengage action as a bonus action.

Combat trance

Starting at 14th level, you can enter a trance once every short or long rest. While in this trance you up your speed and power exponentially and thus gain the following benefits :

• Your speed increases by 20 ft. 
• You have a +1 to hit and damage.
•  You gain your sorcerer level + charisma modifier as temporary hp.
• Your charisma and dexterity are temporarily increased by 2 for the duration (max 22).
The trance lasts for 1 minute and ends early when knocked unconscious. 

Use the options provided to turn this trance on/off on your character sheet, and check if everything is right or not. Blade spells and ranged weapons damage needs an +1 on its damage (except for longbows). due to how modifiers work I could not get them in properly. In addition the temporary HP needs to be set manually.

Trance off

Select this when not in trance.

Trance On

Enter your combat trance as an bonus action.

Perfect form

At level 18, you have perfected your form and reached your peak in power, your weapon spells up to level 5 no longer need concentration to maintain. (When you upcast a spell up to 5th to a spell level higher then 5th it still needs the concentration)

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2023 5:31:58 PM
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4/13/2023 6:39:24 PM
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