Sorcerer
Base Class: Sorcerer

Your life is battle, whether you like it or not. Your soul is irreversibly bound to a sentient, magic weapon of incredible power. You could have inherited the weapon, and your magic along with it, or your destinies could be intertwined so that you found the relic one day. Whatever it’s form or origin, some of its magic rubbed off on you, granting you your sorcerer powers.

Soul of Battle

At 1st level, you choose any one simple or martial nonmagical weapon, at DM discretion (meaning no antimatter rifles at my table!) This is your warbound weapon.  You always have proficiency with your warbound weapon, no matter its form. If your warbound weapon is ever not on your person, you may teleport it immediately to you as a bonus action. Also, you gain proficiency in light and medium armor.  During a short rest, you may undergo a ritual to transform your warbound weapon. Choose a different nonmagical weapon type. Your warbound weapon becomes this type until you change it again. Lastly, if you acquire a magic weapon, you may undergo the same ritual during your short rest to bind that item to your warbound weapon. The magic item becomes a normal weapon of its type, and your weapon gains the properties of the magic item. You may only gain the benefits of one magic item through your warbound weapon at a time, and you must attune to the magic item as usual if it is fused with your weapon.

Empowered Armament

Your warbound weapon is a unique, powerful item. It is a sentient magic item with Intelligence, Wisdom and Charisma  equal to your own. However, you may swap the scores between the skills as you see fit. Your weapon has an alignment, (reasonable) appearance, personality traits, ideals, bonds and flaws chosen by you when you gain this subclass. In addition, choose one mental (INT, WIS or CHA) skills. While the weapon is on your person, you are considered proficient in that skill. The weapon can have different interests than yours, and might attempt to trick or convince you into follow them. It could have different knowledge than you on different topics, depending on its backstory. It is roleplayed by the DM. Also, this weapon is not without its benefits. Your weapon gains the following features-

  • It grants you a +1 bonus to either attack or damage rolls while you wield it.
  • If you are within melee range of any enemy, you have advantage on checks to maintain concentration.
  • If it is a ranged weapon that requires ammunition, it only expends half the ammo to fire it. (2 shots=1 arrow spent)
  • It counts as magical for the purposes of overcoming resistances and immunities.

Arcane Protection

Some of your weapon's magic shields you. As a bonus action, you can gain temporary hit points equal to twice you Charisma modifier once a long rest.

Strengthened Bond

At 14th level, your bond with your weapon only grows. You can add your Charisma modifier to attack and damage rolls where it would be applicable instead of Strength or Dexterity.

Bladesoul

Beginning at 18th level, you can become one with the blade, merging your souls in glorious combat. As a bonus action, you may spend 5 sorcery points to merge your soul with your weapon's, granting you the following benefits for 1 minute-

  • You gain a +3 bonus to AC.
  • Your movement speed increases by 10 feet.
  • You double your current bonus to attack and damage rolls.
  • You can make an extra attack on your turn.
  • You deal an extra 3d10 force damage with your attacks.

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