Base Class: Sorcerer
There are many individuals that strive for power within the realm of mortals. Some spend their time crafting powerful magical spells. Some spend their days practicing the ways of the blade, day in and day out. Some however take a path less traveled, focusing on both forms of warfare. In ancient times long past one of your ancestors spent their days weaving magic and steel together in the most expert way. In such a way that it has left an imprint on your very bloodline. With the feeling of their body and soul influencing every swing of your blade, protecting you with every strike you take. You don’t know what has happened to awaken this power within your body, but you wield this power as your own, forging your own path.
Arcane Blade Bloodline Spells
Sorcerer Level Spells
1ˢᵗ Shield, Armor of Agathys
3rd Invisibility, Heat Metal
5th Haste, Ashardalon's Stride
7th Freedom of Movement, Death Ward
9th Steel Wind Strike, Flame Strike
Ancestral Acceleration
At 1st level you can feel the legacy of your bloodline fuel your powers within your body. Giving you a natural inclination to close combat. When choosing this bloodline you gain proficiency in light armor, medium armor, simple and martial weapons.
You can spend one hour attuning your soul into your chosen weapons equal to your half proficiency modifier rounded down a minimum of one. After this ritual you can use attuned weapons as a spellcasting focus. During the ritual you choose a number of damage types equal to your proficiency modifier plus one from the below list. You can do this ritual once per day after a long rest to change the chosen damage types.
Damage Types
Slashing Cold
Piercing Radiant
Bludgeoning Necrotic
Poison Lightning
Acid Thunder
Fire Force
When in combat you can use your bonus action to allow your ancestors powers to flow through you. Almost as if an ethereal figure encases your form. While in this form you gain resistance to the damage types that you have attuned to.
Additionally, when making an melee attack you can choose to use your charisma modifier instead of dexterity or strength. When using the charisma modifier you can choose the type of damage the modifier deals. You choose the type of damage from the types you are attuned to.
Extra Attack
The more you use the weapons of this realm, the more your own experiences meld into something stronger. At 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Surge of Will
Your mastery over the Elements overwhelms your opponents with every strike. Whenever you hit a target with a melee attack you can now bolster your attack with your innate powers. You can spend 2 sorcery points to add an additional 2D8 damage. You choose one damage type from your attuned damage type list. You can increase the damage by 1D8 for every additional 1 sorcery points spent to a maximum damage of 8D8.
At 10th level, you can assign different damage types to each additional 1D8 rolled.
Unseen Movement
At 14th level your battlefield prowess is something to behold. When taking the dash action you can spend 3 sorcery points. You then can choose to move in a straight line up to your total amount of movement without provoking attack of opportunities. You may make a melee attack to any creature that is within 5 feet of of that line.
Arcane Explosion
At 18th Level you may spend 4 sorcery points as an action to throw your weapon at a single target up to 60ft away. On hit the weapon consumes a spell 5th level spell slot. The target takes 8D8 damage of all types of attuned damage. Creatures within 30ft of the target must make a dexterity saving throw. Creatures take 8D8 of all attuned damage types on a failed save, or half as much damage on a successful one. Your weapon is then returned to your hand. By spending higher level spell slots you increase this abilities deadly effect.
6th Level: Radius increases to 60ft
7th Level: Change damage die to D12's
8th Level: Choose a number of those creatures up to your Charisma modifier. A chosen creature automatically succeeds on its saving throw against the spell.
9th Level: Your weapon jumps to a second target and the ability activates again
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