Sorcerer
Base Class: Sorcerer

Your bloodline was blessed by an ancestor who, in one way or another, became an archon in martial prowess. They may have been blessed by a deity of war as they led soldiers into battle of tremendous glory. They may have been a master spellsword that discovered the secrets to meshing their melee and arcane abilities together. They could have been a warrior who fought so brutally to the death, that extraplanar beings were impressed and decided to bestow the gift of combat to their kin. As a child born of a fate similar to any of these, you inherited the innate connection to your weapon of choice and the ability to weave magic into your unique fighting style.

Martial Prodigy

Starting at 1st level, familiarity with armaments comes naturally to you. You gain proficiency in simple and martial weapons, as well as light and medium armor. You can also use your Charisma modifier in place of your Dexterity modifier when determining your AC.

Bond of the Blade

At 1st level, you inherit the magical skill that an ancestor has passed on to be familiar with any weapon of your choice. Whenever you touch a weapon you are proficient with, you can form a magical bond with it that makes it inseparable from your soul until you wish otherwise. While bonded with you in this way, it can be summoned to you into your hands from any area within 1 mile as an action. It can also be used to make melee attacks that use your Charisma Modifier instead of your Strength or Dexterity modifier. It doubles as a spellcasting focus while bonded in this way.

Sword Summoning

At 1st level, you can use an action to summon a number of spectral melee weapons equal to your Charisma modifier that take a form of your choice (minimum of 1). They surround and float about your body while summoned, poised to strike at any attackers. 

As a reaction, you can make a melee spell attack against an enemy if you move within melee range of them or if an enemy moves within your melee range. On a hit, you deal 1d4 force damage. This damage increases by 1d6 at 4th level, 1d8 at 8th, 1d10 at 12th, and 1d12 at 16th.

Once you hit with this attack, one of your spectral weapons collides into the targeted enemy and dissipates. You can dispel them as a bonus action and resummon these weapons whenever you like, as long as you have a remaining weapon that hasn’t connected an attack yet. Once you use up each weapon, you cannot summon any more until you take a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Memories of the Blade

At 14th level, you become adept at interweaving your martial prowess with your innate magical nature. By expending sorcery points, you can perform one of the following:

  • For a number of rounds equal to your Charisma modifier, your attack range for your bonded weapon increases by 20 ft. This costs 3 sorcery points
  • Whenever you take the attack action, you can cast a 3rd level spell or lower as a bonus action. The max level is raised to 4th when you reach 18th level. This spell must require an action to cast. This costs 5 sorcery points.
  • Whenever you take the attack action, you can cast a cantrip as a free action on that turn. This costs 3 sorcery points.
  • If you take damage from an attack, you can use your reaction to reduce the damage by sacrificing one or more of your weapons from your Sword Summoning feature. Damage can be reduced by rolling the damage die for each of your weapons. For every weapon spent, you must spend 1 sorcery point.

Spellsword

At 18th level, you, your weapon, and the memories of your ancestor have become one and the same. You can add your Charisma to your initiative.

In addition, at the cost of 8 sorcery points, you can use an action to summon a magical duplicate of yourself. It acts immediately after your turn in initiative and retains your stats except for the following changes: it has half of your maximum hit points, can only make attacks with a duplicate of your current weapon, cannot cast spells except for cantrips, and has an AC equal to 14 + your Charisma modifier. Once it drops to 0 HP, it fades away and cannot be summoned again until you finish a long rest.

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