Base Class: Sorcerer
You are a Blade Conjurerer, someone born with an innate gift for martial ability and magic involving metals and weapons.
Your spellcasting ability becomes Constitution and you gain access to unique cantrips and spells.
Conjure Weapon
When you choose Blade Conjurerer as your Sorcerous Origin, you gain the Conjure Weapon cantrip.
Conjure Weapon has a range of 80ft. It creates a weapon from nearby materials (any metal, clay, wood, flavor is free) and then strikes an enemy with that weapon, causing it to deal 1d8 force damage to the selected enemy, and then the weapon breaks into its basic components. When you unlock Sorcery Points, you can use 1 Sorcery Point to augment the weapon conjured and give it additional effects based on the chosen weapon shape.
Battleaxe: You can cast Conjure Weapon as a 15ft x 5ft (3x1) cleave.
Greatsword: Conjure Weapon deals 2d8 force damage.
Daggers: Make two attack rolls instead of one. Each hit deals 1d6 force damage and lowers the target’s movement speed by 10ft at the start of their next turn. The movement reduction stacks. This weapon’s attacks can be distributed across multiple enemies within range, unlike the other weapons.
Martial Prowess
You gain proficiency with light armor, medium armor, shields, and simple weapons.
Once per long rest, you can choose a Summoned Weapon. You can summon any +1 weapon with no additional enchantments and use it. You are proficient with it even if it is a martial weapon. You may use this weapon as your spellcasting focus, and you can use your CON modifier for accuracy and attack rolls. This weapon can be resummoned to your hand as a Bonus Action, but it will always take the form of the weapon you chose at the beginning of the day.
Intermediate Conjure Weapon
Your Conjure Weapon now summons two weapons that deal 1d8 force damage, with their own individual accuracy and attack rolls. Your augmented Conjure Weapon also gets upgrades.
Battleaxe: The weapon strikes the 15ft x 5ft (3x1) area twice.
Greatsword: Both weapons deal 2d8 force damage.
Daggers: The weapon becomes 4 daggers that each deal 1d6 force damage and decrease the target’s movement speed at the start of their next turn by 8ft per dagger.
Magical Branding
Your Summoned Weapon becomes +2, and is now considered magical for the purposes of overcoming physical resistances. You may choose one enchantment, with your DM’s permission, to add to your Summoned Weapon. Additionally, choose one of the following Brands to apply to your Summoned Weapon. While wielding your Summoned Weapon, your chosen Brand grants you a bonus.
Warrior Brand: You are a stout Blade Conjurerer and a honed warrior. While wielding your Summoned Weapon, you can add half of your Constitution modifier to your AC. Additionally, you gain a Fighting Style of your choice.
Magus Brand: You like to combine your magic and your weapons into one big attack. After a short or long rest, you can store a spell you know in your Summoned Weapon. This does not consume a spell slot unless the spell is above level 4. Any time you hit an enemy with your Summoned Weapon or a Conjure Weapon attack, you can choose to unleash that spell originating from the struck enemy.
Scholar Brand: You study techniques and analyze opponents. While wielding your Summoned Weapon, you gain the Conjure Shield Reaction. You may use this Reaction a number of times equal to your proficiency bonus plus your CON modifier, and you gain all expended uses after a long rest. When you or an ally within 50ft is successfully attacked by an enemy, but before damage is rolled, you can use your Reaction to cast Conjure Shield, which grants resistance to all damage types to the affected entity until the start of their next turn.
Advanced Conjure Weapon
Conjure Weapon now summons 3 weapons. Additionally, your special attacks gain bonuses.
Battleaxe: The cleave area increases to 20ft x 10ft (4x2) and the axe sweeps across the area three times, dealing 1d8 force damage for every hit.
Greatsword: The weapons deal 2d8 force damage.
Daggers: The weapons become 6 daggers that deal 1d6 force damage and decrease movement speed by 8ft at the start of the target’s turn.
Bonded Weapon
Your Summoned Weapon becomes stronger. You now no longer have to wield your Summoned Weapon in your hands to use it. You may have it freely flying near you. You still benefit from your Brand this way.
Your weapon reach becomes 10ft if it wasn’t already.
You may use your Summoned Weapon’s damage die for your Conjure Weapon damage rolls.
Your Brand also gains an upgrade.
Warrior Brand: You may add your Constitution modifier to all saving throws and ability checks, and twice to Constitution saving throws.
Magus Brand: Your spell cap for your stored spell increases to 5th level. You may store a 2nd spell of no higher level than 1 in your weapon as well.
Scholar Brand: Conjure Shield now grants damage immunity to the damage types of the initial attack the Reaction was used on, and it lasts until the end of the affected entity’s turn instead of the start of it.
Master Conjure Weapon
Your Conjure Weapon now creates 4 weapons. You gain new possible weapon types and buffs to your existing weapons.
Battleaxe: The weapon swings 4 times in a 20ft x 10ft (4x2) range.
Greatsword: Each weapon deals 2d8 force damage.
Daggers: The weapon becomes 8 daggers that deal 1d6 force damage each and reduce movement speed of any affected creature by 7ft per dagger.
Maul: Costs 2 Sorcery Points. This weapon only modifies one of the strikes. The Maul forces the opponent to make a DC (7 + your CON modifier + your proficiency bonus) Constitution saving throw or lose their Dexterity bonus to their AC for 3 turns. An enemy can not suffer this same debuff more than once per fight.
Pike: Costs 2 Sorcery Points. This weapon only modifies one of the strikes. This weapon will push the enemy up to 10ft in any direction. They also become Skewered by the Pike, taking an additional 1d4 piercing damage from all sources of damage. The Pike breaks off after 2 turns, dealing an additional 3d6 piercing damage. An enemy can not be Skewered more than once per fight.
Blademaster
Your magical boundaries are pushed to their limit along with your body.
Your Summoned Weapon can now take the form of a +3 weapon with up to two enchantments of your choice, with your DM’s express permission to have those enchantments. Your Brand is also upgraded.
Warrior Brand: Whenever you take melee damage, you can use your Reaction to command your Summoned Weapon to make a melee attack against the attacking enemy.
Magus Brand: Your spell cap for your first stored spell becomes 6. Your spell cap for your second stored spell becomes 3. When you decide to use a stored the spell, the Conjure Weapon or melee attack used becomes a crit. This does not affect spell damage.
Scholar Brand: Your Conjure Shield Reaction becomes Conjure Phalanx. This grants the same benefits as Conjure Shield, but if the defended entity takes melee damage, the attacker takes 6d6 magical bludgeoning, piercing, or slashing damage. The Blade Conjurer can change damage type every attack.
Blade Conjurer Spells
You gain unique spells every few levels. They don’t count against your number of Sorcerer spells. At level 1, you get Corrode Metal and Displace Weapon, both level 1 spells.
Corrode Metal: You can target a nearby weapon or set of armor, as long as they’re made of some sort of metal, and corrode it. Corroded weapons receive no proficiency bonuses and receive a -2 penalty to accuracy and attack rolls. Corroded armors lose 2 AC and removes physical resistances for the wearer. This effect is reversed after 3 rounds. If you use Corrode Metal on equipped weapon or armor, the opponent must beat a (your spell save DC) Constitution saving throw to resist the effect.
Displace Weapon: You can force an opponent within 60ft to make a DC (your spell save DC) Strength saving throw or have their weapon thrown out of their hands up to 20ft in any direction. If you are within 20ft of that enemy, you can equip their weapon if they fail the save.
At level 6, you gain Binding Ritual and Caltrops, both level 2 spells.
Binding Ritual: A ritual spell that takes 6 hours and 50gp. Performing this ritual allows you to bind any magical weapon you have found as your Summoned Weapon. You can perform this ritual again with the time and components to bind a new magical weapon, or you may freely release a magical weapon from being your Summoned Weapon.
Caltrops: You conjure a field of caltrops, spearheads, swords, or whatever weapon you choose. It creates a 25ft x 25ft (5x5) area of rough terrain that deals 3d4 piercing damage for every 5ft an enemy moves through it. This area lasts for 10 rounds and requires concentration, falling when concentration is lost.
At level 14, you learn Fix/Rend Weapon and Wall of Blades, both level 4 spells.
Fix/Rend Weapon: You can easily mend any broken weapon, magical or not. Or, you may choose to rend a weapon within 60ft. If it is an equipped weapon, the opponent must beat a (your spell save DC) Constitution saving throw or have one of their weapons become completely twisted beyond use. This can be fixed with a Mending cantrip, but otherwise renders the weapon useless.
Wall of Blades: You erect a 75ft x 10ft (25 x 2) wall of blades. Any enemies in the area upon cast take 8d6 piercing or slashing damage, your choice, and are pushed 10ft to the side. The wall lasts for 3 turns, without requiring concentration. If an enemy comes within 5ft of the wall at any point, you can cause a weapon from the wall to fly out and deal 3d6 bludgeoning, piercing, or slashing damage, your choice.
At level 18, you learn Crumble to Dust and Reversal, both level 7 spells.
Crumble to Dust: You may turn a weapon within 60ft into its basic components. If the weapon is equipped, force the person holding it to make 2 Constitution saving throws against your spell save DC. If they fail both, the weapon crumbles into its basic components.
Reversal: You may use your Reaction and this spell against a successful melee attack before you see the damage roll, which causes the opponent’s weapon to fly out of their hands, negating their attack. You also freely make a weapon attack against that opponent with the same weapon, with their bonuses.
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