Base Class: Sorcerer
Witchblades are born of a lineage of warriors whose great feats in battle shape the flow of magic around them, allowing their supernatural prowess to sometimes pass to their descendants. Some tribes and noble families track their ancestries in hope of identifying the heirs to this power and harnessing their gifts. However, many witchblades are born of unremarkable circumstances, removed from and ignorant of the heritage that empowers them. Some scholars suggest that when the fates and the weave of magic align just so, one of these warrior mages may come into being through their own force of will, bending the weave and perhaps starting a lineage of their own.
Arcane Warrior
At 1st level, you learn to utilize simple magical effects as you fight:
Arcane Defense. While not wearing armor your AC is equal to 13 + your spell casting ability modifier. Starting at 2nd level, when you are about to take damage, you may use your reaction and spend sorcery points to protect yourself. You may prevent 5 damage for each sorcery point spent this way.
Martial Magics. You gain proficiency with all simple & martial melee weapons. You may use your spell casting ability modifier instead of Strength or Dexterity when you make an attack with a melee weapon. You may use a weapon as an arcane focus.
War Magic. You learn additional spells when you reach certain levels in this class, as shown on the Witchblade Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Witchblade Spells
SORCERER LEVEL | SPELLS |
---|---|
1st | Ensnaring Strike, Searing Smite, Thunderous Smite, Wrathful Smite, Zephyr Strike |
3rd | Branding Smite, Flame Blade, Shadow Blade |
5th | Blinding Smite |
7th | Staggering Smite |
9th | Banishing Smite, Flame Strike, Steel Wind Strike |
11h | Blade Barrier |
17h | Blade of Disaster |
War Witch
At 6th level, you gain the following benefits:
Sorcery Strike. When you use an action to cast a Sorcerer spell, you may make a weapon attack as a bonus action. You can spend up to 3 sorcery point to make 1 additional attack per sorcery point spent.
Magical Armament. You may invoke a set of magical weapons at will as a single bonus action. The magical armaments are often of an arcane appearance such as a whip of crackling energy or a cuirass of swirling shadows.
You can create any one weapon or any two weapons with the light property (see the Weapons section for weapon options). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon or two magic weapons if they have the light property, into your Magical Armament by performing a special ritual while you hold the weapon/s. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Magical Armament thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Magical Armament if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Witch Walking
At 14th level, you gain the ability to blink around the battlefield. In addition to your normal movement, you may instantly teleport up to 15 feet to an unoccupied space that you can see. You may use this feature once per turn.
Magical Flurry
At 18th level, whenever you make an attack using the War Witch feature you can target a creature within 30 feet of you, you teleport to that creature then make an attack. Additionally, you can cast Steel Wind Strike once using this feature. Once you do so you can't cast it again using this feature until you finish a long rest.
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