Sorcerer
Base Class: Sorcerer

By fusing your body and magical prowess with weapons, you can "meld" them into yourself, being able to cast spells through them. An unsuspecting enemy see's a lone dagger in some bushes. Thinking someone dropped it and they can go sell it, the creature picks it up  and is immediately hit with a Shocking Grasp spell directly from the dagger. Or maybe the user is dressed in rogue-like clothes, and hurls a throwing-dagger seemingly at the enemy bugbear. While the bugbear gloats at the user, thinking they threw it terribly, a fireball erupts from the dagger, directly at the bugbear and hitting them square in the back.

Bonus Proficiencies

At 1st level, you gain proficiency with simple, along with light armor. 

Welded Weapon

At 1st level, you learn a ritual that welds your very being with one weapon

You can perform a ritual that will last over the course of 1 hour, which can be done during a short rest. Before doing so, you must doff any armor . The weapon must be within physical contact throughout the whole ritual.

Once you have completed the ritual and welded the weapon to your life essence, it fully seeps into your body and cannot be seen across your physical being. It can be stored within you until you wish to use it. As a bonus action, you may eject the weapon from any part of your body. It also becomes a spellcasting focus for you.

You can have up to two welded weapons, but can summon only one at a time with your bonus action. If you attempt to weld with a third weapon, you must break the bond with one of the other two. Breaking the bond with one of the weapons requires it to be with physical contact of you. This can include being within you. But, if you break the bond you have with a weapon while it's within you, it will be harmlessly deposited from your body. 

(Option) From Face to Fist

At 1st level, you tend to be sturdier than the average Sorcerer. Your link to bloodshed and combat boost your heartiness.  Who needs words when you have warfare

You may swap Charisma as your spellcasting ability for Constitution

Sword and Spell

At 6th level, your weapon becomes more of an extension of you and your magic. 

If one of your welded weapons is within 30ft of yourself, you may cast spells through your welded weapon as if they were the point. To do so, use sorcery points equal to the twinned spell metamagic table.

However, cantrips don't cost any sorcery points.

If a spell is cast through one of your welded weapon that would normally damage it, the spell is immune to the effects of the spell for just that spell.

 

Self-Defense

At 14th level, you may absorb a weapon stored within you to temporarily buff either yourself or 1 ally that you can touch.

When the target absorbs a melee weapon, their skin hardens, taking on an appearance similar to whatever weapon they absorbed for 1 minute.

-Inheritor gains +2 to AC

-Inheritor gains Resistance to bludgeoning, piercing, and slashing damage

-All melee attacks made by the Inheritor add your spellcasting modifier to your melee weapon attack and damage rolls

If the Inheritor absorbs a ranged weapon, their eyes sharpen and your muscles strengthen, making it easier to see and hit any target for 1 minute.

-The Inheritor's spell and weapon attacks score a crit on a roll of 19 or 20.

-Inheritor can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

-All range attacks add your spellcasting modifier to their ranged weapon attack and damage rolls

Self-Perfection

At 18th level, you've finally perfected your bond with weaponry. Truly using them as an extension of your own body

-When absorbing a melee weapon, as a bonus action, the inheritor may transform a part of your body into that weapon you absorbed. If you/they absorbed a magical weapon, whatever limb is transformed into that weapon gains the additional magical effect on top of the additional damage. 

-When absorbing a ranged weapon, the inheritor gains Truesight for 30ft on top of the previous abilities

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