Sorcerer
Base Class: Sorcerer

Sorcerers of the Arsenal Bloodline are the descendants of a long line of weapon masters, individuals whose lives are dedicated to the pinnacle of martial prowess . The culmination of their bloodline's efforts and talent has lead to them, an individual so connected to weapons that the connection has sprouted into a wellspring of supernatural power in the sorcerer.

Often, but not always, sorcerers of this bloodline manifest metallic tattoos in the shape of weapons.

Martial Proclivity

At first level, though born with magical powers, swinging a something edged or blunted is in your blood. You are granted the features below:

  • You gain proficiency in both simple and martial weapons and both light and medium armor.
  • Your spell save DC now relies on Constitution instead of Charisma. Also, the charisma requirement to take this sorcerer is Constitution instead.
  • Your designated weapon sets from the Arsenal Magic feature can be used as your spell focus.
  • Your designated weapon sets from the Arsenal Magic feature gain half your con modifier to damage

Arsenal Magic

At first level, the mixing of magic and martial prowess has resulted in changes to your spells.

On long rest, you can designate up to 2 sets of weapons (For example, wielding a one handed weapon and having a free hand counts as 1 set, same for dual wielding and two-handing). Instead of an action, you can swap between them once for free and one additional time for a sorcery point, when you unlock them, otherwise you can use an action to swap between them. Additionally, your spells and cantrips gain new effects based on the properties of the weapon or weapons in your hands when cast:

  • Finesse- Add a bonus to hit or dc equal to half your Con modifier rounded down.
  • Heavy- On a target getting hit or failing a save, decrease the target's movement by 5 feet until the end of your next turn.
  • Light- On a target getting hit or failing a save, increase your movement by 5 feet for until the end of your turn.
  • Loading- When you fail to hit and would deal no damage with a spell or cantrip, do half the damage anyway.
  • Range- Spells and cantrips with a range over 10 feet get an additional 10 feet of range.
  • Reach- Touch range spells and cantrips get an equal increase in range.
  • Thrown- Excluding touch range, all spells and cantrips get and additional 5 feet of range.
  • Two-Handed- Add a bonus to damage equal to half your Con Modifier rounded down.
  • Versatile- Add a bonus to hit or dc and damage of 1, increasing to 2 at level 6.

These effects are only applied once and do not stack if the property appears more than once in a set of weapons.

Sorcerous Strike

At sixth level, you learn how to wrench more potential from your bloodline's hard-trained skill.

You gain the benefits of extra attack and a spell or cantrip can take the place of your attacks in a round. The Con modifier to damage from the Martial Proclivity feature is upgraded to your full modifier instead of half. You also gain resistance in one damage type from slashing, piercing, or bludgeoning.

Magic Arsenal

At sixth level, you ingrain the variety of mastery granted by your blood into your combat, the rhythm of battle building a magical fervor. The following features are gained:

  • Your weapon attacks are considered magical for the purposes of overcoming damage resistance.
  • When you cast a cantrip, your weapon is set alight with energy of a type matching the cantrip you used, granting your next weapon attack in the same turn an additional 1d4 damage.
  • When you swap between your weapon sets, your next weapon attack in the same turn is granted an additional 1d8 damage of a type matching the damage of any cantrip you know.

The damage granted from this feature doesn't stack with itself and the newest or greatest damage added overwrites anything previously granted from this feature. In the case of dual wielding, both weapons get the enhancement granted by cantrips but only the main hand weapon gets the enhancement from set swapping.

Steel, Sorcery, and Durability

At 14th level, you gain a better grasp on the various offensive and defensive weapon techniques that your forebears spent their lives mastering.

  • The bonus damage from the Magic Arsenal feature associated with cantrips is increased to 1d6 and the bonus associated with swapping weapons sets is increased to 1d10.
  • When you swap weapon sets, you are granted a pool of temporary health equal to 15 + your con modifier.

Bloodline Manifestation

At 18th level and as a bonus action, you can unleash the embodiment of your bloodline as an additional pair of spectral arms on yourself, wielding your unused weapon set. This is active until the end of your turn and allows you to make an additional 2 weapon attacks with the weapon set wielded by the spectral arms. Alternating between attacking with your current weapon set and the spectral weapon set grants full bonus from this subclass' Magic Arsenal feature. This ability can only be used once and recharges on long rest, unless you use 6 sorcery points to cast it again.

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