Sorcerer
Base Class: Sorcerer

Your innate magic comes from the magic of moonlight, song, and dance mingled with your blood or your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sword master of ancient times who swore an oath to Eilistraee. None of these bloodlines are well established in the world, and most people are unaware that blade dancers exist. Any given sorcerer could be the first of a new bloodline due to an oath that they themselves swear or some other exceptional circumstance.

You yourself have sworn an oath to this mysterious entity from the Dark Seldarine — a pantheon that typically manifests in chaos and evil. But your patron is unique among them: Eilistraee, The Dark Maiden, offers a rejection of the evil ways of Lolth to drow disgusted with the evils perpetrated by their kind. Eilistraee offers no guarantee of your safety and no promise of acceptance in the world outside the drow, but she has opened your heart to the wonder of nature in the night, and her songs and signs show you how to persevere in it.

Blade dancers master a tradition of sorcery that incorporates swordplay and dance. In combat, a blade dancer uses a series of intricate, elegant maneuvers that fend off harm and allow the blade dancer to channel magic into devastating attacks and a cunning defense. They channel magic back into their bodies, moving with supernatural grace and speed. Many who have observed a blade dancer at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Arcane Bond

At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon that you are proficient with and that lacks the two-handed property. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

If your bonded weapon is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can only have one bonded weapon. If you attempt to bond with a second weapon, you must break the bond with the other one.

The influence of your bloodline also allows you to mystically channel your will through your bonded weapon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can use your bonded weapon as a spellcasting focus for your warlock spells.

In addition, the weapon gains a bonus to its attack and damage rolls. The bonus equals half your proficiency bonus, rounded down.

At 6th level, you learn the following metamagic:

Quickened Blade
Once per turn when you take the Attack action with your bonded weapon, you can spend 2 sorcery points to take one additional Attack action with your bonded weapon. Each time you use this metamagic after the first, the sorcery point cost increases by 2. When you finish a short or long rest, the sorcery point cost resets to 2.

Hex Warrior

At 1st level, the influence of your bloodline allows you to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

As magic flows through your body, it causes physical traits of your blade dancer ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Residual Enchantment

Starting at 6th level, your bonded weapon retains a portion of used magic to unleash devastating attacks.

When you cast a spell of 1st level or higher that deals damage, your bonded weapon deals extra damage equal to your Charisma modifier the next time you hit a creature with it before the end of your next turn. This extra damage is the same type as the spell cast and has an additional effect depending on the damage type. If the spell has multiple damage types, you can choose which one to use.

Acid -- The target takes a -2 penalty to its AC until the start of your next turn.
Cold -- The target's speed is reduced by 10 feet until the start of your next turn.
Fire -- The target has disadvantage on the next attack roll it makes before the start of your next turn.
Force -- The target is pushed 10 feet away from you in a straight line.
Lightning -- The target can’t take reactions until the start of your next turn.
Necrotic -- The target can't regain hit points until the start of your next turn.
Poison -- The target is poisoned until the start of your next turn.
Psychic -- The target must subtract 1d4 from the next saving throw it makes before the start of your next turn.
Radiant -- The next attack roll made against this target before the start of your next turn has advantage.
Thunder -- The target is knocked prone.

Extra Attack

At 6th level, you can cast one of your cantrips whenever you take the Attack action with your bonded weapon. Moreover, when you use your action to cast a spell of 1st lever or higher, you can use a bonus action to attack with your bonded weapon.

Bonded Magic

Starting at 14th level, the overwhelming magic within your bonded weapon becomes so malleable you can store and channel spells through it.

When you cast a spell of 1st or higher, you can expend 5 sorcery points to instead store it into your bonded weapon for 8 hours, expending the spell slot, but the spell doesn't come into effect. When you hit a target with a weapon attack using your bonded weapon, you can use your reaction to have the spell take effect immediately. The spell then fades from the weapon. If the spell requires the target to make a saving throw, they must make the saving throw with disadvantage. If the spell normally affects more than one creature, it only affects the target. If you break the bond with your bonded weapon, the spell fades from the weapon. Your bonded weapon can only store one spell at a time.

Boundless Dance

At 18th level, you reach the peak of your prowess with blade and magic. Once per day, you can draw upon the boundless talent and skill that lay dormant in your blood. For the next minute, you gain the following benefits:

  • Your AC increases by an amount equal to your Charisma modifier.
  • Your weapon attacks and spell attacks deal additional damage equal to your Charisma modifier.
  • When you use your action to cast a spell of 1st lever or higher, you can now use a bonus action to attack twice with your bonded weapon, rather than once.

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