Base Class: Sorcerer
Your magic emerges from a mystical bond that intertwines the essence of your soul with a natural gift for weaponry. You may trace your ancestry to an ancient sorcerer who seamlessly blended swordplay and sorcery, or you might simply possess an innate talent for both the arcane arts and combat. This magical lineage courses through your veins, granting you a profound connection to blades.
With this connection comes extraordinary resilience, allowing you to wield steel as if it were an integral part of you. As a sorcerer of this unique heritage, you are adept at using both shields and weapons. Your arcane abilities serve as a protective barrier, while your blade magic empowers you to dominate your foes in battle.
Bladeweaver Magic
At 3rd level, you gain proficiency with shields, simple weapons, and martial weapons.
Blade Bond
By spending 1 hour of meditation with a chosen melee weapon, you forge a magical bond with the weapon. You may create a bond with a new blade at the cost of your old bonded weapon. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to repair or recreate the weapon from a fragment. All other fragments lose any unique or magical properties they may have once had.
As a bonus action, you can call your bonded weapon to your hand from up to 60 feet away.
You can also use your bonded weapon as a spell focus for your sorcerer spells.
Bladeweaver Training
At 3rd level, your connection to blade magic gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
You also can gain a base AC of 10 + your Dexterity modifier + your Constitution modifier if you aren’t wearing armor.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
Distinguished Training
Dreadnought: You train your innate magic to bolster your defenses. You gain an additional 2 AC if you are wielding only a single one handed melee weapon. This benefit counts as using a shield and will not stack with a shield. (You can benefit from only one shield at a time.)
Revenant: You hone your magic to follow and lengthen your blade. All melee attacks made with a simple or martial weapon gain 5ft of reach.
Harbinger: You heat the magic within you and speed its movement throughout your body. Gain 10ft of movement and add your Charisma modifier to your initiative rolls.
The following are options to choose based upon the fighting style you are seeking to use. Dreadnought is seen as more defensive in nature, allowing for more staying power. Harbinger is offensive and seeks to catch enemies off guard and strike before they have the chance. While Revenant is a middle ground between the two - keeping enemies at a distance while striking them down.
Dreadnought Training
You are trained as a Dreadnought.
You gain an additional 2 AC if you are wielding only a single one handed melee weapon. This benefit counts as using a shield and will not stack with a shield.
Revenant Training
You are trained as a Revenant.
All melee attacks made with a simple or martial weapon gain 5ft of reach.
Harbinger Training
You are trained as a Harbinger.
Gain 10ft of movement and add your Charisma modifier to your initiative rolls.
Dreadnought Training
You have chosen Dreadnought Training.
You train your innate magic to bolster your defenses. You gain an additional 2 AC if you are wielding only a single one handed melee weapon. This benefit counts as using a shield and will not stack with a shield. (You can benefit from only one shield at a time.)
Harbinger Training
You have chosen Harbinger Training.
You heat the magic within you and speed its movement throughout your body. Gain 10ft of movement and add your Charisma modifier to your initiative rolls.
Revenant Training.
You have chosen Revenant Training.
You hone your magic to follow and lengthen your blade. All melee attacks made with a simple or martial weapon gain 5ft of reach.
Sharpened Weave
Starting at 14th level, your mastery of magic allows you to add extra arcane force to your spells. For the cost of 1 sorcery point, you can change the damage type of any spell you cast to Force damage. Once you have used this feature and hit a target(s), add additional force damage equal to half your sorcerer level.
Grand Bladeweaver
At 18th level, you have mastered using magic and can manipulate the weave at will. You can apply an additional metamagic to a spell and the first metamagic applied to the spell will cost no sorcery points (you must use the cost of the metamagic option with the higher cost.)
Comments