Base Class: Sorcerer
Someone with immense power and knowledge has experimented on you. Whether or not this was the goal.... your soul has been unnaturally changed. This experimentation has made your soul more malleable. So malleable, you can channel your soul into the weapons you wield.
Level 3: Soul Bond
While wielding any weapon you are proficient in, you gain a +1 to your AC. If you wield two weapons or if you wield a weapon with two hands, you gain a +2 to your AC.
You can manipulate your soul to bind it with any melee weapon of your choice. You can bind to a magic weapon only if it has the common rarity. As long as you're alive, it cannot break and you gain proficiency with weapons that are the same as your bonded weapon. You also use your charisma modifier for all attack and damage rolls instead of strength or dexterity. The damage type of the weapon counts as magical and the weapon counts as your arcane focus.
If you bind your soul to two weapons, you subtract 2 hit points from your hit point maximum. You may get them back if you unbind from either weapon. The binding and unbinding process works the same as the attuning rules, though you do not need to actually attune to your weapons to soul bond. You cannot bind your soul to three weapons at once.
Level 3: Blade Soul Spells
When you reach a Sorcerer level specified in the Blade Soul Spells table, you thereafter always have the listed spells prepared.
3 - Catapult, Zephyr Strike, Heat Metal, Shadow Blade
5 - Conjure Barrage, Haste
7 - Staggering Smite, Raulothim's Psychic Lance
9 - Conjure Volley, Steel Wind Strike
Level 3: Knowledge of the Blade
As your blade seems to almost communicate to you, you know exactly how to use it to its max potential. Upon choosing this subclass, you gain your choice of the Two-Weapon Fighting or Great Weapon Fighting styles.
Level 3: Loyal Blade
You can recall the bonded weapon as a free action anytime the weapon is within 60 feet of you. In doing so, it flies in a straight line into your hand. If there is a medium or larger sized object blocking the path, the weapon hits the object then clatters to the ground. If a creature of any size is blocking the path, the creature must succeed a dexterity saving throw (DC=your spell save DC). On a failed save, the creature takes the normal damage of the weapon. On a success, the weapon glides into your hand without dealing damage. You can use this feature as a normal action to add a cantrip only if the cantrip has the weapon you are recalling as a material component.
Level 6: Soul Drive upgrade
When entering your innate sorcery state, you can imbue your bonded weapon with a short burst of your own vitality and high powered magic. When using a weapon you are proficient in you gain the following benefits.
- Your AC equals 10+Con modifier+Cha modifier. Unless you are wearing armor (including mage armor), then you can choose between the two armor classes.
- Gain an extra attack
- You can use metamagic options on your bonded weapon:
Careful Attack - When you use your bonded weapon that forces other creatures to make a saving throw, you can protect some of those creature from the weapons full force. to do so, spend one Sorcery Point and choose a number of those creatures up to your charisma modifier. A chosen creature automatically succeeds on its saving throw against the weapon, and it takes no damage if it would normally takes half damage on a successful save.
Distant Attack - When you use your bonded weapon, you can spend 1 Sorcery Point to make your soul add 30 feet to the weapons range.
Empowered Attack - When you roll damage for your bonded weapon, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Attack even if you've already used a different Metamagic option during the use of the weapon.
Heightened Attack - When you use your bonded weapon to forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the weapon Disadvantage on saves against it.
Quickened Attack - When you use your bonded weapon, you can spend 2 Sorcery Points to use the weapon as a Bonus Action.
Seeking attack - If you make an attack roll for your bonded weapon and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Attack even if you've already used a different Metamagic option during the use of the weapon.
Subtle Attack - Even if your bonded weapon is not equipped, you can spend 1 sorcery point to lash out with your soul. The target is affected the same way as if you struck it with your bonded weapon. This also has the same range as the bonded weapon.
Transmuted Attack - When you use your bonded weapon, you can spend 1 Sorcery Point to change the damage type to one of the listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
Level 14: Arcane soul upgrade
Your soul has become powerful enough to inhabit magic weapons. The restriction of bonding with an uncommon or rarer magical weapon is lifted.
Bonding to a magic weapon fuses the magic power with your soul. Even if your bonded weapon is not equipped, magical or otherwise, your unarmed strikes are replaced with the properties, damage, and stats of the weapon, the same penalties apply (such as the heavy property) as if you were wielding it. You are also allowed to use subtle attack with this feature.
Soul Valkyrie upgrade
You can manipulate your own soul so effectively that your soul can sprout wings, giving you a Fly Speed of 40 feet. You may choose what color, texture, material, and shape your wings take but they must fit into a 10 foot wingspan.
Level 18: One with the Blade
Once per long rest, all attacks with your bonded weapon deals maximum damage for one round. Also, While your Innate Sorcery is active, your bonded weapon can be controlled to go anywhere within 120 feet of you; it has a fly speed of 60 feet.
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