Sorcerer
Base Class: Sorcerer

Among the talented magi are those born to a house of swordsman that would take their craft to new heights. Burning their techniques to memory, branding it into their blood. Such that warriors of innate talent remember these lessons through pure muscle memory, passing along these traditions to descendants through the ages.

Those of a Bladed Lineage are able to learn and replicate old techniques akin to magic with their swords. Using these abilities they learn true mastery of magic and metal, eventually to reach a nirvana in which they understand how to wield a blade to its utmost potential.

Glitch Bandaid

Glitch

Blade Skills

1st-level Blade Lineage feature

You hone your skill with a blade, trained to intertwine magic and metal you can use your Charisma modifier for attack and damage rolls with weapons you have proficiency in. From this you reach the pinnacle of your ability and you learn Blade Skills. Blade Skills count as spells you cast when you use them, each one costing an appropriate spell slot to activate with varying effects. Blade Skills use your spellcasting DC and spell attack modifier, and you know the following list of abilities:

Blade Skills Table

Skill Effect
Bleaching Blade As a bonus action you can expend a 1st level spell slot and empower your next attack roll as your blade becomes wreathed in a corrosive magic. On hit you reduce the armor class of the target by -1 until the end of your next turn and deal an additional 1d6 acid damage.

At Higher Levels
When you expend a spell slot of 3rd level or higher, the damage increases by 1d6 and the armor class reduction increases by 1 for every two slot levels above 1st.
Atomic Slice As an action you can expend a 1st level spell slot and perform a cutting motion that travels through space. Target a creature you can see within 120 ft. of you with a spell attack roll, on hit dealing 1d12 force damage. If you score a critical strike with this attack then you can roll an additional damage die when determining the extra damage for a critical hit.

At Higher Levels
When you expend a spell slot of 2nd level or higher, the damage increases by 1d12. Additionally if you expend a spell slot of 5th or higher, you select an additional target for each slot level above 5th.
Frozen Blossom Dance As an action you can expend a 1st level spell slot to create a scattering of frozen bladed petals. You target a point within 30 ft. of you that you can see. You create a 20 ft. radius sphere of frozen whirling petals, creatures caught within must make a Constitution saving throw or take 1d8 cold damage. On a success taking half as much damage and suffering no additional effects. When a target fails this saving throw you additionally choose whether the target suffers from reduced movement speed up to half of their total movement speed or you dash to a target within your movement speed and make a weapon attack, dealing 1d8 additional cold damage on hit.

At Higher Levels
When you expend a spell slot of 3rd level or higher, the damage of both the saving throw and the attack increases by 1d8 for every two slot levels above 1st. Additionally if you expend a spell slot of 5th level or higher, the size of this skill becomes a 40 ft. radius sphere and can be placed in a point within 120 ft. of you that you can see.
Crossing Firestroke As an action you can expend a 1st level spell slot to brandish your weapon in a vertical slashing motion followed by a horizontal slice after, resulting in a sparking cross-shaped flame that you strike with your palm to send it forth. If you are within 5 ft. of a target, you make two weapon attacks that deal 1d6 additional fire damage each then the target must make a Strength saving throw or be pushed 10 times the spell slot level expended number of feet away. If you use this skill at a range, it instead is a projectile that has a range of 60 ft. Make a ranged spell attack roll, on hit dealing 1d10 fire damage and forcing the target to make a Constitution saving throw or have fire explode forth from them in a 40 ft. cross shaped pattern. Creatures caught in the path must make a Dexterity saving throw or take 1d10 fire damage, taking half as much damage on a success.

At Higher Levels
When you expend a spell slot of 3rd level or higher the die count of all of this skill's damage increases by 1 for every two slot levels above 1st.
Thunderclap and Flash As an action you can expend a 1st level spell slot to enter a stance that builds lightning within your body. You begin concentration on this skill for 1 minute as it sets your movement speed to 0. You can use your bonus action on your turn to end concentration on this skill and teleport to each target within 10 ft. of you, brandishing your weapon in an attack against each target that deals 1d8 additional lightning damage. At the end of these attacks you teleport to a spot of your choice within range of the skill. Each round you maintain concentration on this skill increases the range by an additional 10 ft.

At Higher Levels
When you expend a spell slot of 2nd level or higher the damage increases by 1d8.
Mortal Cutting Sword As a reaction when you hit a target with an attack roll, you may expend a 1st level spell slot to perform a quick slash that extends out and strike at the very life of the target. The target must make a Charisma saving throw or take 1d4 necrotic damage and be immune to healing of any kind for 1 minute. The target can repeat this saving throw at the end of its turns, ending the effect on a success.

At Higher Levels
When you expend a spell slot of 2nd level or higher the damage increases by 1d4. Additionally, when you expend a spell slot of 5th level or higher a creature that fails this saving throw also takes 1d4 necrotic damage each time they are hit with an attack for the duration of the skill. Moreover, when you expend a spell slot of 9th level this skill immediately kills the target if it is at 75 hit points or lower. A target killed by the 9th level version of this skill cannot be revived by any means short of the Wish spell or similar magics.
Wisteria Flower Festival As a bonus action you can expend a 1st level spell slot to spread out a fragrant toxin into the air. You create a 60 ft. cube centered on yourself that follows you for the one minute as you concentrate on this skill. When you first use this skill, creatures of your choice within the range must make a Wisdom saving throw or be poisoned for the duration. When a hostile creature ends its turn within this skill it must make a Constitution saving throw; at disadvantage if poisoned by this skill. On a failure the target takes 1d10 poison damage and you choose for it to either make an attack against a target within range or for you to use your reaction to force one target that failed this saving throw to suffer a -1d8 penalty to its saving throws until the start of your turn.

At Higher Levels
When you expend a spell slot of 2nd level or higher the damage increases by 1d10. Additionally, when you expend a spell slot of 3rd level or higher creatures poisoned by this skill no longer have disadvantage due to being poisoned when you command them to attack a target and deal an additional 1d10 poison damage on hit for every spell slot level above 3rd.
Phantom Draw When you deal damage to a target you can use your reaction to expend a 1st level spell slot to perform a near unseen quickdraw of your weapon. You make a spell attack roll against the target, dealing 1d6 psychic damage on hit and forcing it to make an Intelligence saving throw or be frightened of you for 1 minute or until the skill ends. If the target willingly takes movement then it takes 1d6 psychic damage and the skill immediately ends.

At Higher Levels
When you expend a spell slot of 2nd level or higher all of the damage increases by 1d6. Additionally, when you expend a spell slot of 5th level or higher the target's maximum hit points are reduced by the damage taken by this skill for 24 hours. Moreover, when you expend a 9th level spell slot you can instead banish the target to a pocket dimension on a failed saving throw. The target remains in this pocket dimension for the duration of the skill and takes 3d6 psychic damage at the start of its turns. The target may repeat the saving throw at the end of its turns, ending the effect on a success and escaping the pocket dimension as it appears in an unoccupied space.
Lightfray Edge As a reaction at the start of your turn, you can expend a 1st level spell slot to move in a flash of light performing a near unavoidable slice. You move in a 60 ft. line, forcing creatures caught in the path to make a Dexterity saving throw or take your weapon damage and 1d10 radiant damage on a failed save. On a success taking half as much damage.

At Higher Levels
When you expend a spell slot of 2nd level or higher the damage increases by 1d10 and the target is blinded on a failed saving throw until the end of its turn. Additionally, when you expend a spell slot of 5th level or higher you can dash in an additional 60 ft. line for every four slot levels above 1st. Moreover, when you expend a 9th level spell slot, connecting the lines of this skill also targets creatures within the center of these lines to make the same Dexterity saving throw, on a failure if the target is at 50 hit points or lower it becomes permanently petrified as it becomes overwhelmed by the speed in which you moved. The petrified condition of this skill can only be removed by a casting of Greater Restoration or similar magics.
Vacuum Slash As a bonus action when you hit with an attack roll or a target fails a saving throw from an effect you produced, you may expend a 1st level spell slot to perform a graceful movement whilst slicing at the target with such grace that it leaves a painless wound. You leap over the target if it is within 30 ft. of you and you land within 10 ft. of it in a space of your choice. During this leap you brandish your weapon in an attack and deal 1d12 additional thunder damage on hit, after you land you then choose if the target is pushed or pulled 10 ft.

At Higher Levels
When you expend a spell slot of 3rd level or higher the damage increases by 1d12 for every two slot levels above 1st. Additionally, when you expend a spell slot of 5th level or higher you can leap over a different target within 30 ft. and perform the same attack against it. Gaining an additional target for every two slot levels above 5th.

Bone of the Blade

1st-level Blade Lineage feature

You gain proficiency in any one-handed melee weapon of your choosing, you may use a weapon you wield as a spellcasting focus. Because of your lineage, you know artful forms of handling it. When interacting with friendly or non-hostile creatures, you can make a Performance check to flourish your blade in a graceful manner. This is contested by a Wisdom saving throw if the creatures watching the flourish are not easily impressed, if you succeed then you have advantage on Charisma checks against those creatures for 24 hours.

Extra Attack

6th-level Blade Lineage feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. When you take the attack action you may replace one of your attacks with a Counter Attack, this grants you an additional reaction for that round that can only be used on the following special reactions:

  • Claim Wound. When you take damage from a hostile source, you may make an attack on a target within range.
  • Scarlet Wind. When a creature ends its turn within 30 ft. of you, cast one of your Sorcerer cantrips on that target.
  • Edgeline Focus. When you would fail a saving throw against a damaging effect, you may take a 10 on the roll. If you succeed on the saving throw as a result of this reaction, you move up to half of your movement speed and use a Blade Skill of your choice.

Reclaim the Resonance

6th-level Blade Lineage feature

You have further mastery over the way you handle your blade, inscribing your stances within scrolls. You gain a pool of Reclaim equal to your proficiency bonus and gain proficiency in Calligrapher's Supplies. Reclaim can be used to perform enhanced maneuvers and you restore 1 Reclaim when you score a natural 20 on an attack roll, or when a creature fails one of your saving throws by rolling a natural 1. You gain the following abilities to use your Reclaim on:

  • Scattered Blossom Footwork. When you use a reaction, you may expend 1 Reclaim to move up to your movement speed during that reaction.
  • Grip of Flowing Steel. When you miss an attack roll with a melee weapon, you may expend 1 Reclaim to grant advantage to your next attack roll you make.
  • Wind Passing the Mountain. When you are hit with an attack, you may expend 1 Reclaim to roll one of your Sorcerer Hit Die and reduce the incoming damage of that attack by the rolled amount. Expending the hit die on use.

Over the course of a short rest, you can choose to use the inspiration you gained throughout the day to begin making a Haiku. You make a check with Calligrapher's Supplies against your Sorcerer DC, on a success you create a unique Haiku and restore all of your missing Reclaim. You may use your Haiku when interacting with certain creatures as a bartering option in place of gold at your DM's discretion.

True Steel Enlightenment

14th-level Blade Lineage feature

Your mastery runs deep, a heritage of swordsmanship and crafting takes root within your very blood. You gain proficiency in Smith's Tools and you can begin the lengthy process of creating the crystallization of your bloodline. You select one weapon that you have proficiency with, over the course of 48 hours you work on this weapon tirelessly as you refine it with all the personal insignia and flourishes associated with your lineage. At the end of this work, this weapon becomes bound to you and it uses your spellcasting modifier along with any magical bonuses associated (up to a maximum of +3) with it. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. You may expend 7 sorcery points to summon this weapon from anywhere to your hand, it is a magical weapon while you wield it and it deals a bonus 1d8 damage of your choosing when you summoned the weapon. When you cast a spell, you can additionally make an attack with this weapon as apart of that action.

This feature may be active on only one weapon at any given time.

The Bladeless Sword

18th-level Blade Lineage feature

You reach the absolute pinnacle of your mastery of sword and magic. With newfound knowledge, you now understand the true way to strike with a blade. When you cast a spell or make an attack with a melee weapon, you can use your bonus action to make a weapon attack. Additionally, you can expend 3 sorcery points when you make an attack with a melee weapon to refine the alignment of your blade. A target cannot use their reaction in response to this weapon attack for any purpose.

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2025 3:52:44 PM
22
1
0.0
Coming Soon
2/21/2025 12:52:12 AM
34
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes