Sorcerer
Base Class: Sorcerer

Your ancestors studied their innate magic and discovered ways of infusing their weapons with arcane energy. They refined this martial art over centuries and passed their knowledge on to the new generations.

Or maybe you found manuscripts that described the ways of the Arcane Blade and through studies and training you where able to awaken your own innate powers.

Arcane Armament

Starting at 1st level, you adopt how to cast spells while wearing armor and weapons. You gain proficiency with Light Armor and Medium Armor and the Rapier and Longsword.
Any weapon you are proficient with can be used as a spellcasting focus.

Starting at 2nd level, you can use a Bonus Action and spend 2 Sorcery Points. When you do so, arcane energy curls around your weapon for 1 minute. Whenever you hit with this weapon, you deal an extra 1d8 psychic damage. 

Weapon Channeling

Starting at 6th level, you can channel your innate arcane energy through your weapons. If you choose to do so, you have to spend 10 minutes and touch a weapon that you are proficient with and that lacks the two-handed property. When you finish the channeling, arcane runes appear on the weapon. 

You can attack with your channeled weapon twice, instead of once, whenever you take the Attack action on your turn.

Psychic Strikes

Starting at 14th level, you add your Charisma modifier (minimum of +1) to the damage of your melee weapon attacks.

Arcane Leap

Starting at 18th level, the arcane energy that you channel through your weapons reach into the ethereal plane. 

As a Bonus Action, you can spend 3 Sorcery Points and teleport to an unoccupied space within 5 feet of a creature that you can see. Until the end of this turn, your weapon attacks deal an extra 1d8 psychic damage. 

You can choose to spend 2 more Sorcery Points and activate the effect of Arcane Armament that you gain at 2nd level. 

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