Sorcerer
Base Class: Sorcerer

All magic is derived from a arcanum, whether it be druids who commune with nature, wizards who learn and adapt to their arcanum, or clerics who connect to a arcanum beyond the bounds of their reality. However, the Soul Sorcerer practices magic in a way unique to them, as they are the oldest branch of sorcery; Soul Sorcerers connect with their own souls to channel magic through. This is a long hidden and ancient art that Soul Sorcerers closely guarded, and even when it was exposed to the likes of Wizards through the path of the blade singer, many of them would say "Imitation is the highest form of flattery." These sorcerer's have earnt a reputation for being some of the most skilled wielders of the arcanum, but that does not mean that they are well liked, as many individuals find them to be, for lack of a better word, self absorbed.

Aptitude in Soul and Skill

Starting at 3rd level, your training and techniques have reached a high enough level that you gain proficiency in light armor and in either Arcana, History, Medicine, or Nature. Additionally, you add your charisma modifier(minimum of +1) to your initiative modifier.

Arcana

You gain proficiency with Arcana checks

History

You gain proficiency in History checks 

Medicine

You gain proficiency in Medicine checks

Nature

You gain proficiency in Nature checks

Expanded Spell List

With the knowledge over your own soul and the souls of others, the magic you know expands to include more spells that an average sorcerer could never learn. Additionally, you choose one cantrip from the following: Spare the Dying, Thaumaturgy, or Dancing Lights

Level

Spells

3rd

Bless, Bane, Command

5th

Pass without a Trace, Zone of Truth

7th

Nondetection, Sending

9th

Locate Creature, Legend Lore

Soul Blade

Starting at 3rd level, you can invoke an ancient magic, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to create the Soul Blade, which lasts for 1 hour. It can appear as any object or weapon, has a reach of 10 ft, and deals 1d6 + Charisma modifier in force damage. This damage dice increases to 2d6 at level 6, and 3d6 at level 10. You can dismiss the Soul Blade at any time (no action required). This attack counts as a melee attack and uses your Spell Attack modifier for all attack rolls. While your Soul Blade is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) & Intelligence (Arcana) checks.
  • You gain a bonus to any Constitution saving throws equal to your Charisma modifier (minimum of +1).

You can use this feature a number of times equal to your Charisma Modifier, and when you use the Innate Sorcerer feature, you can choose to summon your Soul Blade as well(this still consumes one of your summon uses). You regain all expended uses of it when you finish a long rest.

Soul Blade: Active

This is what you have selected when you Soul Blade has been summoned

Soul Blade: Innactive

This is what you have selected when you Soul Blade is inactive

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

Arcane Strikes

Starting at level 6, your understanding of the weave and the arcanum has grown, allowing you to manipulate magic in ways that Soul Sorcerers have kept secret for eons. When making an attack with your Soul Blade, you can imbue the attacks with different effects based on the meta magic option selected. This counts as though you have used a leveled spell. You select 4 options when you unlock this feature. You select an additional 2 at level 9, 2 more at level 13, and 2 more at level 18. You can change the selections on a short rest or long rest. 

Careful Strike (2 points)

When you damage a creature with your Soul Blade, all attacks that that creature makes against you have a penalty to hit equal to your Charisma modifier, and you have a bonus to all saving throws from that creature equal to your Charisma modifier. Additionally, you gain half the damage dealt for this strike as Temp HP.

Distant Strike (1-5 points)

When making an attack with your Soul Blade, you can extend the reach of the attack by 10 feet for each sorcerer point spent up to 5 sorcery points. Additionally, if the creature is more than 20 feet away from you, then it can either be pulled closer towards you by 10 ft or pushed away if the creature is large or smaller. 

  • You can use Distant Strike even if you have already used a different Arcane Strike option during the casting of the spell.

Empowered Strike (2 points)

When you roll for damage, you can roll with advantage. Additionally, if the damage that you rolled is higher than 10, then the target takes increased damage based off your Charisma modifier for each attack made against the creature until the start of your next turn.

Extended Strike (2 points)

As a reaction, you can reduce the damage that a creature takes equal to one roll of your Soul Blade + your charisma modifier. If the damage reduced exceeds 10 damage reduced, then you can allow the damaged creature to make a melee weapon attack if they are in range.

Heightened Strike (3 points)

While making an attack, you make one of your attack rolls become a wisdom saving throw for the creature based on your spell save DC. If they fail the saving throw, they take full damage, if they succeed they take half damage. Additionally, if they fail the saving throw, you steal a piece of their soul and apply it to yourself gaining one of the following benefits for one minute: +2 to your AC, Advantage on constitution saving throws, Temp HP equal to twice your level, or the ability to auto succeed on any acrobatics or athletics checks.

Quickened Strike (4 points)

As a bonus action, you can make an attack with your Soul Blade. If the attack hits then you can take the dodge, dash, or disengage action as part of this bonus action. This strike does not count as a leveled spell.

Seeking Strike (3 points)

You choose to sacrifice your movement speed and instead teleport within 60 ft to a spot within 5 ft of a creature. If the creature is friendly they either have advantage on their next saving throw or gain temp HP equal to twice your charisma modifier. If the creature is hostile then they either take extra force damage equal to your charisma modifier for one attack made on this turn or disadvantage for their next attack roll.

Subtle Strike (1 point)

The attacks that you make with your Soul Blade on this turn are not known to have come from you. Additionally, the target must make an Intelligence Saving throw against your spell save DC. If they fail then they cannot see you until the end of their next turn.

  • You can use Subtle Strike even if you have already used a different Arcane Strike option during the casting of the spell.

Transmuted Strike (4 points)

When you roll damage for your Soul Blade, you alter the very make up of the creature's nature. After the target must make a constitution saving throw against your spell save DC or suffer one of the following effects for 1 minute: Inability to add modifiers to damage rolls, -3 to AC, Taking force damage equal to 2d6 at the start of each of their turns, or they are unable to take opportunity attacks. Only one of these effects can be active at a time. You can change the effect as a bonus action.

Twinned Strike (2 points)

When you attack a creature with your Soul Blade, you can make a second attack roll against another creature within 10 feet of the original target. If this attack hits the creature takes half the damage that the original target took.

    • You can use Twinned Strike even if you have already used a different Arcane Strike option during the casting of the spell.

Heightened Mastery

At level 14 your mastery over your Soul Blade has dramatically increased. When using abilities from Arcane Strikes, they no longer count as though you have used a level spell and the cost for sorcery points has been halved(rounded up). Additionally, you can use your knowledge of your soul to assist you further outside of combat. You can expend a number of sorcery points up to your charisma modifier when you make an Intelligence, Wisdom, or Charisma ability check. For each point expended, you increase the result of the roll by 2.

Weapon of the Soul

At level 18 the techniques that you have honed your entire life have culminated in creating extraordinary skill. When you are in your Innate Sorcery state, you can cast both an Arcane Strike and a Metamagic Option on the same turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2025 1:29:36 AM
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