Sorcerer
Base Class: Sorcerer

You are descended from a great warrior or perhaps a war god. Your magic is channeled through your strength, allowing you to make your weapon a vessel for your might and magic.

(I'll add a story later.)

Child of War

You may use Streangth as your Spellcasting ability modifier.

Bonus Proficiencies

You gain proficiency with medium armour and the long sword.

Spirit Blade

At the end of a short rest, you can merge your spirit with a melee weapon with which you are proficient. That weapon becomes your Spirit Blade. Your Spirit Blade's damage is Force Damage and may also be used as a spellcasting focus as long as you connection remains. You do not need to be holding your Spirit Blade to use it as a spellcasting focus.

Your Spirit Blade floats by your side, ready to attack; allowing you to have your hands free to cast spells. When you use your action to cast a spell, as a bonus action, you may have your Spirit Blade fly out and make an attack against a creature within 30ft of you. After that attack, the sword returns to your side. You may use this ability a number of times equal to your proficiency bonus per rest.

When you choose a Spirit Blade, the weapon is infused with the essence of your magic and may take on minor, aesthetic changes of your choosing.

Spirit Blade's Dance

Spirit Blade Utility

At 3rd level, your connection to your Spirit Blade strengthens, allowing your blade to assist you and your companions in battle; you can expend three sorcery points to sheath your Spirit Blade and summon a Spectral Blade to cause one of the following effects:

Piercing Dance. Your Spectral Blade flies up to 30ft in a straight line away from you. The Spectral Blade hovers in that space until the beginning of your next turn when the blade flies back to your side and vanishes. Each creature in the line must make a dexterity saving throw, on a failure a creature takes force damage equal to half your level in this class rounded up. A creature must make the dex save on both the casting and the returning of your Spectral Blade, but a creature can only take damage from it once per casting.

Comrade’s Dance. Your Spectral Blade hovers beside an ally within 60ft of you for the next minute, or until you use an action to end the effect early. While your Spectral Blade is with them, your ally's movement speed is increased by 10ft. In addition, your ally may use their bonus action to grant themselves advantage on their first attack that turn.

Ghost Dance. Make a ranged spell attack against a creature within 60ft of you. On a hit, your Spectral Blade impales the target and latches itself to them. For a number of minutes equal to your sorcerer level x3, the creature cannot be hidden or obscured from you, and you know its precise location at all times. The creature also gains no benefit from invisibility. You may end the effect early as a bonus action.

Whenever you use one of your Spirit Blade's Dances, your Spirit Blade must remain sheathed or the Dance ends. In addition to this, the Spectral Blade summoned by this ability is tethered to your soul by an invisible chord that extends from your chest to the sword. A creature that can see into the ethereal plane, such as a creature using the True Seeing spell will see this chord and is able to make an attack against it on their turn. The chord has an AC equal to your level +3 and 1 hit point. If the chord is severed the Dance ends. Your Dances do not end if you fall unconscious but does end if you die.

Dance of the Distant Spirit

Starting at 14th level, once per long rest, as a bonus action, you can grasp your Spirit Blade and plunge it into the ground. For up to an hour, you are tethered to your Spirit Blade, as a bonus action, you can snap the tether. If you do so, as long as you and your Spirit Blade are on the same plane of existence, you teleport back to the nearest available space near your Spirit Blade.

If something would render you unconscious while Dance of the Distant Spirit is active, you are teleported back to your Spirit Blade with one hitpoint; ending Dance of the Distant Spirit.

A creature may make a strength check vs your spell save DC to remove your Spirit Blade from the earth early. On a success, your tether is broken, and you are immediately teleported back to your Spirit Blade, ending Dance of the Distant Spirit.

If a spell or effect stops teleportation, such as the Forcecage spell, you are not teleported and your connection with your Spirit Blade is severed and must be reestablished.

Untethered Spirit

At 18th level, as a bonus action, you can spend 5 sorcery points to move your Spirit Blade up to 90ft away from you and summon a spectral copy of yourself that emanates from your Spirit Blade. This Untethered Spirit mirrors your statistics, has hit points equal to your level x3 and has resistance to all damage except force damage. The Spirit until you dispel it as a bonus action or until it drops to 0 hit points. If you are rendered unconscious, your Untethered Spirit immediately teleports into your space to protect you from harm.

Your Untethered Spirit shares your initiative and has a separate movement speed. It can also perform any task or make any action you are able to without assistance, except attacking and casting spells. Your Untethered Spirit has an unlimited range but does if you are not on the same plane of existence. While the spirit is active, you know everything it sees and hears and may command it mentally as a free action.

As a bonus action, you can have your Untethered Spirit attack twice using a spectral blade (the spectral blade has the same statistics as your Spirit Blade). When you cast a spell, as an action, you may instead cast that spell from your Untethered Spirit as if you were in that space.

While your Untethered Spirit is emanating from your Spirit Blade, you cannot use any of your Spirit Blade’s Dances or Dance of the Distant Spirit.

Comments

Posts Quoted:
Reply
Clear All Quotes