Sorcerer
Base Class: Sorcerer

Some
tribes and noble families track their ancestries in hope of identifying the heirs to this power and harnessing their gifts. However, many Witchblade are born of unremarkable circumstances, removed from and ignorant of the heritage that empowers them. Some scholars suggest that when the fates and the weave of magic align just so, one of these warrior mages may come into being through their own force of will, bending the weave and perhaps starting a lineage of their
own.

Hex Warrior

You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.

Arcane Warrior

1st-level Witchblade feature
You learn to utilize simple magical effects as you fight:

Arcane Defense. You may cast Mage Armor on yourself at will without using a spell slot.

Martial Magics Hex. You may use your Charisma modifier instead of Strength or Dexterity when you make an attack with a melee weapon.
You gain proficiency with all simple and martial melee weapons. You may use a melee weapon as an arcane focus.

Starting at the 2nd level, when you are about to damage. you may use your reaction and spend sorcery points to protect yourself. you may prevent 5 damage for each sorcery point spent this way

 

Magical Armament

6th-level Witchblade feature
You may invoke magical weapons and armor at will as a bonus action.
The magical armaments are often of an arcane appearance such as a whip of arcane energy or a cuirass of swirling shadows.

The equipment vanishes if it leaves your immediate possession, if you die or if you use this ability again.

  • Magical Arms. You may create any one melee weapon or any two melee weapons with the light property. Created weapons are magical but otherwise use standard weapon profiles.
  • Magical Armor. You create and don a set of magical armor. While wearing the armor your base AC is 13 + your Charisma modifier.
    When you take damage, you may use your reaction and spend sorcery points to protect yourself. You may reduce the amount of damage taken by 5 for each sorcery point spent this way.

You are proficient in wearing this armor. You may unsummon the armor as a bonus action.

Witch Walking

14th-level Witchblade feature
You have the ability to blink around the battlefield.

At either the beginning or the end of your turn, you may instantly teleport up to 15 feet to an unoccupied space that you can see.

You may spend a sorcery point to blink at both the beginning and end of your turn.

Magical Flurry

18th-level Witchblade feature
When you make a melee weapon attack using the War Witch feature,
you may spend up to 2 sorcery points to make an additional attack for each point spent.

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