Base Class: Sorcerer
Ever since birth, you were gifted with the ability to sense and interact with the very fabric from which all magic draws its power. It is the omnipresent web that permeates reality throughout the universe: the Weave. Maybe you have some distant link to Mystra herself, the goddess of the Weave, or maybe you are a rare anomaly. But now, having learned to manipulate it, the Weave is your thread, your weapon is your needle, and the world is your cloth. But what will you make of it? Will you stitch it back together, or will you rip it apart?
Needle Wielder
At 1st level, you gain proficiency with Rapiers, Shields, Light and Medium Armour. You can also use a melee weapon as your Arcane Focus.
As a bonus action, you can heal equal to your sorcerer level + proficiency bonus. You can't use this feature again, until you finish a short rest
Binding String
At 1st level, as a bonus action when you hit a target with a melee attack, you can bind them to you with an invisible, magical string that extends from your chest to theirs. The bound target can't willingly move away from you, but it remains still when you move and can still be pushed. You also add your Charisma Modifier to melee attack rolls against it. If line of sight is broken, or you chose to end this effect, the bond breaks. This does not require concentration. You can only bind 1 large or smaller creature at a time.
Blade Metamagic
At 6th level, you gain the ability to enhance your melee attacks with magic. You gain two of the following Blade Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use multiple different Blade Metamagic options when you make an attack.
Careful Blade
When you attack, you can spend 1 sorcery point to take the Dodge action as part of the attack action. You become magically nimble, being able to dodge and parry attacks.
Distant Blade
When you attack, you can spend 1 sorcery point to double the range of your weapon, a spectral form extending from its tip.
Empowered Blade
When you roll damage for an attack, you can spend 1 sorcery point to re-roll one or more damage dice a number of times up to your Charisma modifier (minimum of once). Magical energy wraps around your weapon and attempts to strengthen a weak strike. You must use the new rolls.
Extended Blade
When you hit, you can spend 2 sorcery points to cause 1d4 + Charisma modifier necrotic damage to the target at the end of their next turn. Fibres of magic seep into the wound, holding it open as blood leaks from their body.
Heightened Blade
When you attack, you can spend 1 sorcery point to gain advantage on that attack. Magical threads pull on your hand, guiding your strike.
Quickened Blade
When you attack, you can spend 2 sorcery points to change that attack to 1 bonus action. Your arm is imbued with magical swiftness.
Subtle Blade
When you attack a surprised target for the first time, you can spend 2 sorcery points to add 3d8 damage to that attack. Your attack is silenced by magic, taking advantage of the target's distraction to strike at a critical spot.
Twinned Blade
When you attack, you can spend 1 sorcery point to attack twice, instead of once, as part of the attack action on your turn. Your swings are strung together with the aid of magic.
Weave Thread
At 14th level, as a bonus action, you can use a free hand to grab hold of a thread of the weave itself. This tread is 10ft long, intangible, and is fixed at one end at a point within 5ft of you. After 1 minute, or if you move further than 10 ft from this point, or you are incapacitated, the thread disappears. You can use a bonus action to dispel it.Pulling and pushing on the magical web, you can shape your magic while also drawing on its pure magical energy. While holding the thread, you can use Metamagic and Blade Metamagic without consuming sorcery points. Also, all your spell damage becomes force damage.
Once you use this feature, it can't be used again until you finish a long rest unless you spend 7 sorcery points to use it again.
Rending Slash
At 18th level, when you land a critical hit on a melee attack, you tear through the weave, releasing a flood of raw magic onto your target. You can spend any number of sorcery points, adding 1d6 force damage per sorcery point. These dice are not doubled. You also create a 15ft sphere of dead magic zone.
Once you use this feature, it can't be used again until you finish a long rest.
Previous Versions
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