Blade Born (5e Subclass)
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Blade Born[edit]
Sorcerer Subclass
There have been countless wars raged throughout history. Many brutal and bloody battles have left millions of nameless warriors dead. However, your lineage was different. You are descended from a line of incredible warriors, the great deeds of which, have become legend. So great is your family history, that a relic has been passed down over the ages. Be it a blade, axe, or hammer, your legacy resides in that weapon. The knowledge and power of your ancestors sitting, waiting, to feel the rush of battle once more. Once you were either gifted with the weapon, or you uncovered it in a family tomb, you now carry on the legacy, and the power.
- Blade Born Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Blade Born Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You also learn the booming blade cantrip if you don't already know it.
Sorcerer Level | Spells |
---|---|
1st | searing smite, shield |
3rd | blur, branding smite |
5th | blinding smite, haste |
7th | freedom of movement, staggering smite |
9th | banishing smite, steel wind strike |
- Arcane Armament
Starting at 1st level, you awaken the historic connection between you and a particular weapon. Whenever you finish a long rest, you can touch one melee weapon and become bound to it.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, you can use the weapon as a spellcasting focus, and you are proficient with it.
This benefit lasts until you finish a long rest.
- Fighting Style
Also at 1st level, you adopt a particular style of fighting that fits your weapon. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again:
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Mystic Assault
Also at 6th level, your legacy grants both offensive and defensive blessings. When you use your action to cast a sorcerer spell, you can use your bonus action to make a single attack with your bonded weapon.
In addition, you can cast mage armor at will.
- Spirit Sabre
Beginning at 14th level, the link with your weapon has become stronger, merging with your spirit and almost becoming alive. You gain the following benefits while wielding your bonded weapon:
- You can use your Charisma modifier for attack and damage rolls made with your bonded weapon instead of Strength or Dexterity.
- You gain a bonus to your AC equal to your Charisma modifier.
- You can communicate telepathically with any other creature that is wielding your bonded weapon, so long as you are on the same plane of existence. You do not need to share a language to understand each other, but you must both understand at least one language.
- Saint of War
At 18th level, you awaken the full power of your militaristic legacy. As a bonus action, you can unleash your full potential, becoming one with your weapon. The transformation lasts for 1 minute, and can end early if you choose to do so as a bonus action, you fall unconscious, or die. While transformed, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on all attack rolls made with your bonded weapon.
- Your bonded weapon gains an extra 5 feet of reach.
- Once on each of your turns when you hit a target with your bonded weapon, you can deal extra force damage to the target equal to your Sorcerer level.
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