Martial Soul (5e Subclass)
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Sorcerer: Martial Soul[edit]
The Martial Soul is an individual who is gifted with an extraordinary connection with the primal forces. While occasionally compared to Bladesingers, they are wildly different in their nature. Whereas Bladesingers studied weaving magic with prowess of the blade, Martial Souls use their preferred weapon as a tool to direct the powers they innately possess. This puts them closer to Hexblades, though the Martial Soul’s powers are not granted by a greater entity. Their innate affinity with weapons is further enhanced with basic combat training, making the Martial Soul a potent combatant and spellcaster alike.
Martial Training[edit]
At 1st level, you gain proficiency with shields, light and medium armor, simple weapons, and two martial weapons of your choice.
Weapon Channeling[edit]
At 1st level, over the course of 1 hour short rest, you can bond a weapon you're proficient with to you. You can bond up to two weapons at once. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once bonded, you cannot be disarmed 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, a bonded weapon can be used as an arcane focus for your spells. Somatic components can be performed by intricate movements of the bonded weapon rather than using a free hand.
Elemental Connection[edit]
At 6th level you gain the ability to cast the spell ‘Elemental Weapon’ at base level without using a spell slot, except it counts as a sorcerer spell for you, and it does not count against your spells known as sorcerer. The spell does not require concentration and lasts until the duration expires, you die, you’re incapacitated, or when you’re no longer carrying or holding the weapon.
When you reach 14th level in this class you can cast this spell as if a 5th or 6th level spell slot has been used to cast it. When you reach 18th level in this class you can cast this spell it as if a 7th or lower spell slot has been used to cast.
You can’t use this feature again until you’ve taken a long rest.
Sorcerous Strikes[edit]
At 14th level, when making a weapon attack you can spend 1 sorcery point before your roll to gain one of the following effects. You can use this feature only once per round, but choose up to three different effects in the same action, spending 1 additional sorcery point for each effect beyond the first:
- You may add your Charisma Modifier to the attack and damage roll of your next weapon attack.
- The damage of your next weapon attack ignores resistance against one damage type of your choice and is considered magical.
- The reach of your next melee weapon attack is increased by 5ft.
- The target of your next weapon attack cannot make opportunity attacks against you until the end of your turn.
- The next target you hit with a weapon attack this turn makes a CHA saving throw or falls prone if it's a huge or smaller creature.
- The next target you hit with a weapon attack this turn suffers disadvantage on saving throws against your spell effects until the end of your next turn.
- The next target you hit with a weapon attack this turn is slowed by 10 ft until the start of your next turn.
- The next time you deal damage with a weapon attack this turn you gain temporary hit points equal to half your sorcerer level.
Invigorated Soul[edit]
At 18th level, you gain resistance to acid, cold, fire, lightning, and thunder damage. If you take damage of this type, you can use your reaction to teleport to a place you can see up to 30 ft away and regain one sorcery point. If you use this feature, you cannot use it again until you finish a short or long rest.
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