Spellblade (5e Subclass)
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Sorcerers are people who were born with the gift of magic inherent to them, and thusly never bother studying it to the fullest extent that another caster, such as a Wizard, must to achieve even the basics. Of course, that can leave a lot of wasted potential that they may never know they have. However, long ago, an ancient family of humans called the Spellblades once achieved a partnership with dragonkind, becoming Sorcerers when they did so. However, they were a family of fighters, soldiers, knights, people with incredible discipline and training. The fusion of these two ideologies led to them practicing intense study even as Sorcerers, and leading them to give the practice to their children as well. This led to the normal physical changes of a Dragon Bloodline Sorcerer being altered over time, as the magic of their bond began to strengthen their hearts and minds over their bodies. Over time, the once secret practices of this old family were lost, then found, then lost, then found again, leading to the knowledge and capabilities being able to fall into the hands of any Sorcerer of any kind, not just those Dragon Bloodlines who were part of the Spellblade clan.
DM Note: Swords is a term used often here. To clarify, it refers to Short Swords, Long Swords, Great Swords, Scimitars, Rapiers, and Lances (Depending on your interpretation of the hard to categorize Lance.). It may also apply to weapons not on the normal table that you introduce into the game that are, as decided by you, swords or sword-like enough to warrant the proficiency.
- Sorcerous Innovation
- At 1st level, your patience and determination have allowed for a deeper understanding of magic. You may cast a spell you've studied for at least an hour from spell scrolls or spell books (Or other methods at the DM's discretion) as if it's a Sorcerer spell that you know, provided you have the spellslot required to cast it at its base level. You can't cast such spells at any level higher than their base level. Once you have used this feature as many times as your Intelligence modifier (Minimum 1), you can't do so again until you finish a Long Rest. You can only study one spell an hour for this feature. Spells you've studied for this feature can only be cast this way until you finish a Long Rest, as you memorize them and must study them again to recall exactly how to cast them. Additionally, you can read and comprehend spell scrolls of any class, and any spellbook you find, as long as no magical effects or spells are preventing you from doing so.
- Courage of the Spellblades
- At 1st level, you've learned the art of overextending yourself on purpose. You are proficient in all Swords, Light Armor and Shields. Additionally, before you roll for a melee attack (Including spells), you may use your Bonus Action to exchange some or all of your AC for an additional bonus to your attack and damage rolls equal to the AC lost. You regain your lost AC at the end of your next turn. If you use all of your AC, any attack automatically hits you unless it's a natural 1 (Or automatic miss for any reason), but is still rolled for and can therefore still be a critical hit. Once you have used this feature once, you can't do so again until you finish a Short or Long Rest. Additionally, when you learn a cantrip in this class it can be from any class list in the game, but only if it requires a melee spell attack roll to deal damage. Any cantrip learned from another class spell list this way is nonetheless a Sorcerer cantrip for you.
- At 6th level, your training has allowed you to tame magic items that would otherwise refuse your employ. You can use the full abilities of and attune to any magic item, regardless of any class, race, or other requirements, except for alignment requirements. This ability cannot be used to attune to or use any sentient items, however, you can use it to speak to and understand sentient items as if you had Telepathy, if you are holding them. At the DM's discretion, it may even be possible to convince such items to let you use them. In addition, all mundane weapons count as magical weapons for you for the purposes of overcoming resistance and immunity to non-magical weapons. Finally, if you are wielding a magical weapon that gives you a bonus to your attack and damage rolls, that bonus is doubled.
- At 13th level, when you have to make Death Saving Throws as a result of being unconscious at 0 hit points, you can choose to fail the save instead of rolling. If you do, you regain consciousness (But remain at 0 hit points and continue rolling Death Saves) and can cast 1 spell of 1st level or higher without spending a spellslot immediately as your action, at the spell's base level. As long as you remain at 0 hit points but conscious through this feature, you cannot cast concentration spells, including when you activate the feature. If you use this feature on the first turn after you went unconscious, you regain consciousness before falling prone.
- Be Brave
- At 18th level, your connection and understanding of magic has deepened to a connection and understanding of the universe itself, letting you focus your blade strikes more than anyone else ever could. When you use your Courage of the Spellblades Feature and exchange all of your AC, you can choose to keep the bonus and not regain your AC until the encounter is over. If you do so, all of your melee attacks, and all attacks of any kind that hit you, count as critical hits. While this is happening, any hit against you doesn't cause you to fail more than 1 Death Saving Throw, even if they are critical hits.
DM Note: When as a DM you plan on letting a player take this subclass, consider that there are two versions. You can let players have one set or the other, or mix and match (Where possible) to create the power level that's balanced in your eyes. However, Sorcerous Innovation is the same for both versions.
- Courage of the Spellblades
- At 1st level, you've learned the art of channeling magic through your weapons alone. You are proficient in all Swords, Light Armor, and Shields. Additionally, you can add your Charisma modifier to your melee attacks and damage rolls with Swords. You can also use a Sword as your arcane focus for casting spells and can cast spells while you have a Sword and Shield in your hands (Or just a Sword). Finally, when you learn a cantrip in this class it can be from any class list in the game, but only if it requires a melee spell attack roll to deal damage. Any cantrip learned from another class spell list this way is nonetheless a Sorcerer cantrip for you.
- At 6th level, your training has allowed you to fight with the ferocity of a true warrior. You can attack twice, instead of once, when you take the attack action on your turn, and can replace one of your attacks with a cantrip that requires an attack roll. In addition, all magical weapons are finesse weapons for you.
- At 13th level, before you roll to attack with a melee weapon, you can choose to lose all of your hit points, and add them as a bonus to your damage (This bonus only occurs if you hit). You are knocked unconscious and dying at 0 hit points if you do so, at the end of your turn. You can use this on an otherwise unbreakable object or spell effect, such as a leomund's tiny hut spell effect to shatter it like glass. An object destroyed this way cannot be repaired even by magical means. An Artifact cannot be destroyed this way unless it's the way the Artifact's meant to be destroyed.
- Be Brave
- At 18th level, your connection and understanding of magic has deepened to a connection and understanding of the universe itself, allowing you to fight even when anyone else could not. You can move at half speed, attack and cast attack spells at disadvantage while under any status aliment, unless if you're dead or unconscious. This feature does not allow you to preform any other action that a status aliment would prevent you from doing. In addition, while Frightened, you can move at half speed towards the source of your fear, and have advantage on attacks instead on disadvantage. Finally, you can make a saving throw against being Charmed at advantage every time you attack an ally, before you roll the attack. If you succeed and end the Charm, you can avoid hitting or move your attack to a new target.