Weapon Soul (5e Subclass)

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Weapon Soul[edit]

Sorcerer Subclass

The Weapon Soul Sorcerer is someone whose soul is attuned to the art of war, combat, and spellcasting, able to materialize their arcane power into potent weaponry and shape their spells to excel in combat.

Note: See here for the homebrew of the Sorcerer class which goes with this sorcerous origin.

Weapon Soul Spells[edit]

Your sorcerous origin allows you to cast spells that can enhance your weapons or offensive abilities. You learn additional spells when you reach certain levels in this class, as shown on the Weapon Soul Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st armor of agathys, hellish rebuke
3rd locate object, spiritual weapon
5th conjure barrage, lightning arrow
7th death ward, guardian of faith
9th conjure volley, steel wind strike

Martial Training[edit]

Beginning at 1st level when you choose this subclass, you gain proficiency with light armour and shields, as well as simple and martial weapons. Additionally, your hit point maximum increases by 1, and it increases by 1 again every time you gain a level in this class.

Weaponize[edit]

At 1st level, your powers let you manifest weapons of arcane energy. As a bonus action you can summon a weapon of your choice worth less than 50 gp and lasts for 1 minute before crumbling. As an action you can choose to summon a weapon and fire it at a target you can see within 60 feet, making a ranged spell attack against the target, and dealing the weapon's damage, the weapon shatters shortly after. At 5th level you can summon an additional weapon (2), and again at 11th level (3), and again at 17th (4). If you are attuned to a weapon you can choose to make a non-magical copy of that weapon. Any weapons conjured using this ability disappear after 2 rounds, at the end of your turn if it is more than 5 feet from you, or earlier if you choose it. You can use your Charisma in place of Strength or Dexterity when wielding the weapons you conjure or are attuned to.

Extra Attack[edit]

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Spirit[edit]

At 14th level, when you have half your maximum hit points or less you deal an additional 1d8 force damage with all weapon attacks. This increases to 2d8 if you have one quarter of your maximum hit points or less.

Soul Resonance[edit]

Finally, at 18th level you gain the ability to hone your own soul into a weapon of calamitous power for 1 minute. As an action you can spent 5 sorcery points to focus your soul into a weapon of destruction, the weapon takes the form of your choice, gains a +2 (on top of other bonuses) to hit and does the same amount of damage as weapon you choose +2 dice of damage and the type is changed to force damage. Weapons created with this ability have the thrown property and can be recalled with your bonus action.

Font of Magic Options[edit]

Your sorcerous origin allows you use your magic to enhance your combat abilities, such as by increasing your weapon's impact or by giving you a surge in speed. When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.

Arcane Surge

Once per turn you can spend 4 sorcery points to perform additional action or bonus action.

Destructive Blow

As a reaction you can spent 2 sorcery points to add an additional 1d6 force damage to a successful weapon attack. You can increase the amount by 1d6 per 2 sorcery points spent.

Swift Step

You can spend 1 sorcery point to take the Dash, Disengage or Dodge action as a bonus action on your turn.

Weapon Empowerment

As an action, you can touch one weapon and spend 2 sorcery points to empower it for 10 minutes. For the duration, the weapon gains a +1 to attack and damage rolls. You can increase this bonus by an additional +1 by doubling the amount of sorcery points used for each additional increase (2, 4, 8, etc.).

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