Spellsword (Sorcererous Origin)
Hit Points
Hit Dice: d6 per Spellsword (Sorcererous Origin) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
Spellblade
Your magic is connected in some way to a magic weapon. Perhaps you stumbled upon it during a travel, or more likely, it was passed onto you by a previous owner, who saw you as a worthy successor. The magic weapon has made a bond upon you and granted you the ability to use magic.
Weapon Bond
You have a magical bond with whatever weapon granted you your powers. Choose a melee weapon that lacks the two handed property. Whatever the weapon is, you are proficient with it. When the weapon is not on your body, it resides in a small pocket dimension. As a bonus action, you can summon your weapon to you, or dismiss it back to its pocket dimension. You cannot be disarmed of your bonded weapon while conscious. If you are incapacitated, your weapon returns to its pocket dimension.
This pocket dimension can also hold one other melee weapon. You can send another weapon to this pocket dimension after you perform an hour long ritual, which can be done during a short or long rest. The weapon must be within your reach during the entire ritual. You may only store one other weapon besides your bonded weapon there at a time, any time you perform this ritual with another weapon, the one that was previously there appears before you. Your bonded weapon gains whatever magical properties of the second weapon in its pocket dimension. You can summon or dismiss this weapon as a bonus action, but you are not proficient with it unless you gain proficiency in another way.
Due to the magical nature of the weapon, when you attack with your bonded weapon, you may choose to add your charisma modifier to attack and damage rolls rather than strength or dexterity. You may also use your bonded weapon as a spellcasting focus.
Martial Prowess
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light and medium armor, and shields. Your hit point maximum also increases by 1 and increases by 1 again whenever you gain another level in this class.
Empowered Weapon
Starting at 6th level, when you summon your bonded weapon, or as a bonus action after the weapon is summoned, you can expend a spell slot to empower your weapon for an hour. If you expend a second level spell slot, you gain a bonus of +1 to attack and damage rolls, +2 for a 4th level spell slot, and a +3 for a 6th level spell slot. If you already have a bonus, say from a second weapon stored, you choose whichever bonus is higher.
In addition, whenever you land a melee attack with your bonded weapon, you can expend a spell slot up to 5th level to add 1d8 force damage to the target, plus another 1d8 per level of spell slot.
Extra Attack
Starting at 14th level, whenever you cast a cantrip that requires you to make a melee weapon attack, such as booming blade, you can attack twice instead of once, but you can only apply the effects of the cantrip once.
Magical Defense
Starting at 18th level, you develop a magical barrier that protects you from damage. You gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage
- Critical hits against you become normal hits.