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# Spell-Sword Soul Sorcerer You wer born with the soul of a great warrior and your magic reflects and enhances your inherited martial skill. You might be the reincarnation of a legendary holy knight upon his death or perhaps your body was modified at a young age to act as a cruel warlord's phylactery. This ever-prescent spirit influences both your body and mind, granting a tougher will, sharper reflexes, and a more hardy physicality than the average person. You might be driven to commit feats of strength or partake in bouts of combat that the average arcane user would never think of joining. At your option, you can pick from or roll on the Spell-Sword Sorcerer table to create a daily ritual for your character. ##### Spell-Sword Sorcerer Daily Rituals | d6 | Daily Ritual | |:----:|:-------------| | 1 | You wake up at the crack of dawn to train rigorously in full gear. | | 2 | You construct elaborate battleplans for yourself and teammates based on improbable scenarios. | | 3 | You are always on the lookout for a worthy foe to challenge to single combat. | | 4 | You are in the process of fully mastering every weapon in your arsenal. | | 5 | You spend an frustratingly long time deliberating which spells best complement your fighting style. | 6 | You are in the process of constructing a new battle stance, fighting style and a martial school of magic... at the same time. | ##### Spell-Sword Features | Sorcerer Level | Features | |:----:|:-------------| | 1st | Spell-Sword Spells, Arcane Enhancement, Battle- Mage | | 6th | Battle-Mage Maneuvers | | 14th | Arcane Extra Attack | | 18th | War Mage | ## Spell-Sword Magic You learn additional spells when you reach certain levels in this class, as shown on the Spell-Sword spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. ##### Spell-Sword Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Compelled Duel, Shield* | | 3rd | *Branding Smite, Spiritual Weapon* | | 5th | *Conjure Barrage, Haste* | | 7th | *Freedom of Movement, Staggering Smite* | | 9th | *Circle of Power, Steel Wind Strike* | ## Arcane Enhancement Starting at 1st level, your battle magic sends a surge of physical strength when it strikes an enemy. When you use your action to cast a spell of 1st level or higher spell that dealt damage to a creature on this turn, you gain an additional 5 feet of movement to your walking speed, gain temporary hit points equal to your charisma modifier and can make one weapon attack as a bonus action until the end of your turn. ## Battle-Mage At 1st level, your inherited soul retains the skill and training it had in its past life. You gain proficiency with light armor, medium armor, shields, simple weapons and martial weapons. You also learn one fighting style of your choice and can use any weapon you wield as a spell casting focus. ## Battle-Mage Maneuvers At 6th level, when you make a weapon attack, you can spend 1-3 sorcerer points to have the attack be considered magical for the purposes of overcoming nonmagical damage resistance or immunity and can enhance the attack with a maneuver from the Battle Master’s list of options. You must meet any requirement and follow any restrictions of the chosen battle maneuver. The number of superiority dice you use for this ability is equal to 1 plus the number of spell points used. Once you use this ability you can not do so again, until you finish a short or long rest. ## Arcane Extra Attack At 14th level, you can attack twice instead of once, whenever you use the attack action on your turn and can add your Charisma modifier to one damage roll of that attack.
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Paladin | Oath of Shadows
\pagebreakNum ## War Mage At 18th level, your potent sorcery is a serious threat on the battlefield. You can now use your *Arcane Enhancement* feature when you use your action to cast a Cantrip that dealt damage to a creature on this turn. Additionally, whenever a creature that you can see within 60 feet is reduced to 0 hit points or killed outright, you can use your reaction to heal yourself an amount equal to half your Sorcerer level and gain advantage on one weapon attack on your next turn. To use this ability you must have dealt damage to the target through a weapon attack or spell effect on the current or previous turn. You can use this ability a number of times equal to your charisma modifier and regain all expended uses when you finish a long rest or when you expend 5 sorcery points. >##### Created by Se7enEvilXs on Reddit > Feel free to leave any comments or concerns. I'd love to get some feedback. > Created using the Homebrewery and GMBINder.