Sorcerous Origin: Soul Forge
As an Oathbreaker is running through the forest filled with only fear, they turn and see only a short and stout cloaked figure axe in hand and the moonlight gleaming off it. As the Oathbreaker draws their mace they notice the cloaked figure has moved closer and holds their now broken mace with blood staining their blade.
A Soul Forge is a being naturally connected to the magics of the forge. Commonly associated with dwarves or warforged. These naturally talented craftsmen and craftswomen are able to craft magical weapons infused with pieces of their own soul that grow along with them.
Soul Forge Sorcerer Origin Spells
Sorcerer Level | Spells |
---|---|
1st | Sword Burst, Zephyr Strike |
3rd | Spiritual Weapon |
5th | Spirit Shroud |
7th | Freedom of Movement |
9th | Steel Wind Strike |
11th | Blade Barrier |
Bonus Proficiencies
Starting at 1st level, you gain proficiency with Martial Weapons, Jewelers Tools, Smiths Tools, and you can speak, read, and write one exotic language of your choice.
Soul Weapon
At 1st level, you use your arcane blood and natural knowledge to forge a weapon out of your soul. When you do this, you may choose any nonmagical weapon to forge.
You forge this weapon by using half of your soul. You must spend 2 hours to make it. When you do so, you can choose to incorporate a maximum of three items into the forging process, taking the items abilities into your Soul Weapon. But incorporating an item doubles the time spent forging. You can discorporate your Soul Weapon as an action, returning your soul and items. Your Soul Weapon doesn't disappear if you die. Your Soul Weapon grants you the following features:
- Your Soul Weapon is magical.
- As you wield your Soul Weapon you gain a bonus to your AC equal to your Charisma Modifier.
- Your Soul Weapon can't harm you, unless you want it to.
- Your Soul Weapon uses your Charisma Modifier, instead of Strength or Dexterity.
- You can use your Soul Weapon as an Arcane Focus.
- While you wield your Soul Weapon you can add your Charisma Modifier to any Constitution saving throw you make to maintain your concentration on a spell.
- You can summon your Soul Weapon to your hand as an action, bonus action, or reaction, causing it to teleport instantly to your hand regardless of it's location or if it's being held or wielded by another creature.
Additionally, your Soul Weapon gains an attack and damage bonus at later levels, +1 at 5th level, +2 at 11th level, and +3 at 17th level.
Remnant Magic
At 6th level, you've learned to reap the remnants of magic sown by your spells to enhance your attacks. Your spells deal extra damage equal to your Charisma Modifier. And when you cast a spell, your next non-spell attack that hits deals an extra 1d10 force damage + 1d10 per spell level.
Also, when an enemies movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the target instead of a melee attack. The spell must have a casting time of 1 action and only strikes at the target.
Greater Soul Weapon
At 14th level, as your body becomes stronger so does your soul which resides within your Soul Weapon. You gain the ability to add one of the listed magical effects of your choice to your Soul Weapon, you can change the magical effect when you make a new Soul Weapon. Your Soul Weapon gains a second magical effect of your choice at 18th level.
- Elemental Weapon: Your Soul Weapon now deals an extra damage type of your choice: acid, cold, fire lightning, poison, or thunder, the extra elemental damage is 8d6, and you gain immunity to that damage type while holding your Soul Weapon. You can change the element of this magical effect during a long rest.
- Celestial Weapon: Your Soul Weapon now deals an extra 4d12 damage depending on your alignment. Good deals radiant damage, neutral deals psychic damage, and evil deals necrotic damage. You're immune to this damage type and it changes with your alignment.
- Leach Weapon: Your Soul Weapon now deals an extra 6d8 damage, when you hit a creature with your Soul Weapon you regain lost hit points equal to half of the overall damage dealt by you. If you have your maximum hit points, then you gain a number of temporary hit points with a maximum equal to twice your sorcerer level.
- Planar Weapon: When your Soul Weapon is not in your hand, and is within a 120 foot radius of you. You can choose to cast spells through your Soul Weapon as if you were casting them from your Soul Weapons position. Additionally as reaction to your Soul Weapon not being on your person, you can choose to teleport to your Soul Weapon regardless of it's location or if it's being wielded by another creature and begin wielding it.
- Breaker Weapon: Your Soul Weapon now deals an extra 12d4 force damage. When you make an attack roll you ignore any armor that the target is wearing. If you score a critical hit, the targets AC is decreased by 1 till the end of combat (Minimum of 10 AC).
Forge Walker
Finally at 18th level, you have hammered out your arcane power to its near completion. You gain the following benefits:
- When you cast a spell, you can make a weapon attack against one creature within your weapons range.
- You no longer need to drink, eat, or sleep.
- Your attacks now score a critical hit on rolls of 18-20. And critical hits against you becomes a normal hit.
- You have resistance to bludgeoning, force, piercing, and slashing damage.
Variant Soul Weapon Features
This page presents variant features that I have thought up for those disappointed by some of the base features of the subclass.
Arcane Strike and Extra Attack cannot both be taken, they are just two different alternative to the same leveled feature.
Fighting Style
(Replaces Bonus Proficiencies)
At 1st level, you adopt a particular style of fighting as your specialty. Chose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. In addition, you gain proficiency with Martial Weapons.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two handed or versatile property for you to gain this benefit.
Summon Soul Weapon
(Replaces Forge Soul Weapon)
At 1st level, you can use your knowledge and arcane energy to momentarily split your soul to create an arcane weapon copied from a weapon that you've closely examined over the duration of a short rest.
As an action, bonus action, or reaction, you can summon your Soul Weapon for a number of minutes equal to your Charisma Modifier or until you dismiss it at will, and your Soul Weapon is considered magical for the purpose of overcoming resistance. While your Soul Weapon is summoned, you gain the following benefits:
- You gain a bonus to your AC equal to your Charisma Modifier (minimum of +1).
- You can't be disarmed of your Soul Weapon, and your Soul Weapon can never harm you.
- Your Soul Weapon uses your Charisma Modifier, instead of Strength or Dexterity.
- You can use your Soul Weapon as an Arcane Focus.
- While your Soul Weapon is summoned you can add your Charisma Modifier to any Constitution saving throw you make to maintain your concentration on a spell.
- Your Soul Weapon has unlimited ammunition if required.
Your Soul Weapon has a +1 to attack and damage bonus. At later levels it increases to, +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Arcane Strike
(Replaces 6th Level Feature)
At 6th level, You've learned how to pour raw arcane energy into your strikes, drastically increasing your destructive potential. When you make a melee attack, you may spend a number of sorcery points up to twice your proficiency bonus (minimum of 1). If that attack hits it deals an additional 1d6 force damage per point spent.
In addition, you can choose to spend a spell slot instead of sorcery points. A spell slot of 1st level dealing 2d6 force damage, gaining an extra 1d6 force damage per spell slot higher than 1st level to a maximum of 5th level 6d6.
Extra Attack
(Replaces 6th Level Feature)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Soul Weapon Maneuvers
(Replaces Greater Soul Weapon)
At 14th level, as your body grows so to does your soul residing inside of your Soul Weapon. You gain the ability to use two of the listed abilities of your choice. You can change the abilities after you take a long rest. You gain two more at 18th level.
- Dash Strike: If a creature is within your movement speeds range you can use all of your movement to reach that creature avoiding all opportunity attacks. When you reach the target, you gain advantage on all attack rolls and saving throws against the target for a number of rounds equal to your Charisma Modifier.
- Disarming Strike: When you hit a creature with a weapon attack, you can force a creature to make a strength saving throw against your spell save DC, forcing it to drop one item of your choice that the target is holding on a fail.
- Parry: When a creature within 10 feet of you makes a melee attack against you, you can make a reaction to raise your weapon giving the target disadvantage on their attack.
- Repost: As a reaction, to when a creature misses you with a melee attack, and is within 5 feet of you, you can make a weapon attack against the creature.
- Sweeping Strike: When you hit a creature with a weapon attack, you can attempt to damage another creature in the same attack. Choose another creature within 5 feet of you. If the original attack roll would hit the second creature, it takes half the damage you dealt to the original target. (rounded up)
- Evasive Maneuver: When you move, as a reaction you can add half of your Charisma Modifier to your AC until the end of your next turn.
Coffee's Melee Mage Spells
Blink Strike
Conjuration Cantrip
- Casting Time: 1 action
- Range: Self (5-feet radius)
- Components: S, M (A melee weapon)
- Duration: Instantaneous
As a part of an action used to cast this spell, make a melee spell attack with a weapon against one creature within the spells or your weapons range. On a hit, the target suffers the attacks normal effects, and an ethereal copy of your weapon follows your attacks movement dealing an extra 1d8 force damage.
The spell creates more ethereal weapons when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. You can direct the weapons at the same target or at different ones. Make a separate attack roll for each ethereal weapon outside of the first one.
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Cold Brand
Transmutation Cantrip
- Casting Times: 1 action
- Range: Self (5-feet radius)
- Components: S, M (a melee weapon worth at least 1sp)
- Duration: 1 minute
You sheathe your weapon in branding frostbite magic. Make a weapon attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you brand the target with frostbite. At the start of the targets next turn, and every subsequent turn for the duration of the spell, the target takes 1d6 cold damage.
The spell creates more than one brand when you reach higher levels: two brands at 5th level, three brands at 11th level, and four brands at 17th level. You can direct the brands at the same target or at different ones. Make a separate attack roll for each brand, however you only use your weapon for the initial attack.
- Classes: Bard, Cleric, Sorcerer, Warlock
Earthen Crack
Evocation Cantrip
- Casting Time: 1 action
- Range: Self (20-feet cone)
- Components: S, M (A bludgeoning weapon)
- Duration: Instantaneous
You strike the earth with your weapon utilizing the impact of your strike to hit multiple targets just out of your reach. Each target in a 20 foot cone on the ground, must make a Dexterity saving throw or take 1d12 force damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).
- Classes: Sorcerer
Replay Strike
Conjuration Cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: S
- Duration: 1 round
After you strike a target, you can conjure your past action against a creature. When you cast the spell, make a weapon attack against one target within 5 feet of you. On a hit the target suffers the normal effects. For the duration of the spell at the stat of your turn, as a bonus action, you make that same attack again.
This spell's duration increases by 1 round when you reach certain levels. At 5th level, the spells duration increases to 2 rounds. It increases in this way again at 11th level (3 rounds) and again at 17th level (4 rounds).
- Classes: Sorcerer, Wizard
Strike True
Divination Cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 round
You extend your hand and point your finger at a target in range. You magic grants you a brief insight into the targets defenses. You gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
This spell can apply to two attacks that you make against a target at 10th level.
- Classes: Bard, Sorcerer, Warlock, Wizard
Wind Crash
Evocation Cantrip
- Casting Times: 1 action
- Range: Self (5-feet radius)
- Components: S, M (A melee weapon worth at least 1sp)
- Duration: 1 round
You coat your weapon in elemental wind, speeding and strengthening your strikes. Make a melee spell attack with it against one target within 5 feet of you. On a hit, the target takes 1d6 extra damage for the duration, and must make a Strength saving throw. On a failed save to target is stunned for 1 round.
The spell's impact lasts longer when you reach certain levels. At 5th level, the stun duration on the target increases to 2 rounds. It increases in this way again at 11th level (3 rounds) and again at 17th level (4 rounds).
- Classes: Cleric, Sorcerer
Ethereal Strikes
1st-Level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A weapon)
- Duration: Concentration, up to 1 minute
You make a sheathing motion with your weapon and create a sphere full of magical copies of your weapon, centered on a point you choose within range. Each creature in a 5 foot sphere must make a Dexterity saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one.
- At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Ethereal Slash
1st-Level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A weapon)
- Duration: Instantaneous
As a part of an action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks normal effects, magic that follows your strike hits the target and then explodes with magic dealing 2d10 force damage to the target and destroys all nonmagical items on the targets body that was in the way of the slash.
- At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
- Classes: Bard, Sorcerer, Warlock, Wizard
Blade Yard
2nd-Level Conjuration
- Casting Time: 1 action
- Range: Self (30-feet-circle)
- Components: S, M (A bladed weapon)
- Duration: Instantaneous
You stab your weapon into the ground and cause a burst of magical copies of your weapon to stab up from the ground striking all creatures within the radius. All creatures within the spells range (except you) takes 2d6 piercing damage and 2d6 slashing damage.
- At Higher Levels
When you cast this spell using a spell slot of 3rd level or higher, the piercing damage or the slashing damage (your choice) increases by 1d6 for each slot level above 2nd.
- Classes: Paladin, Ranger, Sorcerer, Warlock
Ethereal Doppelganger
2nd-Level Conjuration
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (An item of importance to the caster)
- Duration: 1 minute
The caster conjures a magical duplicate of themself that can repeat most actions that the caster has done in their life. The duplicate is friendly to the caster and who the caster considers allies. The doppelganger cannot speak, but it can make grunts and gestures in response.
The doppelganger obeys your spoken commands, acting mostly in accordance with your wishes and acting on your turn in combat. The doppelganger has the movements speeds of the caster. It has an Armor Class of 10, it uses the spell caster spell attack bonus and save DC for its attack and damage rolls, and has 10 hit points.
The doppelganger can cast cantrips from your spell list, but cannot cast spells of 1st level or higher. The doppelganger can make one melee or ranged attack depending on the weapon the caster had at the time (the doppelganger has 10 pieces of ammo if the caster had a ranged weapon), if you have extra attack then the doppelganger also has extra attack.
If the doppelganger is reduced to 0 hit points before the spell ends, the caster is hit with a feedback loop of magic and can't take actions until after it's next turn.
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Chaos Strike
3rd-Level Conjuration
- Casting Time: 1 action
- Range: Self (30-feet-cone)
- Components: S, M (A weapon)
- Duration: Instantaneous
Your make a slashing motion with your weapon and conjure a large magical copy of your weapon that follows your motions, every creature within the spells range must make a Dexterity saving throw as the weapon slashes all around them in the spells range. A creature takes 4d12 force damage on a failed save, or half as much damage on a successful one.
The weapon cuts through corners and walls. All nonmagical items or objects in the area that aren't being worn or carried are cut into pieces.
- At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
- Classes: Bard, Sorcerer, Warlock, Wizard
One Thousand Cuts
3rd-Level Evocation
- Casting Time: 1 action
- Range: Self (30-feet-sphere)
- Components: V, S, M (A weapon)
- Duration: Instantaneous
As a part of an action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attack normal effects, every creature within the spells range must make a Dexterity saving throw as slash marks all around them in the spells range. A creature takes 4d6 force and 4d6 slashing damage on a failed save, or half as much damage on a successful one.
The slashes cut through corners and walls. All nonmagical items or objects in the area that aren't being worn or carried are cut into pieces.
- At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 force damage for each slot level above 3rd.
- Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Trigger
4th-Level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A vial of the casters blood and a diamond worth 150gp)
- Duration: 1 minute
Until the spell ends, your speed is doubled, you cannot provoke opportunity attack, you have advantage on Strength checks, and saving throws, and your jump distances are doubled, and if you're missing any hit points you regain 3d12 hit points at the start of each of your turns until the end of the spell or until you reach you hit point maximum.
Additionally, your bonus action is replaced with a full action, but if you've already cast spell of 1st level or higher then you can only cast a cantrip with this action and vice versa.
- At Higher Levels
When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 minute for each slot level above 4th.
- Classes: Sorcerer, Warlock
Spell Blades Bond
5th-Level Conjuration
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (A weapon that the caster is proficient in, and a gem worth 300 gp, which the spell fuses together)
- Duration: Until dispelled
The caster performs a ritual over the course of an hour to bond a single weapon to their soul or person. When this ritual is complete they gain the following benefits after the ritual is over.
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The weapon is considered magical for the purposes of overcoming resistance if it wasn't before.
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The caster gains a +3 bonus to Attack and Damage Rolls made with this weapon.
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The caster can teleport the weapon to their hand as an action or bonus action if it's on the same plane of existence or there's a portal that links it to your current plane.
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The caster always knows the location of this weapon.
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The caster can use their spellcasting ability Modifier, instead of Strength or Dexterity for this weapon.
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The caster can use this weapon as an arcane focus, and if the weapon is within 30 feet of the caster they can cast spells through this weapon as if they were there.
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While the weapon is on their person, they also gain a +1 bonus to their AC and saving throws.
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While the caster wields this weapon they can add their spellcasting ability Modifier to any Constitution saving throw they make to maintain their concentration on a spell.
If this spell is dispelled at an equal level to the spell slot used to cast this spell, then the weapon and gem defuses and teleports back to the caster no matter the location and loses all listed benefits.
- Classes: Artificer, Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard