Sorcerer Origin: Warbound (One DnD)

by Finalplayer14

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The Warbound

Sorcerer Origin: Warbound

Your innate magic stems from the essence of war, legends, and steel. You may have pulled an ancient weapon from its resting place, flooding you with its magic and leaving little to none for itself. You or an ancestor may have been bequeathed these powers by a legendary warrior becoming their successor. Or perhaps you are the reincarnation of a now deceased great soldier. Or you may claim to be the descendant of a mythical hero that fought in an Outer Planar war, such as in Acheron or Ysgard. Regardless of the origin of your power, the might and valor of a warrior flows through you.

Level 3: Warbound Spells

When you reach a Sorcerer level specified in the Warbound Spells table, you thereafter always have the listed spells prepared.

Warbound Spells
Sorcerer Level Spells
3rd Heroism, Longstrider, Magic Weapon, Spiritual Weapon
5th Phantom Steed, Spirit Guardians
7th Aura of Purity, Freedom of Movement
9th Legend Lore, Steel Wind Strike

Level 3: Battle Born

You have a natural affinity for the armaments of battle. You gain training with Light armor, Medium armor, and Shields.

Level 3: Warblade

Through your connection to war, you can manifest your magic into a weapon. Choose one kind of Simple or Martial Melee weapon, this is the form your Warblade takes. As a Magic action you can conjure the weapon to your hand. You have proficiency with it, you can't be disarmed of it unless you have the Incapacitated condition, it can be used as a Spellcasting Focus for your Sorcerer spells, and you can perform the Somatic Components of your Sorcerer spells with it. You can also temporarily dismiss the weapon, making it disappear into an pocket dimension (no action required).

Whenever you attack with the Warblade, you use your Charisma modifier for the attack and damage rolls, instead of using Strength or Dexterity, and you can cause the weapon to deal Acid, Cold, Fire, Lightning, Poison, or Thunder damage or its normal damage type. If it has the Heavy property you use your Charisma score instead of using Strength to determine if you have Disadvantage on attacks with it.

You can perform a 1 minute ritual, that absorbs one magical Melee weapon within your reach, into your Warblade. At the conclusion of which the magic weapon disappears and grants your Warblade all of it's magical properties, curses, and attunement. The ritual fails if someone else is attuned to the weapon or bonded with it. The absorption ends and the magic weapon appears at your feet if you die or if you perform the ritual again to end it or absorb a different weapon.

Level 6: Spellstrike

You have mastered how to seamlessly merge your magic with your Warblade. Once per turn, when you are about to make a spell attack as part of a Sorcerer spell you cast, you can instead replace the spell attack with a melee attack using your Warblade. On a hit, the target suffers the weapon attack's normal effects and the spell's effect.

Level 6: Warrior's Resolve

While your Innate Sorcery feature is active, you are infused with courage and vitality, granting you the following benefits:

  • Whenever you start your turn within 10 feet of an enemy, you gain Temporary Hit Points equal to half your Sorcerer level (round up). If any of these Temporary Hit Points remain when your Innate Sorcery ends, they vanish.
  • You have Advantage on saving throws to avoid or end the Charmed and Frightened conditions.

Level 14: Arcane Cascade

Immediately after you hit a target with Spellstrike, you can use your Bonus Action and spend 3 Sorcery Points to channel a portion of the magic throughout your being. Choose one of the following enhancements:

  • Disruptive Blade. When you hit a creature with your Warblade, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
  • Dimensional Assault. When you choose this enchantment and immediately after using Spellstrike on later turns, you can teleport up to 20 feet to an unoccupied space you can see.
  • Energy Surge. Choose one damage type dealt by the spell used in the Spellstrike, you gain Resistance to that damage type. In addition, spells you cast and damage dealt by your Warblade ignore Resistance to the chosen type. If you choose this enchantment again while it is still active, the prior enchantment ends.

You retain this enchantment for 1 minute, and it ends early if you choose a different enchantment, or you have the Incapacitated condition.

Level 18: Ancestral Transformation

When you activate your Innate Sorcery feature, you can spend 6 Sorcery Points to further empower yourself gaining the following additional benefits while your Innate Sorcery is active:

  • You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
  • You are Immune to the Charmed and Frightened conditions. If you're Charmed or Frightened when you activate this feature, that condition ends on you.
  • Once per turn, immediately after using Spellstrike, you can make another melee attack using your Warblade. If you hit, the target takes an extra 2d12 damage of the same type dealt by the weapon.

NPC: Bladebound

Bladebound are warriors or adventures on harrowing quests. Some are tasked with slaying some threat affecting a city or town, while others are soldiers made in labs or bred to fight for kingdoms, nations, or guilds. Most are commonly accompanied by a small party of mercenaries, sellswords, or allies they've met along their journey.

Bladebound carry a Warblade, a weapon such as an sword, axe, hammer, spear, or staff that is the manifestation of their magic. A bladebound's Warblade may have embellishments, symbols, phrases, or designs that signifies where the bladebound's power originated from or it appearance may reference the bladebound's very soul or personality.

Artwork Credits

Artwork in order of appearance:

The Story of King Arthur by Hue Teo

Creed by Lord Adornable

King of Swords: The Blademaster by Jimbo Artso

Elf by BlondynkiTezGraja


Bladebound

Medium Humanoid (Sorcerer), any alignment


  • Armor Class 18
  • Hit Points 71 (11d8+22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

  • Gear Breastplate, Shield
  • Saving Throws Con +5, Cha +6
  • Skills Acrobatics +5, Athletics +4, Persuasion +6, Intimidate +6
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 8 (3,900 XP; PB +3)

Traits

Bound Blade. The bladebound cannot be disarmed of their Warblade, is always aware of its physical condition, and can dismiss or conjure it to their open hand (no action required). This trait doesn't function if the bladebound has the Incapacitated condition.

Valiant Mind. The bladebound has Advantage on saving throws against being Charmed and Frightened.

Actions

Multiattack. The bladebound makes two attacks with its Warblade or Blade Beam, in any combination.

Warblade. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Acid, Cold, Fire, Lightning, Poison, or Thunder damage (bladebound's choice).

Blade Beam. Ranged Attack Roll: +6, range 60 ft. Hit: 16 (3d10) Acid, Cold, Fire, Lightning, Poison, or Thunder damage (bladebound's choice).

Spellcasting. The bladebound casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

At Will: Light, Prestidigitation, Phantom Steed, Blade Ward

2/Day Each: Heroism, Freedom of Movement, Longstrider

1/Day Each: Legend Lore, Spirit Guardians, Steel Wind Strike

Bonus Actions

Quicken Spell (2/Day). The bladebound cast a spell with a casting time of an action using spellcasting.

Reactions

Shield (3/Day). The bladebound casts Shield in response to that spell’s trigger, using the same spellcasting ability in Spellcasting.