Weapon Soul (5e Subclass)
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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
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.
|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|
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.
At 1st level, your powers let you manifest weapons of arcane energy. As a bonus action you can summon a weapon of your choice. As an action you can choose to summon a weapon and fire it at a target you can see within 100 feet, making a ranged spell attack against the target, and dealing the weapon's damage which counts as magical, 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 magical copy of that weapon. Any weapons conjured using this ability disappear after 1 minute, 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. Firing a weapon with this ability allows it to be affected by your Metamagic Options if applicable.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 14th level, your fighting spirit will not let you lose a fight, not even death can stop you now. When you are reduced to 0 hit points, you can expend 1 sorcery point (no action required) to have 1 hit point instead. Additionally, 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.
Finally, at 18th level you gain the ability to hone your own soul into a weapon of calamitous power. As an action you can spent 5 sorcery points to focus your soul into a weapon of destruction, make a melee spell attack against a creature within range, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage.
Font of Magic Options
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.).