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The Soulblade

The Soulblade
Legendary Origins
d6 Origin
You found a sword in a stone. You pulled it out and
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since then you've been gifted with amazing power.
2 You are the reincarnated soul of a lost hero.
3 A god has chosen you for an epic task.
4 Your blade is a manifestation of your soul.
A fey gifted you with a beautiful weapon and great
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power.
In a moment of desperation, a weapon appeared in
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your hands.
The Mystic Sword by Gabrix89
Additionally, whenever you you cast this spell for the first
time after finishing a long rest, you gain temporary hitpoints
Legendary Spells equal to your sorcerer level plus your Charisma modifier.
Starting at 1st level, you learn additional spells when you Whenever you cast a spell with a hostile creature within 5
reach certain levels in this class, as shown on the table. Each feet of you, you gain temporary hitpoints equal to two times
of these spells counts as a sorcerer spell for you, but doesn't the spell's level. While you have temporary hitpoints from this
count against the number of sorcerer spells you know. feature, your AC from your mage armor increases by 2.
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the Extra Attack
same level. The new spell must be an abjuration or an Starting at 6th level, you can attack twice, instead of once,
evocation spell from the sorcerer, wizard or paladin spell list. whenever you take the Attack action on your turn. Moreover,
Legendary Spells
you can cast one of your cantrips in place of one of those
attacks.
Sorcerer Level Spells You can also absorb the magic of one magic melee weapon
1st Compelled Duel, Wrathful Smite into your chosen blade by performing a 1 hour ritual while
you hold the weapon. Your chosen blade gains all magical
3rd Find Steed, Spiritual Weapon properties of the other weapon but retains its own shape
5th Blinding Smite, Crusader's Mantle (e.g., a +1 is a magic property, reach is not). The absorbed
weapon loses all magic properties until your chosen blade
7th Find Greater Steed, Staggering Smite absorbs the magic of another weapon. Your chosen blade can
9th Banishing Smite, Holy Weapon only retain the magic properties of one weapon at a time.
Punishing Blade
Chosen Blade
Starting at 14th level, your blade becomes more deadly.
At 1st level, you have bonded a magical weapon. As bonus Whenever you hit a creature with a weapon attack with your
action, you may summon this weapon to your hand. You may chosen blade, you may spend 1 sorcery point. If you do the
choose the appearance of the summoned weapon, but it creature has disadvantage on saving throws made against
counts as a simple melee weapon that you are proficient with. your spells until the end of your next turn.
It deals 1d6 radiant damage on a hit. This damage increases
as you reach certain levels in this class, to 1d8 at 6th, 1d10 at Chosen Soul
14th and 2d6 at 18th level. You use your Charisma instead of
your Strength for attack and damage rolls you make with this Starting at 18th level, you may unleash the warrior within
weapon. Furthermore, you can use your Chosen Blade as you. As a bonus action or whenever you summon your chosen
your spellcasting focus. You can dismiss your chosen blade as blade, you may choose to become an avatar of war. You gain
a bonus action, making it disappear. If another creature tries the following benefits for 1 minute:
to pick up your blade, it disappears unless you stabbed it into Attacks with your chosen blade score critical hits on 19-20
the ground, in which case only you can lift it. results, and deal 4d8 radiant damage instead of 1d12;
Shield of Light Whenever you take the attack action during your turn, you
can cast a spell of 1st level or higher with a casting time of
Also at 1st level, you have a shield of light that protects your 1 action in place of casting a cantrip.
from harm. If you are not carrying a shield, you may cast Once you have entered into this state, you may not do so
Mage Armor on yourself without expending a spell slot. If you again until you have finished a long rest, unless you spend 5
start carrying a shield the spell ends. sorcery points to do so.
 
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