Subclass (Sorcerer) - Iron-blooded Origin

by No Laifu

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Iron-blooded Origin

Your innate magic comes from the power of an ancient weapon borne for war. Perhaps you're the child of an individual stricken by a weapon bathed in the blood of its foes. Maybe a sentient weapon chose you to be its champion at birth. Despite your origin, your mastery over weapons puts many a man to shame.

Iron Crown

From the moment you gained this power, you realize that you can handle various weapons with practiced skill and finesse. You gain proficiency in simple and martial weapons. You can use any weapon you have proficiency with as a casting focus.

Additionally, you learn the sword burst cantrip if you don't know it. When you cast this cantrip, you can choose to have the ring of blades form in a space you can see within 30 feet of you. If a creature currently occupies this space, they automatically succeed on their saving throw.

Sorcerous Swordplay

Also at 1st level, you can control weapons telekinetically. As a bonus action, you can toss a weapon in your hand to an unoccupied space within 10 feet of you as it levitates in place. You can have up to two weapons under the effect of this feature at any time.

When you toss a weapon, and as a bonus action on subsequent turns, you can move one weapon up to 30 feet and make a melee Spell Attack with the weapon. On a hit, it deals damage equal to 1d8 + your spellcasting modifier weapon damage.

When you reach 3rd level in this class, you may spend two sorcery points to attack with a second weapon under this feature as part of your bonus action. You may control the same weapon multiple times in a turn.

Advanced Telekinesis

Starting at 6th level, your control over weapons improves, allowing for more precise and powerful responses. You gain the following benefits while you have a weapon under your control of your sorcerous swordplay feature:

Extend. When you move a weapon using your bonus action, you may spend an additional sorcery point to have the weapon move up to an additional 60 feet.

Guard. While a weapon under your control is within 5 feet of you, you may use your reaction to impose disadvantage on melee attacks made by a target creature against you until the end of its turn.

Interfere. When a weapon under your control attacks a creature no more than one size larger than you, as long as the weapon is within 5 feet of the target creature, ranged attacks made by that creature against you are made at disadvantage until the end of its next turn.

Unleash. When you roll initiative or as an action, you may spend 1 sorcery point. If you do, weapons under your control use its normal weapon die to deal damage rather than the 1d8 outlined in your sorcerous swordplay feature, including any additional magical bonuses the weapon may provide for the next hour.

Divide and Conquer

At 14th level, you gain the ability to use your weapons to cut off escape at a distance. When a creature leaves the range of a weapon under the effects of your sorcerous swordplay feature, you may make an opportunity attack with that weapon as a reaction. This counts as a spell attack.

You may also spend two sorcery points to make an opportunity attack this way in place of using your reaction.

Arcane Barrage

Beginning at 18th level, you can control multiple weapons with a single thought. As an action you may spend sorcery points up to your Charisma modifier. When you do and as an action on your subsequent turns, you may control weapons to move and attack under your sorcerous swordplay feature up to a number of times equal to the number of sorcery points spent. This feature ends after 1 hour, or as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest.

Additionally, when you use this feature, you may place a number of weapons within 10 feet of you equal to the number of sorcery points spent under the effects of your sorcerous swordplay feature. These do not count toward the weapon limit.

Iron-Blooded Origin - v. 2.0

Super edgy homebrew by No Laifu. This subclass was designed around the idea of controlling weapons with magic. Unfortunately, you can't do achieve that through normal means as a sorcerer. Leading up to the finalizing of the basic idea, there was some heavy consideration on how to create fun and satisfying mechanics because of the full-caster nature of sorcerers. Newest version tries to double down on the weapon-manipulation idea more.

Special thanks to Catastrophe (Adanton#9284, MCDM) u/o-kra and u/Pachumaster for their insight.

Iron-blooded Origin - PREVIOUS ITERATION

Your innate magic comes from the power of an ancient weapon borne for war. Perhaps you're the child of an individual stricken by a weapon bathed in the blood of its foes. Maybe a sentient weapon chose you to be its champion at birth. Despite your origin, your mastery over weapons puts many a man to shame.

Iron Crown

From the moment you gained this power, you realize that you can handle various weapons with practiced skill and finesse. You gain proficiency in three melee weapons of your choice and your choice of light or medium armor. You can use any weapon you have proficiency with as a casting focus.

Additionally, you learn the sword burst cantrip if you don't know it. When you cast this cantrip, you can choose to have the ring of blades form in a space you can see within 30 feet of you. If a creature currently occupies this space, they automatically succeed on their saving throw.

Conjured Weapon

Also at 1st level, you learn to give form to the energies swirling around you. Once per turn as part of an action, you can create and draw a melee weapon which you are proficient in. The weapon deals 1d8 + your Charisma modifier weapon damage and dissipates after 1 minute.

If you drop the weapon or throw it, it dissipates at the end of the turn. You can have no more than two weapons created this way at once.

Sorcerous Swordplay

At 6th level, your control over weapons is greatly improved. As a bonus action, you can toss a weapon in your hand to an unoccupied space within 10 feet of you as it levitates in place. If this weapon is a Conjured Weapon, it does not vanish at the end of your turn. You can have up to two weapons under the effect of this feature at any time.

When you toss your weapon, and as a bonus action on subsequent turns, you can move the weapon up to 30 feet and make a melee weapon attack using your Spell Attack modifier. On a hit, it deals damage as if it were conjured by your Conjured Weapon feature. Once per turn, you may control an additional weapon this way by expending two sorcery point.

Additionally, weapon attacks using Conjured Weapons are now considered magical for overcoming resistances.

Divide and Conquer

At 14th level, you gain the ability to use your weapon to cut off escape at a distance. When a creature leaves the range of a weapon under the effects of your sorcerous swordplay feature, you may make an opportunity attack with that weapon as a reaction.

Arcane Forge

Beginning at 18th level, you can summon multiple weapons with a single thought. As an action you may spend sorcery points up to your Charisma modifier. If you do, you create an number of Conjured Weapons within 10 feet of you equal to the number of sorcery points spent. These weapons are under the effects of your sorcerous swordplay feature and do not count toward the weapon creation limit of your conjured weapon feature. These weapons disappear after a short or long rest or until you dismiss them as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest.

When you use this feature, and as an action on subsequent turns, you now control a number of conjured weapons using your action equal to the number of additional sorcery points spent to use this feature.


"Looks like it's my lucky day! Finally, someone worth my metal! Alright, look. I need you to take me by the handle and take me along on your adventures. You know, be the slayer of the dragon everyone's talking about? ... Hey! Hey! Wait, where are you going!? Come back! I'll give you untold power? Hoist me high on a glorious conquest? No...? Okay... I'll be here... See you soon... "

- The Sword of Seth, the poor sod.

Iron-Blooded Origin - v. 1.2

Super edgy homebrew by No Laifu. This subclass was designed around the idea of controlling weapons with magic. Unfortunately, you can't do achieve that through normal means as a sorcerer. Leading up to the finalizing of the basic idea, there was some heavy consideration on how to create fun and satisfying mechanics because of the full-caster nature of sorcerers. In the end, there's heavy sustainability with just the conjured weapon feature and the potential for more melee-focused builds. That was the goal - you are a weapon-mancer not a melee-caster persay.

Special thanks to u/o-kra and u/Pachumaster for their insight.

 

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