Sorcerer Origin: The Valiant Soul

by Finalplayer14

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The Valiant Soul

Sorcerer Origin: Valiant Soul

You or someone from your lineage has inherited mythical powers from legends old. You might trace your abilities back to an ancestor who participated in an ancient or Outer Planer war alongside powerful entities wielding steel and magic to end the mayhem, or you may have been chosen by one of these legendary warriors as their successor, or you may have pulled a mystical weapon from a magical stone. Regardless of the origin of your power, the valor and might of a warrior flows through you.

Battle Born

1st-level Valiant Soul Feature

You have a natural affinity for the armaments of war. You gain proficiency in light armor, medium armor, and shields.

Warblade

1st-level Valiant Soul Feature

You are able to call upon the magic within yourself to conjure your Warblade. When you gain this feature, choose one type of melee weapon that lacks the heavy property, this is the form your Warblade takes. As an action you summon your Warblade to your hand. You are proficient with it, 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 use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with it, and you can cause the weapon to deal Acid, Cold, Fire, Lightning, Poison, or Thunder damage or its normal damage type. You can also dismiss the weapon at any time (no action required), making it disappear.

You can perform a 1 hour ritual that absorbs one magical melee weapon you are holding, 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 magic weapon ceases being absorbed and appears at your feet if you die, if you perform the ritual on a different weapon, or if you use the ritual to break the bond to it.

Spellstrike

6th-level Valiant Soul Feature

When you would make a melee or ranged spell attack as part of a sorcerer spell you cast, you can instead make a melee weapon attack with your Warblade. If your attack hits, you deal your weapon damage in addition to the spell's effects. If you would make multiple attacks as part of the same spell, you can only make one such weapon attack against each of the spell's targets each turn.

Spirit Surge

6th-level Valiant Soul Feature

Immediately after you hit a target with your Spellstrike, you feel a surge of arcane adrenaline until the end of your next turn. When you use a Metamagic feature during this time, you can choose to have its sorcery point cost reduced by 1 (minimum 0) and end the adrenaline. You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Sorcerous Enchantment

14th-level Valiant Soul Feature

As a bonus action, you touch your Warblade and spend 1 or more sorcery points to magically enchant the weapon for 10 minutes. For each sorcery point you spend, your weapon gains one of the following benefits of your choice, the effects of which last until the enchantment ends:

  • Distant Spellstrike. When you use Spellstrike, you can instead treat your weapon's reach as the spell's range. When used this way the attack is a ranged spell attack.
  • Keen. Your weapon scores a critical hit on a roll of 19 or 20 on the d20.
  • Punishing Spellstrike. When you hit a creature with your Spellstrike, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
  • Unleashed Blade. Your weapon gains the reach property and it deals one extra die of its weapon's damage on a hit.
  • Warped Spellstrike. Immediately after using Spellstrike, you can use your bonus action to teleport up to 30 feet to an unoccupied space you can see.

Ancestral Transformation

18th-level Valiant Soul Feature

You tap into the full martial prowess of your bloodline. As an action, you and your Warblade undergo a transformation taking a form of a myth of old, gaining the following benefits for 1 minute. This transformation ends early if you are incapacitated or if you die:

  • You resist bludgeoning, piercing, and slashing damage.
  • You are immune to the frightened and charmed conditions.
  • Once per turn, immediately after using Spellstrike, you can make one melee weapon attack using your Warblade as a part of that action. If that weapon attack hits, the target takes an extra 2d12 damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Additional Information

The spells Steel Wind Strike and Sorcerous Burst are added to the Sorcerer spell list.

Optional: Sentient Warblade

Some Valiant Soul's Warblade manifest as sentient weapons. In such a situation, your Warblade has senses, ability scores, communication, an alignment, characteristics, and a special purpose (See "Creating Sentient Magic Items" in the Dungeon Master's Guide).

Optional: Sorcerer Origin Spells

Warrior Magic

1st-level Valiant Soul optional feature

You learn additional spells when you reach certain levels in this class, as shown on the Warrior Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the paladin or sorcerer spell list.

Warrior Spells
Sorcerer Level Spells
1st heroism, searing smite
3rd aid, branding smite
5th blinding smite, phantom steed
7th aura of purity, freedom of movement
9th circle of power, legend lore
Art: Creed by LordAdornable

NPC



Valiant Warrior

Medium Humanoid (Sorcerer), any alignment


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

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

  • Saving Throws Con +5, Cha +6
  • Skills Acrobatics +5, Athletics +4, Persuasion +6, Intimidate +6
  • Condition Immunities charmed, frightened
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Keen Blade. The warrior scores a critical hit on a roll of 19 or 20 when attacking with its Warblade, Blade Beam, and Bladed Assault.

Action

Multiattack. The warrior makes two attacks with its Warblade, Blade Beam, or a combination of them.

Warblade. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) force damage, plus 14 (3d8) acid, cold, fire, lightning, poison, or thunder damage (Warrior's choice) .

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

At Will: blade ward, prestidigitation, light

1/day each: blink, dimension door, enhance ability, fly, fireball, haste, sickening radiance, summon draconic spirit (duration extended to 2 hours)

Blade Beam. Ranged Spell Attack. +6 to hit, reach 60 ft., one target. Hit: 17 (3d10) acid, cold, fire, lightning, poison, or thunder damage (Spellblade's choice).

Bladed Assault (Recharge 6). The warrior targets up to three creatures it can see within 60 feet of itself and makes a melee weapon attack (+6 to hit) against each one. On a hit the creature takes 25 (4d10+3) force damage. The warrior can then teleport to an unoccupied space it can see within 5 feet of one of the targets it hit or missed.

Reactions

Warding Barrier (3/Day). When the warrior is hit by an attack or takes damage, it magically protects itself with a shimmering barrier, granting it a +5 bonus to its AC, including against the triggering attack until the start of its next turn or it gains resistance to the damage that triggered this reaction.