The Blade of Destiny
Maybe you inherited it from your ancestors, stole it from an unsuspecting neighbour or simply stumbled upon it resting in the teeth of racks in a friendly weaponsmiths' store; be it a regal, encrusted dagger, a dishevelled spear, or a grand and shining sword in the dark gloominess of an uneventful life.
The untrained eye could mistake it for the fleeting chances of manic situations, or the meaningless coincidence of current relations, but in actuallity, the sheer opposite is the truth in the matter. The forces at play are powerful and unyielding. The purposeful instance, intent and will bound to you form seemingly endlessly ahead, taking shape in the obscured path known as Destiny.Blade of Destiny
1st Level The Blade of Destiny Feature
You take your Blade of Destiny in hand, and begin to cover yourself in magical energy, painting it in smooth brushes, spinning luminescent wisps of effervescent magic to form an illusory veil, that hangs restfully in the air around you, before fading, and slowly twinkling out of sight. You carry yourself with an air of the supernatural. Uncannily avoiding danger, and surmounting the greatest of challenges, it's almost as if the odds are forever in your favour. You gain proficiency in one, one-handed weapon type of your choice. Touch one, one-handed weapon with which you are proficient at the end of a long rest, this is your only Blade of Destiny. It is worth at least 1 gold and you always know its location. If it is destroyed, you can summon or repair it as part of an hour long ritual, it appears in an unoccupied space adjacent to you. It gains the following benefits and properties, and additional benefits obtained from your Fortune's Magic feature:- While your Blade of Destiny is within 120ft of you, you gain an Armour Class equal to 13 + your dexterity modifier when you are not wearing armour.
- While in possession of your Blade of Destiny, you gain temporary hit points equal to 2d4 + half your Sorcerer Level(rounded up) when you finish a long rest.
- You can use your Charisma modifier, in place of your Strength and Dexterity modifiers, for attack and damage rolls when making attacks with your Blade of Destiny.
Your Blade of Destiny retains these benefits until you use this feature again.
Blade of Destiny Flavour
Consider that this weapon is unique and powerful. At the Dm's discretion, it may be sentient, with a dynamic personality. It could guide to perform feats of kindness and chivalry, extreme grandeur or even acts unspeakable ill intent and true evil. It may take on the effects of magic items you are attuned to, rendering them mundane for the attunement duration. It also may change overtime, just as you do. Then once your Destiny is complete, it may stay with you, allowing, even aiding you on a path of your own making. Instead it may leave you, leaving you feeling powerless or empowered, lost or freed.
Forever in Favour
6th Level The Blade of Destiny Feature
Your Blade of Destiny affords you vital knowledge, and can do luck, in just the right moments. Whenever you make an attack roll with your Blade of Destiny or an attack roll is made against you, you can use your reaction to apply a d6 bonus to the roll by expending one Sorcery Point. You can do so after the roll but before any effects of the roll occur.Clairvoyant Strike
6th Level The Blade of Destiny Feature
Your attacks are charged with magic, guided, by the sure hand of destiny. Whenever you score a critical hit with your Blade of Destiny, you regain two Sorcery Points.Rift in the Fates
14th Level The Blade of Destiny Feature
You've accrued some command over the forces of your fate, allowing you warp space time in areas nearby. Whenever you take the attack action, you can forgo one of those attacks in order to teleport up to 15ft to an unoccupied space that you can see. Moreover, you can expend a Sorcery Point to teleport in the same way, out to a range of 30ft, as part of the same action used to make the attack, without having to forgo the attack. You can only use this ability to teleport once per turn.The Inevitable
18th Level The Blade of Destiny Feature
Eminating vigorously from you, the powers of destiny erupt forth to the enoforce the intent and will tied so strongly to the fibers of your being. As a bonus action, whilst you are wielding your Blade of Destiny, you can spend 6 Sorcery Points to create 3 corporeal streaking illusions called Motes of Destiny, each taking up an unoccupied space you can see within 60ft of you. They last for ten minutes, until you move more than 120ft away from your Blade of Destiny or dismiss them (no action required) .Whilst one or more Motes of Destiny are present at a given time, you gain the following benefits:- Weapon attacks with your Blade of Destiny do additional force damage equal to your Charisma modifier if one or more Motes is present at a given time.
- On your turn, you can mentally command the Mote(s) to hover a combined distance up to your speed in any direction (no action required), if they end your turn more than 120ft away then they instantly teleport back to the nearest unoccupied space you can see within 60ft of you.
- When you make an attack, it can be made from a Mote's location.
- As a reaction, when you fail a saving throw, ability check or take damage, you can attempt to sacrifice a Mote. When you do so, roll a d20, on an 11 or higher you succeed (this is considered an ability check). If you succeed, you are unaffected, instead you magically switch positions with a Mote of your choice, then it immediately vanishes after being destroyed and the DC increases by 1 until the end of your next long rest.
Artwork
Official Wizards Of The Coast artwork, "Kaya", by Anna Podedworna, https://www.instagram.com/akreon/?hl=en
Fortune's Magic
3rd Level The Blade of Destiny Feature
Your Fortune's Magic feature offers additonal Metamagic options at 3rd level in this class. When you choose Metamagic options, you can choose a Blade of Destiny feature in place of a Metamagic option from the options listed below, these options can be chosen when taking the Metamagic Adept feat, provided you have access to the the Fortune's Magic feature. Blade of Concentrating As bonus action on your turn, or as part of the action used to cast a spell that requires concentration, you can expend a number of Sorcery Points equal to the spell slot level used during the casting to automatically succeed on any Concentration saving throw for a number of rounds equal to your Charisma modifier, in addition to the round that you used this feature. You can extend this feature at the start of your turn (no action required) beyond it's expiration by expending more Sorcery Points, one for each additional round. This Blade of Destiny feature cannot be used on 9th level spells. Blade of Flourishing Your Blade of Destiny gains the finesse and thrown(range 30/80) properties. Additionally, provided it is within 120ft of you, you can use it as a spell casting focus and, it can be summoned to your hand as a bonus action on your turn or as part of a ranged attack(no action required) . Blade of Marring Prerequisite, Sorcerer Level 5, can be taken as a replacement for another Metamagic option, Veil of Force or Blade of Destiny feature at Sorcerer Level 5, or any Sorcerer Level henceforth. You can attack twice with your Blade of Destiny, instead of once, whenever you take the Attack action on your turn. Moreover, once per turn, you can expend a Sorcery Point cast one of your cantrips in place of one of those attacks. Metamagic options from the base Sorcerer class cannot be applied to a cantrip in an instance where it is cast using this feature. Blade of Razing Prerequisite, Sorcerer Level 12. Whenever you hit a creature with your Blade of Destiny, the creature takes extra force damage equal to your Charisma modifier.Blade of Reflecting
As a reaction when you take damage, you may expend a Sorcery Point, pushing the creature that dealt the damage back 10ft if they are within 10ft of you, or reducing the damage taken by 1d6 + your Proficiency bonus. This increases by 5ft(push back) and 1d6 at 5th, 11th and 17th level in this class.You may only use this reaction a number of times equal to your Charisma modifier per long rest. Blade of Smiting Once per turn, when you hit a creature with your Blade of Destiny, you can expend one or more Sorcery Points, up to a maximum of your Proficiency bonus, to deliver a blow with intense and precise guidance, dealing additional damage equal to your Proficiency bonus for one Sorcery Point + a d6 of force damage for every Sorcery Point expended beyond the first. Blade of Warding As a bonus action, you can expend two Sorcery Points to gain a bonus to your Armour Class until you finish your next long rest. This bonus is equal to +2, from 11th Level, your may expend four Sorcery Points to increase this bonus to +4 . You cannot gain the benefits of this feature when wearing armour or when using a shield.Additional Fortune's Magic
Additional Fortune's Magic features have been added.
https://www.gmbinder.com/share/-MhzCSrOWkXuYraVprPu They have not been included in the main subclass, so as to not overcomplicate the core idea, to prevent the reader from being bombarded by options and to prevent them from feeling overwhelmed by the amount of reading and grasping of new mechanics.Change Log
26/08/2021
- Blade of Destiny, "These temporary hit points last until you finish a long rest or until they are depleted.", this text has been removed as it was redundant. Also the temporary hit points are gained when you finish a long rest now, not at the end of one.
- Forever in Favour, change from Prof. Bon times per long rest to Sorcery Point cost.
- Blade of Warding, changed the bonuses, added requirements of no armour and shield. "This effect ends when you finish a long rest.", this text has been removed as it was redundant.
- Rift in The Fates, changed from: "Whenever you hit a target with an attack using your Blade of Destiny, you can teleport to an unoccupied space that you can see within 30ft of it as part of the same action.You may use this feature a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest. You can use this ability additional times by expending by two Sorcery Points."To the current ability (see ability).
- The Inevitable, changed the ability check to be general, so no modifiers are added to it so it is not an automatic succeed, like it would be with a Charisma check.
03/09/2021
- Blade of Marring, "Metamagic options from the base Sorcerer class cannot be applied to a cantrip in an instance where it is cast using this feature.", this was added, to prevent any metamagic options, such as twinned spell, from the main Sorcerer class being applied to the cantrips cast using this ability, only in instance though, not in general. That is to say, if you cast firebolt once using this ability, you cannot apply base Sorcerer class metamagic options to it for that casting, but if you cast it at a later date, say by using an action, you can apply whatever metamagic option you wish, provided you meet the normal requirements.
- Blade of Razing, extra damage is now equal to your Charisma modifier, it's just simpler that way, minor practical difference.
- Blade of Warding, changed duration from one minute to the end of your next long rest, upon evaluating the average DPR in comparison to a Draconic sorcerer, the difference was not so great as expected, it also was only sustainable for a maximum of ten rounds (2 Sorcery Points a round) at level 20. With the expenditure of 4 Sorcery Points on this feature, that ability would be decreased even further, unless the melee BOD sorc wanted to waltz in at potentially a 15 armour class (the number achieved when I calculated the numbers), with it only lasting one minute, it was too costly.
10/09/2021
- Clairvoyant Strike, changed to regain Sorcery Points over gaining them, and so removed, "These Sorcery Points do not count to the number of Sorcery Points you can have and expire at the end of your next long rest.", as it is now redundant.
- Forever in Favour to only work on attacks rolls, for or against you, and to use your reaction.
- Rift in the Fates, rearranged wording, removed initial cost for Marking a creaure, changed bonus action teleporting to be within 5ft
- The Inevitable, got rid of free action bit, just felt it wasn't needed, and corrected some wording.
16/09/2021
- Rift in the Fates, changed it to replace one of the attacks in the attack action, and to a range of 15ft with no cost. This way, the attack action has be taken, limiting the ability to effectively use spells to ensure the power levels are balanced. It also means the BOD can't take a full round of attacks, then teleport out of reach, rather having to deal half damage, sacrificing a valuable attack.
- The Inevitable, added that you gain the benefits when one or more motes are present at a given time. Increased power, by making the minimum you summon 3, but increased the overall cost. Makes it less accessible, but more powerful when it is used, this way it is saved for big moments and, feels like a big moment increase in power, giving it the epic feel it should in those moments. Also removed the limit on how many can be summoned a day. Also changed their movement to hover from teleportation to add weight to the corporeal streaking illusions bit.
17/09/2021
- Blade of Destiny flavour noteblock, added to it, nothing fancy, just elaboration.