Additional Fortune's Magic

by HotIron3355

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Additional 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 Cocooning
As an action you can expend one or more Sorcery Points to shield yourself from attacks when you are at your most vulnerable. The next time you fall unconscious, your Blade of Destiny generates a seethrough protective Cocoon that sheds dim light out to a radius of 5ft. While protected by the Cocoon, you cannot be directly targeted by harmful effects, have immunity to all damage and have advantage on death saving throws. The Cocoon has an Armour Class equal to 10, has a number of hit points and lasts a number of rounds (unless the hit points are depleted first) relative to the number of Sorcery Points spent when activating this ability, 20 hit points and 1 round for each Sorcery Point.
This effect expires at the end of your next long rest.
Blade of Alluring
When making Deception, Intimidation and Persuasion checks, you can expend one Sorcery Point. Doing so grants you a number of d4s equal to half your Proficiency bonus(rounded down) to apply as a bonus to the roll. You can do so after the roll but before any effects of the roll occur.
Blade of The Eldritch
You learn two additonal spells, that cannot be replaced, of your choosing from the Warlock, Bard or Wizard spell lists of level 5 or lower, provided you have accomodating the Sorcerer spell slots, as you find yourself basking in fate's good fortune, these spells are Sorcerer spells for you and do not count against the total number of spells you know.
Blade of The Winged
Prerequisite, Sorcerer Level 10
As an action, you can expend 3 or more Sorcery Points. When you do so you gain a flying speed of 10ft, plus 10ft for every Sorcery Point expended beyond 3.
This effect lasts until you finish a long rest.
Blade of Cloaking
Any time you hit a creature, with your Blade of Destiny, you may expend a Sorcery point. When you do so, that creature becomes unable to make opportunity attacks against you for one minute.

Blade of Alerting

When making initiative rolls, you can expend one Sorcery Point. Doing so grants you a number of d4s equal to half your Proficiency bonus(rounded down) to apply as a bonus to the roll. You can do so after the roll but before any effects of the roll occur.
Blade of Reacting
You may expend one Sorcery Point to gain the use of a second reaction in a round. The reaction can only be used to make an Opportunity attack or use a The Blade of Destiny subclass feature.
You may only gain the use this reaction a number of times equal to your Charisma Modifier per long rest.
Blade of Vitality
Whenever you kill a creature with your Blade of Destiny, you can expend two Sorcery points. When you do so, your regain a number of hit points equal to the damage done.
Blade of Augmentation
At the start of your turn(no action required), when wielding your Blade of Destiny, you can spend a Sorcery Point to cause your weapon attacks to have advantage until the start of your next turn.
Blade of Talent
When making ability checks with any skill or tool with which you are proficient, you can expend one Sorcery Point. Doing so grants you a number of d4s equal to half your Proficiency bonus(rounded down) to apply as a bonus to the roll. You can do so after the roll but before any effects of the roll occur.

 

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