The Soulblade
Legendary Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but 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 sorcerer or paladin spell list.
Legendary Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Compelled Duel, Wrathful Smite |
| 3rd | Find Steed, Spiritual Weapon |
| 5th | Blinding Smite, Crusader's Mantle |
| 7th | Find Greater Steed, Staggering Smite |
| 9th | Banishing Smite, Holy Weapon |
Soul Blade
At 1st level, you learn to manifest your very soul as a magical weapon. As bonus action, you may summon this weapon to your hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. And it deals radiant damage instead of it's normal damage type. You may use your Charisma instead of your Strength for attack and damage rolls you make with this weapon.
You can transform one Magic Weapon into your Soul Blade by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Soul Blade thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Soul Blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Spirit Shield
Also at 1st level, you have a shield of light that protects you from harm. Whenever you finish a long rest, you gain a magical ward with hitpoints equal to 2 times your Charisma modifier + your sorcerer level. Whenever you would take damage, this shield takes the damage instead. When your shield is reduced to 0 hitpoints you take the excess damage, and it becomes inactive.
While your shield is active your base AC becomes 10 + your Dexterity modifier + your Charisma modifier
If your shield is inactive, you may spend 2 sorcery points to restore all its hitpoints as an action.
Blade and Sorcery
Starting at 6th level you learn to bridge the gap between your martial and arcane powers.
You learn 3 Blade Sorceries of your choice. Blade Sorceries enhance an attack in some way. You can use only one per attack, and each Blade Sorcery can be used only once per turn. You learn two additional Blade Sorceries of your choice at 14th, and 18th level. Additionally, you can now use your Soul Blade as your spellcasting focus.
Finally your Soul Blade now counts as Magical for the purposes of overcoming resistance and immunity.
Empowered Blade Sorceries
At 14th level, all your Blade Sorceries grow in strength, as your mastery at mixing blade and magic reaches it's pinnacle.
One with the Blade
Starting at 18th level, As a bonus action or whenever you summon your Soul Blade, you may choose to unleash your true potential. You gain the following benefits for 1 minute:
- Attacks with your Soul Blade score critical hits on 19-20 result.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- At the beginning of each of your turns your Spirit Shield recovers hit points equal to 2 times your Charisma modifier.
Once you have entered this state, you may not do so again until you have finished a long rest, unless you spend 5 sorcery points to activate it again.
Blade Sorceries:
Scorching Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, the target takes the extra fire damage again at the beginning of it's next turn.
At 14th level, you go sicko mode.
Lightning Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal lightning damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4
In addition, the target can't take reactions until the beginning of your next turn, and your movement speed increases by 5 feet per sorcery point spent for the same duration.
At 14th level, you go sicko mode.
Thundering Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4
In addition, the target can't take reactions until the beginning of your next turn, and your movement speed increases by 5 feet per sorcery point spent for the same duration.
At 14th level, you go sicko mode.
Freezing Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal cold damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
At 14th level, you go sicko mode.
Poisoning Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal poison damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
Melting Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal acid damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
At 14th level, you go sicko mode.
Brilliant Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
Corrupting Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4
In addition, something cool happens
Arcane Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
At 14th level, you go sicko mode.
Psionic Blade:
When you hit a creature with a melee weapon attack, you can expend at least one sorcery point to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d4, plus 1d4 for each sorcery point spent, to a maximum of 7d4.
In addition, something cool happens
At 14th level, you go sicko mode.