Spellblade
Often born during times of great war and strife or from an enchanted lineage of mighty warriors, Spellblade sorcerers have an innate affinity for martial combat and are well known for mixing their melee skills and spellcasting potential coherently as one. Spellblades thrive in the midst of battle, wielding potent war magic on the front lines. They are formidable foes, and are sought after by captains and conquerors for their ability to turn the tide of any battle, no matter how hopeless.
Martial Spells
You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.
Whenever you gain a level, you can replace one spell from this feature with another abjuration or evocation spell of the same level from the sorcerer, warlock or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | compelled duel, zephyr strike |
| 3rd | magic weapon, misty step |
| 5th | elemental weapon, haste |
| 7th | fire shield, freedom of movement |
| 9th | skill empowerment, steel wind strike |
Warrior's Blood
You have inherited the muscle memory and martial skills comparable to those of great warriors through your bloodline. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you gain proficiency with light and medium armor, shields, and all simple and martial weapons.
You can use Charisma, instead of Dexterity, to calculate your AC from spells or any armor that you are wearing.
Spellstrike
Starting at 1st level, the blend of arcane magic and martial skill is innate to your origin and you can use it seamlessly.
You can use any weapon you are proficient with as a spellcasting focus for your sorcerer spells and you can perform somatic components of sorcerer spells with them.
Moreover, when casting a sorcerer cantrip or a sorcerer spell of 1st-level or higher, that has a casting time of one action and that requires a spell attack roll, forces a saving throw or affect a number of hitpoints, you can choose to deliver it through a melee weapon attack.
When delivering a spell through Spellstrike, its properties change in the following ways:
The spell’s range becomes Self if it isn’t already.
If the attack hits, this melee weapon attack deals its normal damage as well as the damage and effects of the spell.
If the spell requires a spell attack roll, the spell takes effect when you hit a target with the melee weapon attack, without requiring a spell attack roll.
If the spell targets an area, the area of effect originates from the space of the target of the melee weapon attack. If the target is Large or larger, you choose the corner of the target's space that is closest to you.
If the spell requires a saving throw, the target makes the saving throw when hit by the melee weapon attack.
If the spell has multiple spell attack rolls per round (such as scorching ray or steel wind strike), you make a melee weapon attack to only one target of the spell per round.
Subsequent single actions of a spell you're concentrating on also count as casting a spell, for the purposes of Spellstrike, following the normal requirements of the feature.
Arcane Strikes
Starting at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Also, when delivering a spell that requires a saving throw through Spellstrike, you can spend 2 sorcery points to give the target of the melee weapon attack disadvantage on its first saving throw made against the spell.
Sorcerous Step
By 14th level, you can easily get in and out of close combat using your arcane talents. Once per turn, when you make a melee weapon attack, you can spend 1 sorcery point to teleport up to 30 feet to an unoccupied space you can see as part of the attack. You can teleport before or after you make the melee weapon attack.
Grand Magus
At 18th level, you gain the ability to unlock the apex of your extraordinary warlike gifts. As a bonus action, you gain the following benefits for 1 minute:
- You gain resistance to all bludgeoning, piercing, and slashing damage.
- When you use your action to cast a spell, you can make one weapon attack as a bonus action.
- When you use your bonus action to make a weapon attack, you can make two weapon attacks instead.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Spellblade by Jack Tatoo | Art by Mads Ahm