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# Vulcan Soul S*orcerers of the Vulcan Soul have a strong connection to the bloodline of smiths that engineered powerful artifacts of old. Whether touched by the haunted visions of ancient slaves at the forge of long dead evil kings, blessed by Moradin himself, or the progeny of master craftsman who forged relics the likes of The Sword of Kas; a Vulcan Soul Sorcerer has the power to will blades to life, and fealty.* ### Vulcan Scars At your option, you can pick from or roll on the Vulcan Scar Table to create a quirk for your character. | D6 | Vulcan Scar | | ----- |:-------------:| |1| Your eyes have been replaced by perfect spheres of a rare metal |2| Your body responds to tuning forks |3| Your Skin is ferrous enough to be lightly magnetic |4| You levitate softly when you sleep |5| Your blood quickly oxidises and crumbles to rust when you bleed |6| The keratin and enamel on your body appears metallic ###
### Vulcan Blood When you select this subclass you gain proficiency in Athletics. Additionally, you gain 1 max HP for every level of sorcerer you have. ### Vulcan Masterwork At 1st level you gain proficiency in Smiths tools. When you use this proficiency to make weapons, you may double their value. ### Sentinel Blade At 1st level you are able to summon an animated weapon that guards your life. Select a **Sentinel Concept** from the table below; You can learn one additional concept at 6th, 14th, and 18th level. Your **Sentinel weapons** share your space as they magically float around you, unless specified.
You require 1 hour to forge your **sentinel weapons**, which can be done during a long or short rest, where you may forge any number of **Sentinel Blades**.
Each type of **Sentinel Concept** comes with a burden cost. You can control any number of **Sentinel Blades** at once as long as the combined **burden** cost is equal to or lower than your proficiency bonus.
**Sentinel blades** are rendered inert while you are unconscious; and disappear should you die, dismiss them as a free action, or perform another forging ritual. \columnbreak
While you have your **Sentinel Blades** summoned, you are able to replace any weapon attack with an attack from one of the blades. **Sentinel Blades** deal magical slashing Damage; when used this way their attacks are considered spell attacks, and you may use Charisma instead of Strength for attack rolls.
All **Sentinel Weapons** have the *Thrown Property(30/60)*. As a Reaction, you may recall all **Sentinel Blades** back into your space.
You are considered proficient with your **Sentinel Blades**, and only you can use the weapons created with this feature. #### Sentinel Concepts Table | Weapon |Damage |Burden|Evoke| Evoke Ability | ----- |:----: |:---: |:---:| ---: |Dagger |1D4+CHA| 1 | 1 |Add Charisma to damage rolls for attacks made during a bonus action |Scimitar |1D6+CHA| 1 | 2 |Can use your movement to separate and act independently from your space |Glaive |1D8+CHA| 2 | 2 |Shove attacks made with this weapon also deal weapon damage |Greatsword|2D6+CHA| 2 | 1 |Counts as a spellcasting focus for you \pagebreakNum
#### Blade Empowerment **Sentinel blades** have an *Evoke* number related to their certain type. While you have Sentinel blades summoned, you may use a Bonus Action to *Evoke* any number of **Sentinel Blades**, expending the equivalent amount of Sorcery Points. Each *Evoke Ability* lasts for 1 minute. ### Ferocious Blades At 6th level, you can attack twice, instead of once, when you take the attack action.
Additionally When you successfully a hit a creature with a **Sentinel blade**, you may deal additional damage equal to your Proficiency Modifier, using the element of the spell you last cast. You can use this feature a number of times equal to your Charisma Modifier. ### Ferrokinesis Also at 6th Level, you can now recall any of your thrown weapons freely during your turn, no action required, given they are made of metal or where created by your **Sentinel Blade** feature.
When you recall weapons in this way, you may expend 1 sorcery point per weapon, to force all creatures between you and your weapon's original position to make a Dexterity save against your Spell Save DC or take force damage equal to 1d6 plus your Charisma Modifier, as the weapons come flying back into your space. \columnbreak ### Cloak of Blades Starting at 14th Level, when you or a friendly creature are targeted by a weapon or spell attack, you can use a reaction to send Sentinel Blades to protect you and your allies. You grant the benefits of half cover to an amount of creatures within 10 ft, equal to the amount of **Sentinel Blades** you have currently in your space. This cover lasts until the start of your next turn.
Additionally, when a creature enters the melee range of any of your **Sentinel Blades**, they provoke an attack of opportunity from you. ### Vulcan Fury At 18th level, As an action, you may expend an amount of Sorcery Points equal to your current **Burden** and duplicate all of your **Sentinel Weapons**. In the same action you can make a weapon attack with each **Sentinel Blade** under your control. The additional weapons gained from this feature disappear at the end of your turn.
>**Artist Credit:** *(in order of appearance)*
Johnathan Chong **–** Okan
Yungjae Choi **–** Irencrag Feat / Magic the Gathering