Elaria's Guide to Sword and Sorcery

by SkullDM

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Part 2 | Your Introduction
Elaria's Guide to Sword and Sorcery

This documents includes....

  • A revision on spells
  • A revision on pact of the blade

A revision on the following Subclasses

  • Bladesinger Wizard
  • Eldritch Knight
  • Arcane Trickster
  • Sword's Bard
  • Hexblade Warlock

New Stuff

  • Stone Sorcerer

Spells

Note:

These spells are receiving a rework to not only make them more balanced option, but also a more proper choice for Gish (sword and Sorcery) subclasses.

Blade Ward

Abjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, the next weapon attack made against you is made with disadvantage.

Booming Blade

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 minute

You brandish the weapon in green flames, strengthening it for your next attack. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target moves 5 feet or more before then, the target takes 1d10 thunder damage, and the spell ends.

At higher lvls : This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Frostbite

Evocation Cantrip


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S, M (A melee weapon worth at least 1 sp)
  • Duration: 1 minute

You coat a melee weapon with freezing magic. The next time that a creature is hit by your weapon within the spell's duration, they have disadvantage on their next attack roll as frost coat up their fingers and parts of their body.

Green Flame Blade

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (A melee weapon worth at least 1 sp)
  • Duration: 1 minute

You brandish the weapon in green flames, strengthening it for your next attack. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to 1d8.

At Higher lvls : The flame that attacks the second creature has it's leap increase by 5 feet and its damage increases by 1d8 when you hit lvl 5th, 11th and 17th.

Lightning Lure

Evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. Make a ranged spell attack against that creature, on a hit the target takes 1d10 lightning damage and if it's large or smaller it is pulled to an unoccupied space within 5 feet of you.

At higher lvls : This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shocking Grasp

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or if it is made of metal like a warforged. On a hit, the target takes 1d10 lightning damage, and it can’t take reactions until the start of its next turn.

At higher lvls : This spell's damage increases by 1d12 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Sword Burst

Conjuration cantrip


  • Casting Time: reaction
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

When a creature ends it's turn within 5 feet of you, you can use your reaction and unleash 3 spectral blades towards it forcing the creature to succeed on a dexterity saving throw or take 1d6 force damage.

At higher lvls : This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thunder Clap

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d10 thunder damage and if it's large or smaller they are pushed back 5 feet away from you.

At higher lvls : This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

True Strike

Divination cantrip


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V
  • Duration: 1 minute

You utter words to briefly temper with fate. The next melee weapon attack you make is made with advantage.

Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage and have their movement speed halved until the end of your next turn on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Jump

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper’s hind leg)
  • Duration: 1 minute

You touch a creature. They ignores fall damage from heights of 50 feet or less. Additionally, every turn they may jump as a bonus action vertically, or horizontally equal to half their base movement speed without expending any of their movement.

Shield

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

An invisible barrier of magical force appears and protects you. You grant yourself a +5 bonus to AC against an attack and you take no damage from magic missile.

Witch Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. Neither you or the creature can be more than 30 feet away from each other once the spell is in effect. If you or the creature use teleportation magaic, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the initial attack and increases by 1d12 for each slot level above 1st.

Bladesinging

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

  • You have advantage on Dexterity (Acrobatics) checks.

  • Opportunity attacks made against you are made with disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Spell Woven Strike

At 6th lvl, you learn how to transfer your magical spells through your weapon. Making your weapon count as a spell casting focus for you. Additionally, you also gain the following while in bladesong:

  • When you hit a creature with your melee weapon, you may expend a 1st lvl slot to deal an additional 2d6 force damage to the creature. For each spell slot above 1st, the damage increases by 1d6.

Song of Defence

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the attack roll and damage roll of your melee weapon attack while your Bladesong is active.

Note:

Bladesinger was always notorious when it was about Gish subclasses. Granting extra attack, one that allowed them to use booming blade to not make much of a sacrifice and get a higher damage output that it's martial counterparts. Or, on the other hand ignoring melee combat and focusing as a high AC wizard. This rework hopes to change it's playstyle compared to other gishes and other wizard subclasses rather than boxing out both options.

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. Some Eldritch Knights however, practice other schools of magic for special missions and as the legacy of them spread. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Notes:

The spell casting table for this subclass is not placed here as nothing is changed with it. However, now EK allows you to choose two schools of magic of your choice instead of locking you only to Evocation and Abjuration. This is meant to be a middle ground for keeping to the essense of the subclass while not completely gatekeeping other spells for those who want a different type of Eldritch Knight.

Spell Casting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

  • Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

  • Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

  • Spells Known of 1st Level and Higher

Pick two schools of magic as your primary schools, or choose Evocation and Abjuration for the default

You know three 1st-level wizard spells of your choice, two of which you must choose from your primary schools spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a spell from your primary schools of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from your primary schools of magic, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

  • Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

If your weapon is a thrown weapon, it will magically teleport back in your hand after each ranged attack.

War Magic

Beginning at 7th level, when you take the attack action, you may replace one of your attacks with a cantrip with a casting time of one action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Bolster

At 15th level, you bolster the magic you use in combat. When you use your second wind feature, you may regain an expended 1st lvl spell.

Improved War Magic

Starting at 18th level, when you take the attack action, you may replace 2 of your attacks to cast a spell of 1st or 2nd lvl with a casting time of 1 action.

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Notes:

The spell casting table for this subclass is not placed here as nothing is changed with it. However, now AT allows you to choose two schools of magic of your choice instead of locking you only to Enchantment and Illusion. This is meant to be a middle ground for keeping to the essense of the subclass while not completely gatekeeping other spells for those who want a different type of Arcane Trickster.

Spell Casting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

  • Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

  • Spell Slots The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

  • Spells Known of 1st Level and Higher

Pick two schools of magic as your primary schools, or choose Illusion and Enchantment for the default

You know three 1st-level wizard spells of your choice, two of which you must choose from your primary schools spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a spell from your primary schools of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from your primary schools of magic, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

  • Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Arcane Knowledge

At 6th lvl, your knowledge over the arcane secrets grows. You can cast "identify" or "Detect magic" once without expending a spell slot or material components. After which you must finish a long rest to cast these spells in this way again.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and Martial weapons

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

You learn 3 manuvers of your choice from the battlemaster's manuvers list and can use them by expending one of your bardic inspiration dies. However, you can only use one per turn.

You may change a manuver every time you lvl up in this class.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master's Flourish

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

Pact of the Blade Revision

Eldritch Legion

Pre-requisite Pact of the Blade

You gain otherwordly might and knowledge to better engage in combat. You gain proficiency with shields and medium armor.

Pact of the Blade

  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee martial or simple weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you may use your charisma instead of strength or dexterity for your attack rolls and damage rolls.

  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

  • You can transform one magic weapon into your pact weapon 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 pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon 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.

  • Once you reach 5th lvl in this class you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Improved Pact Weapon

Pre-requisite Pact of the Blade, 5th lvl.

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can any weapon.

Hexblade

You have made your pact with a malevolent force. Such that sometimes latches itself onto sentient and cursed weapons or the very soul of someone. Hexblades often bring this force with themselves to other parts of the multiverse as a carrier. Spreading and letting it feed on the life of others in promise of power.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Notes:

Due to the changes applied to Pact of the Blade, Hexblade warlock is reworked to fit a more curser themed subclasses and is no longer much a Gish itself.

Expanded Spell list

You know additional spells included in the following list when you reach the lvl required automatically. They won't count against the number of spells you know.

Spell LvL Spells
1st Bane False Life
2nd Crown Of Madness Silence
3rd Bestow Curse, Slow
4th Phantasmal Killer Evard's Black Tentacles
5th Dance Macabre, Cone of Cold

Hexblade Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll made against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.

Empowered Hex

Also at 1st lvl, when you use your heblade curse or the hex spell on a creature, you can empower it. Making it slowly sap the life away from them and provide more downsides.

When you use the empowered hex on a creature:

  • At the start of every turn, they take a number necrotic damage equal to your charisma modifier. This damage ignores resistance.

  • Any attack roll you make against them gains an additional +2.

Once you use this feature, you must finish a long rest to use it again.

Accursed Spectre

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics of which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse, or the hex spell, hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexs

Starting at 14th level, you can always use the empowered version of your hexes. Additionally, you may cast the hex spell at will.

Stone Sorcery

Your soul is attached to ancient gods of the land. Empowering you with a deep connection to the very earth and all that is contained within.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

One with Arms

At 1st lvl, your connection with the metal used in weapons and armors is very strong that they feel like an extension of you.

You gain proficiency with shields, medium armor, simple and martial weapons.

Stone Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you cast one of these spells, you may make a weapon attack as a bonus action.

Sorcerer LvL Spells
1st Earth Tremor Compelled Duel
3rd Heat Metal Spike Growth
5th Erupting Earth Wall of Sand
7th Stone Skin Stone Shape
9th Passwall, Wall of Stone

Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your protection.

Whenever you are concentrating on a spell you can spend a sorcery point and grant an aegis to yourself. The aegis is a dim, gray aura of earth magic that protects you granting you +2 to your AC. The Aegis lasts for 1 minute or until you concentration is broken.

In addition, when you are subjected to a melee attack while in your Aegis, you can use a reaction and make a weapon attack roll against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge

Starting at 14th level, your mastery over the earth improves. While wearing armor, you can improve it to from sharp spikes on it. Dealing 1d10 piercing damage to anyone who makes a melee attack against you.

Earth Master Aegis

At 18th lvl, your Aegis now empowers all you strikes. While your Aegis is active, any weapon attack you make deals an additional 2d10 force damage.

Meta Magic Option

Protective Spell

When you cast a spell, you may expend 2 sorcery points and grant yourself resistance to all Slashing, Piercing and Bludgeoning damage until the end of your next turn.

Practice

Safe

Homebrewing

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Cover Art: Skiorh

 

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