Blazer: Ignite your soul and let yourself shine
The five goblins backed away in fear. The human that they had been trying to ambush now confronted them with a blazing rapier. Before, they saw that the human was nothing but an unarmed woman in leather armor carrying a backpack on her back. There was no visible way the human could have hidden this sword, as one of their own was gutted with burn marks. It was as if this human had pulled the flaming rapier out of thin air. It was supposed to be an easy hunt but the human was putting up a fight. But they had the advantage of numbers on their side and surely this would secure their victory over this surprise swordsman. Three goblins rushed toward the now armed swordsman swarming her in hopes of cutting her down. To their surprise, with a flick of her wrist, the swordsman slashed all three goblins in quick succession. The last goblin looked at the woman realizing that it was no match for the mysterious human. It's only hope was to run and lead the human to the goblin clan where there was safety in numbers. The goblin ran for its life abandoning its weapons, as it sprinted for its den. The swift green gremlin had not revealed himself to the mysterious swordsman yet, so it had hoped that its head start would secure its safety. No such luck as the mysterious swordsman came at the goblin with a burst of speed that was only known to cat people (Tabaxi.) In an instant the swordsman struck the green runt down in a single blow like the rest piercing its heart before it could get away. The mysterious swordsman looked at the foe he had just stabbed the last goblin hearing no other sounds of anything else trying to get away. She pulled out her flaming rapier out of the dead goblin as her weapon suddenly disappeared as quickly as it appeared. It had been a year since her new powers were drawn out by the god Hephaestus. She was on a quest to find the god’s lost blueprint that had been hidden from their sight. She was crossing the forest to get to another town for a lead when the goblins attacked her. She knew that there were many more trials for her to face, but for now all she could do was keep moving on hoping that her patron god would leave her alone after she was done with this request. She didn't want to think About the consequences of refusing the god’s request.
Blazers are creatures who are gifted with dormant divine blood, whether their bloodline had relations with celestial beings, or being blessed by a higher being at a young age, etc. However their magic power did not awaken naturally like a Divine Soul Sorcerer. It was forcibly awakened through other means, whether clerics asked the gods for help, a random encounter with a higher being, or a demonic being drawing out the power for their own selfish gains. Through whatever means, a great wave of magic surged through their mortal body and unlocked the divine blood within them, etching it into their soul. However, forcing out the divine power in this process has made it less magic oriented. Still, their divine power can be formed and grow as they do. Their divine power always takes form as a weapon that is summoned from the combination of your soul, divine blood, and body. This "soul weapon" is forever bound to them and is the trademark of a Blazer.
Divine Catalysts
Blazers are considered as catalysts for the gods in the mortal realm that help with certain tasks. Unlike most clergymen and devout warriors, Blazers are usually favored by the gods since they can communicate clearly with them. Some religions see Blazers as holy symbols of the gods because of this. However not all blazers communicate with the gods. Some Blazers can be awakened through other means, whether through a wish spell, or other powerful beings such as demonic kind. Few blazers go their whole lives without speaking with the gods and there are some who serve devils after they awaken the divine blood. Even if a Blazer is awakened by a devil, they still can talk to the gods if their existence is known.
Blazer Life
Most blazers who are awakened, live out their lives normally, while carrying out the whims of the gods on occasion. Those few who have never talked to a god before either are shrouded to the gods or are being ignored. The gods rarely overlook Blazers since they can be quite valuable to them. Some Blazers live their lives out as priests or augurs as messengers for the gods. Others tend to go out into the world to make a name for themselves as “Heroes.” Regardless, Blazers usually are put into positions of power for their capabilities. They also usually follow through with the whims of the gods every now and then. While a god can’t directly force a blazer to their whims, they are allowed to indirectly punish them for not following through with quests given by the gods. Some of the few blazers who refuse to listen to the whim of the gods are often seen as unlucky since the gods usually punish them constantly for not listening to them.
Creating a Blazer
As you make your Blazer think about what god is linked to your divine blood. A Blazer’s elemental affinity usually depends on their divine blood, but their awakening can change that affinity depending on who awakens them. Did they get called upon by the gods to ask for a favor in the mortal realm? Did a crafty demon find you and awaken your powers for their own gain? Perhaps you came across an artifact and its intense magic surged through you and awakened your Blazer powers. Blazers can generally be almost any race from any social standing, allowing them to take on any kind of alignment. However, Blazers are generally a rare breed. They rarely meet each other, and their fighting styles come mostly from intuition, training, or legends from past Blazers. When Blazers do train it is always with their soul weapon, sometimes adopting other fighting styles and spells of others and making them their own.
Class Features
As a Blazer you get the following features
Hit Points
Hit dice: 1d8 per Blazer Level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at higher levels: 1d8 + your Constitution modifier per Blazer Level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, & Heavy Armor Weapon: Simple weapons & martial weapons Tools: One artisan tool of your choice Saving Throws: Constitution and Charisma Skills: Choose 2 from Acrobatics, Athletics, Arcana, Perception, History, Sleight of hand, Survival, and Medicine
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Shortsword or simple weapon
- Shortbow and quiver of 10 arrows or 10 darts
- Dungeneer pack or Explorer's pack
- (a) Leather armor, (b) Scale Armor, or (c) Chainmail
Multiclass
You need a Wisdom score of 13 or higher and a Constitution score of 13 or high in order to multiclass in or out of this class. In addition, you will need help from a higher being (Whether it be god or devil) in order to unlock your power as a Blazer letting you multiclass into this class. When you Multiclass into this class, You gain access to Simple and martial weapon proficiencies
Class Name
| Level | Proficiency Bonus | Features | Soul Weapon Bonus Damage |
|---|---|---|---|
| 1st | +2 | Soul Weapon | N/A |
| 2nd | +2 | Soul Manifestation | 1d4 |
| 3rd | +2 | Soul Focus | 1d4 |
| 4th | +2 | Ability Score Improvement | 1d4 |
| 5th | +3 | Attack Barrage, Soul Resounance | 1d4 |
| 6th | +3 | Flaring Up | 1d8 |
| 7th | +3 | Soul Focus Feature | 1d8 |
| 8th | +3 | Ability Score Increase | 1d8 |
| 9th | +4 | ─ | 1d8 |
| 10th | +4 | The Fire Spreads | 1d8 |
| 11th | +4 | Soul Focus Feature | 1d8 |
| 12th | +4 | Ability Score Increase | 1d8 |
| 13th | +5 | Burning Bright | 2d6 |
| 14th | +5 | ─ | 2d6 |
| 15th | +5 | Soul Focus Feature | 2d6 |
| 16th | +5 | Ability Score Increase | 2d6 |
| 17th | +6 | Flaring Up | 2d6 |
| 18th | +6 | Ability Score Increase | 2d6 |
| 19th | +6 | ─ | 2d6 |
| 20th | +6 | Soul Focus Feature | 2d6* |
Soul Weapon
When you start this class, you choose a single, non-magical weapon that you are proficient with, to be your soul weapon. This weapon cannot be changed at any point unless you have help from a higher being of great power (a.k.a. gods or something or equal or greater power.) Your soul weapon also counts as your spellcasting focus if you can cast spellcast. You can summon and unsummon your soul weapon with a bonus action (you can both unsummon and resummon your soul weapon as a bonus action or just do one of the previous). If you choose a ranged weapon as your soul weapon, your soul weapon will not need to consume ammunition, unless you choose to use it. When making ranged attacks while not using ammunition, said projectiles disappear after the attack has completed, and projectiles used in this way are default (e.i: a heavy crossbow soul weapon will always fire normal crossbow bolts when ignoring the need for ammunition). Weapons with the loading property will still need to be reprimed. Weapons with the thrown property will unsummon themselves when you finish an attack roll if they are thrown. You are able to unsummon and resummon your soul weapon at any time. When your soul weapon is (re-)summoned, it goes to its fixed form as if it was brand new. Keep in mind that certain weapons will limit what subclasses you can take at third level. (e.i. you can't pick the ranged subclass if you are using a pure melee weapon.)**
Soul Manifestation
At this point your soul weapon starts to grow in power as you get familiar with it. It starts to exude your innate magic and at this point you must choose an element for your soul weapon. Starting at level 2 choose one damage type from Fire, Cold, Lightning, Thunder, Poison, and Acid. This element will define your class and it cannot be changed unless you get help from a god or something of equal or greater power. Your soul weapon now gets an additional 1d4 of your chosen element damage type on top of your normal damage dice. In addition, you now gain 1 free cantrip (that doesn't count against your list of known cantrips) that can inflict damage with the same element as your chosen element. Its spellcasting ability is wisdom.
Soul Focus
At this point, the divine blood in your body is starting to grow stronger within you, and your soul weapon is now another part of you, separate from your own soul. With this growing power, you must channel it throughout your being in order to keep it under control. You can only choose 2 of out 3 ways to channel your power currently from the following: through the body, the soul, or the soul weapon. Starting at level 3, you choose a Soul Focus subclass. Soul weapons with the Ranged, or Ammunition, properties may not take the Melee subclass. Soul weapons with the Thrown or Heavy properties, cannot take the Magic subclass. Only soul weapons that have the Loading, Ranged, Ammunition, or Thrown properties may take the Ranged subclass
Attack Barrage
At level 5, when you choose the attack action, you can choose to attack twice instead of once. In addition, you can now choose to make a single weapon attack with your soul weapon as a bonus action if you did not use the attack action on your turn. At level 9 you may attack once with with your soul weapon a bonus action regardless if you took the attack action or not
Soul Resonance
While you can't change your soul weapon by yourself, you can augment it throughout your adventure. If you have a weapon that is the same weapon type as your soul weapon, you can merge the two weapons to give your soul weapon its additional properties. At level 5, at the start of a long rest, you can perform a ritual which allows you to merge a weapon with the same weapon type as your soul weapon. When you receive the benefits of the long rest, the ritual is complete and your soul weapon will take on the properties of the weapon merged which is consumed upon the completion of the ritual. (e.i.: Your soul weapon is a normal Longbow and you manage to get a Longbow +1. You can perform the ritual and when you gain the benefits of a long rest, your soul weapon merges and becomes a Longbow +1.) Any attunement requirements the consumed weapon had are now negated. Should you use this ritual while your soul weapon has properties of another weapon, the properties of the old merged weapon are overwritten. (e.i.: Your soul weapon is currently a Scimitar +1 and you happen to get a Vorpal Scimitar. Should you successfully perform the ritual with these two weapons, your soul weapon becomes a Vorpal Scimitar, overwriting the previous +1 property.) You may not perform this ritual if the merging weapon is sentient, cursed, or an artifact. This feature doesn't allow you to change the soul weapon’s ammunition for ranged weapons.
Flaring up
At 6th level your divine blood has tempered your soul weapon to give you a little more control over it and empowers it. Your soul weapon is now always considered magical for the purpose of overcoming magical resistances and immunities. Your elemental damage roll for your soul weapon is now a 1d8. In addition you get a bonus +1 your spell attack rolls and you may add your proficiency bonus your to the damage rolls of your attack cantrip(s) when casting with your soul weapon as a spellcasting focus
The Fire Spreads
At 10th level, your divine power grows significantly and it becomes a bit more flexible to use. You can choose to channel this power in any way you wish regardless of your subclass. If you choose to focus this power in melee, you gain 1 fighting style from the 3rd level melee subclass feature, and the Stubborn Feature (if your hp goes to zero, as a reaction, you may forgo death saves and stabilize yourself with one HP. You can only use this feature once per long rest.) If you choose to focus this power into magic, you gain the metamagic adept feature, and gain the ability to cast one 1st level sorcerer spell for free for a number of times equal your proficiency bonus with wisdom as your spellcasting modifier. This spell doesn’t count towards your list of known spells and can be cast using appropriate spell slots if you have them. If you choose to focus your power into range, then you gain the ability to cast Invisibility for free once per long rest. It doesn’t count towards your list of known spells and can be cast using appropriate spell slots if you have them. In addition, all ranged attack rolls you make will no longer invoke disadvantage whenever you are within 5ft of an opponent.
Flaring Body
Your divine power has given you the ability to defend yourself from enemy spells with your sheer amount of exuding power. At 17th level, as a reaction once per turn, you can invoke disadvantage on a single spell attack or give yourself advantage on a single saving throw caused by a spell.
Blazer Soul Focuses (Subclasses)
Melee Blazer
You decided to focus your power through the might of your body and your soul weapon. You'd rather get up close and personal in a fight rather than fight from a distance. Your divine power will adapt to your fighting style becoming more physical based than magic based. While you forgo most of your magic, it is compensated by the sheer physical power you get in return.
Melee Focus
Upon choosing this soul path at 3rd level, you can choose one fighting style out of the following:
- Magical Warrior: You learn two cantrips of your choice from the sorcerer spell list. They count as blazer spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the sorcerer spell list.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing armor, you gain a +2 bonus to AC.
- 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.
- Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- 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 +1 bonus to the damage roll.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you
Power surge
When you choose this subclass at 3rd level, you gain a new resource called surges. You have a number of surges equal to your blazer level plus your proficiency bonus. You regain all surges when you gain the benefits of a long rest. You can also regain a number of surges equal to your prof bonus upon a short rest. You may now use the following surge options:
- Speed: You can spend one surge to Dash, Dodge, or Disengage as a bonus action.
- Boost: As a free action, once per turn on your turn, you can spend 2 surges and give yourself advantage on all strength and dexterity checks/saving throws except attack rolls and initiative rolls. This lasts until the start of your next turn
Extreme Focus
At 7th level, your body becomes more accustomed to the divine blood within you as it grows faster and stronger. You now gain proficiency in the Perception skill. If you already have proficiency in Perception then you gain expertise in the skill. In addition you gain the following surge options:
- Focus: As a bonus action, you can spend 2 surge points and give yourself advantage on investigation, insight, perception (only with sight and sound based) checks for one minute.
- Blitz: As a bonus action, you may spend 4 surge points to take the attack action, make a skill check that uses your STR or Dex Modifier, or cast an attack cantrip that would normally cost 1 action
Overdrive
At 11th level the divine blood within your body stimulates your muscles giving you insane power. Once per long rest, as a bonus action, you can gain the effects of the spell Haste. You do not need to concentrate on the spell. The effects of this spell ends if the 1 minute duration expires, if you become incapacitated, or downed. You also may not use this feature if you are incapacitated. You may only use this feature once per long rest.
Peak Divine Performance
At 15th level, you reach the height of melee combat. You get one additional use per long rest of the overdrive feature. In addition gain one final surge option:
- POWER: As a bonus action, spend 10 surge points to be able to attack 3 times with an attack action and advantage on melee attack rolls for a number of rounds that equal to your constitution modifier + 2 (minimum 3 rounds). In addition, you gain advantage on ALL saving throws for the duration. The effect ends if the user is incapacitated.
Apex Melee Blazer
You have trained long and hard, and are now considered the peak of melee fighting. When you reach level 20, Your elemental weapon damage bonus increases to 3d6
Magic Blazer
You decided to focus the growth of your power with the development of your soul weapon. Instead of tempering your body, you focus on strengthening your soul and channeling it through your soul weapon in the form of magic. While you are not as potent as a normal sorcerer, you now have more flexibility in your spell repertoire.
Focused Spellcasting
Starting at level 3 when you choose this subclass, you now become a half caster with Wisdom being your spellcasting modifier. Your spellcasting save DC is 8 + your proficiency bonus + your Wisdom modifier. You know a number of sorcerer cantrips equal to your proficiency bonus. You have full access to the sorcerer spell list, and can prepare a number of spells equal to your wisdom modifier + your blazer level. You may change your list of prepared spells on a short or long rest and regain all of your spell slots upon a long rest.
Magic Blazer Table________________________________________________________ Spell Slots
| Level | Subclass Features | Cantrips Known | Sorcerey Points*** | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 3rd | Mini Metamagic | 2 | 3 | 3 | ─ | — | — | — |
| 4th | ─ | 2 | 4 | 3 | ─ | — | — | — |
| 5th | ─ | 3 | 5 | 4 | 2 | — | — | — |
| 6th | ─ | 3 | 6 | 4 | 2 | — | — | — |
| 7th | Elemental Utility | 3 | 6 | 4 | 3 | — | — | — |
| 8th | ─ | 3 | 7 | 4 | 3 | — | — | — |
| 9th | ─ | 4 | 8 | 4 | 3 | 2 | — | — |
| 10th | ─ | 4 | 9 | 4 | 3 | 2 | — | — |
| 11th | Ether Connection | 4 | 9 | 4 | 3 | 3 | — | — |
| 12th | ─ | 4 | 10 | 4 | 3 | 3 | — | — |
| 13th | ─ | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | ─ | 5 | 12 | 4 | 3 | 3 | 1 | — |
| 15th | Magical Signature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | ─ | 5 | 13 | 4 | 3 | 3 | 2 | — |
| 17th | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | ─ | 6 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | ─ | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | Apex Magic Blazer | 6 | 16 | 4 | 3 | 3 | 3 | 2 |
Mini Metamagic
At third level you start to learn how to bend spells through off time practice. You now gain sorcery points equal to half your blazer level (rounded down) plus your proficiency bonus. You learn two Metamagic options at 3rd level and learn 1 additional option at 11th level. You regain sorcerery points equal to you proficienc bonus upon a short rest, and fully restore your sorcerery points on a long rest.
Elemental Utility
At 7th level, your affinity for your soul manifestation allows you to copy and use magic that is the same as your chosen element. With a full day of offtime, you may focus on memorizing a. spell that deals the same damage type as your soul manifestation as a utility spell. Upon completion, you learn the new utility spell and it does not count towards the number of blazer spells you prepare. You cannot memorize a utility spell if you do not have the spell slot to cast it. You may only memorize a number of utility spells equal to half of your proficiency bonus (rounded down)
Ether Connection
At 11th level, your attunement to magic through your soul weapon allows you to temporarily see through the eyes of a god. As a free action for 30 seconds, you can temporarily tap into the divine weave that the gods use in order to cast magic. In this state, all damage dies and effect dies (like sleep) are maximized. This does not affect attack rolls since you are still channeling the magic through your mortal body. You can ignore the vocal and somatic components of spells for the duration. Also, if a spell would have the affecting creature or object make a saving throw, it is now made at disadvantage. You may only use this feature once per long rest.
Magic Signature
At 15th level, your magic prowess grows to bounds that any normal half caster would only dream of. Your Ether Connection feature now lasts for one minute instead of 30 seconds. In addition, you can now memorize one spell, of 4th level or lower, that uses the same damage type of your elemental manifestation and make it your signature spell. It takes 1 full, dedicated day to memorize the spell and it doesn’t count towards the number of spells you have prepared. You may cast your signature spell without using a spell slot once per long rest. You can memorize a 5th level spell or lower at level 17
Apex Magic Blazer
You have reached the pinnacle of magic based blazers as magic your magical might is as strong as your soul weapon. When you reach level 20, you gain the ability to cast a single spell with a ninth level spell slot without needing ANY material components. You may choose to cast any spell from the sorcerer spell list (from 5th level or lower) with a 9th level slot. You can only use this feature once a day
Ranged Blazer
You have decided to focus your divine power into your soul and your body. Your soul weapon is just a means to an end, while the real danger is you. You can still cast magic but you won't be as potent as a Magic Blazer. However you will be able to cast more often.
Ranged Spellcasting
Starting at level 3 when you choose this subclass, you become a third caster with Wisdom as your spellcasting modifier. Your spellcasting save DC is 8 + your proficiency bonus + your Wisdom modifier. You have full access to the sorcerer spell list You prepare a number spells equal to wisdom modifier + your proficiency bonus and you regain all spell slots on a short or long rest. You may only change your list of prepared spells upon a long rest.
Ranged Blazer Table_____ Spell Slots
| Level | Subclass Features | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3rd | Ranged Focus | 2 | — | — | — |
| 4th | ─ | 3 | — | — | — |
| 5th | ─ | 3 | ─ | — | — |
| 6th | ─ | 3 | ─ | — | — |
| 7th | Ricochet | 4 | 2 | — | — |
| 8th | ─ | 4 | 2 | — | — |
| 9th | ─ | 4 | 2 | — | — |
| 10th | ─ | 4 | 3 | — | — |
| 11th | Projectile Storm | 4 | 3 | — | — |
| 12th | ─ | 4 | 3 | — | — |
| 13th | ─ | 4 | 3 | 2 | — |
| 14th | ─ | 4 | 3 | 2 | — |
| 15th | One With Your Power | 4 | 3 | 2 | — |
| 16th | ─ | 4 | 3 | 3 | — |
| 17th | ─ | 4 | 3 | 3 | — |
| 18th | ─ | 4 | 3 | 3 | — |
| 19th | ─ | 4 | 3 | 3 | 1 |
| 20th | Apex Ranged Blazer | 4 | 3 | 3 | 1 |
Ricochet
At 7th level, you have learned to bounce ammunition and spells around when you use your soul weapon. Once per turn as a free action, you may decide to magically imbue a piece of ammunition before you make a ranged attack roll. Now when you make a ranged attack roll, your fired ammunition or attack roll spell will magically bounce off the first object or creature it touches (doing no damage to it) in a direction of your choice. The range of the bounced attack continues from the point of your bounce from your original weapon/spell range. (This only works with spells that target a single creature or object once)
Projectile Storm
At 11th level, the power between your body and soul pours into your soul weapon powering your discharged attacks. As a bonus action, for a minute your soul weapon will ignore the loading property and doesn’t suffer disadvantage at long range for the duration. If your soul weapon has the thrown property, your soul weapon will always resummon itself in your hands after you make a thrown attack. During the 1 minute duration, your divine blood fills your physical body and your soul with power allowing it to pour into your soul weapon. Now every time you make a ranged attack, you will launch a small volley that you can target up to a number of creatures equal to your proficiency bonus and make separate attack rolls for each of them. You may not target the same creature more than once per volley. You may only use this feature once per long rest
One with your Power
At 15th level, the unfocused power is now exuding from you and you use that to your advantage to become acutely aware of your surroundings. You gain an additional use of the Projectile Storm feature. Also you now gain a passive 30 ft blindsense at all times and you can expand the range of your blind sense to 100 ft as a bonus action for a minute.
Apex Ranged Blazer
At 20th level, your sheer expertise with ranged weapons can now be used to its fullest extent with your power.You gain a new resource called Critical Surges and you start with zero. Every time you land a hit, you will gain one Crit Surge. You gain two Crit Surges upon a critical hit and you can only hold up to 18 Crit Surges. Now if you make an attack roll, you can choose to magically overcharge the ammunition you are firing by expending 3 Crit Surges (This needs to be done before you roll Attack dice.) If the magically charged shot hits, it is automatically made into a critical hit but it does not generate any Crit Surges. Crit Surges reset to zero upon a long or short rest.
Special Thanks to SharpScott, Fightknight, Broken King, James. Dire, and AuStistic who helped me with the class and features