Steel Magic

Secret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.

 
Spell LevelSpells
1stHeroism, Shield
2ndHeat Metal, Magic Weapon
3rdBlink, Haste
4thDeath Ward, Freedom of Movement
5thFlame Strike, Telekinesis
 

Level 3: Bonus Proficiencies

You gain proficiency with all martial melee weapons that lack the Heavy or Special property.

 

Level 3: Hex - Malevolence

You have learned a secret hex associated with the rites of forgotten covens. You can use your bonus action to shroud yourself with an evil smog until the end of your next turn. Your concentration on this hex can’t be broken as a result of taking damage. You gain the following benefits:

 
  • Your AC equals 12 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield. You can use this calculation to determine your AC if the armor you wear would leave you with a lower AC.
  • When you make an attack with a melee weapon that lacks the Heavy or Special property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.
  • Whenever you take damage from a creature you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
 

Level 6: Cacklign Killer

When you use your Cackle feature, you can attack twice, instead of once, if you take the Attack action on that turn.

 

Level 10: Soulsword Familiar

As a bonus action, you can draw the essence of your familiar into your weapon, manifesting in a cloak of green flame. Your familiar is dismissed, and can’t be resummoned until you finish a short or long rest. Until your familiar is resummoned, this weapon deals an extra 1d8 fire damage on a hit.

 

Level 14: Shrieking Strike

Your accursed magic has seeped into your weapon. Once per turn, when you hit a creature with a melee weapon attack, you can perform a shrieking strike. The target must succeed a Wisdom saving throw against your spell save DC or be frightened of you for up to 1 minute. The target can repeat this saving throw at the end of its turn, ending the effect on itself on a success.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.


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