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Warbound Bloodline

Bonded Weapon Quirks
d10  Quirk
While wielding your weapon, you occasionally hear the voices of ancient warriors emanate from it.
Minor visual or sensory appearances change or appear on your weapon, from its color, glow general condition, design, ornamentation, sound, and smell. The weapon reverts to its original form when the bond is broken.
Any small damages and bloodstains magically repair and clean themselves from the weapon instantly.
Blood sticks to the weapon and is difficult to clean. Blood that stays on the item for an hour is absorbed in the weapon.
Your weapon continually but slowly drips with arcane energy which evaporates as soon as it hits the ground.
While wielding your weapon, your irises, hair, and or skin change color and or glow faintly.
A small set of runes count up or down every time you slay a creature with the weapon.
While wielding the weapon strange runes, symbols or tattoos appear on your body, clothing, and armor only to disappear once it leaves your grasp.
While wielding your weapon, you feel self-assured, excited, frisky, prideful, or sinister only to lose that emotion once the weapon leaves your grasp.
10 While wielding your weapon you feel an innate urge to slay or defeat a specific type of foe until the weapon leaves your grasp.
Warbound Bloodline Origin Spells
Sorcerer Level  Spells
1st  Heroism
3rd  Spiritual Weapon
5th  Elemental Weapon
7th  Fire Shield
9th  Steel Wind Strike
11th  Tenser's Transformation

Arcane Bond

At 1st level, you learn a personalized ritual that places a fraction of your overwhelming magic into a weapon. When you select this sorcerous origin you create a ritual that channels and binds your magic to 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, it becomes a spellcasting focus for your sorcerer spells, and it gains a bonus to damage rolls equal to half your proficiency bonus, rounded down. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand. Immediately after you make a ranged weapon attack using a bonded weapon with the thrown property it teleports back into your grasp. When you reach 6th level in this class the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can only have one bonded weapon at a time. If you attempt to bond with a second weapon, you must break the bond with the first one.

Enchanted Combatant

Also at 1st level, the magic of the legendary warrior pulses and flows through your mind and body granting you their martial abilities, fortitude and knowledge.   You are proficient in light armor, medium armor, heavy armor, shields, simple weapons, and martial weapons. In addition, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Esoteric Infusion

Also at 6th level, you learn how to infuse empowering arcane magic into your bonded weapon.   Whenever you finish a short or long rest, you can touch your bonded weapon and choose one of the following damage types to infuse into the weapon until you end the infusion (No action required): acid, cold, fire, force, lightning, or thunder. When you hit a creature with your bonded weapon you can choose to deal extra damage equal to half your Sorcerer level of the chosen type. In addition you gain an effect depending on the infusion chosen.   Acid. When you hit a creature with your bonded weapon you can spend 1 sorcery point and have the creature make a Constitution saving throw. On a failed save, it takes an additional 2d6 acid damage the next time it takes damage, before the start of your next turn.
Cold. When you hit a creature with your bonded weapon you can spend 1 sorcery point to reduce the creature's movement speed by 10 feet, until the start of your next turn.
Fire. When you hit a creature with your bonded weapon you can expend 1 sorcery points to deal an extra 1d10 fire damage.
Force. When you hit a creature with your bonded weapon, you can choose to spend 2 sorcery points to knock the creature prone and tag the creature with a magical arcane mark until the start of your next turn. If the creature attacks, deals damage, or forces, someone to make a saving throw before then it takes 2d4 force damage, then the mark fades away.
Lightning. As a bonus action, you can expend 2 sorcery points and make a single weapon attack with your bonded weapon. On a hit, this weapon attack deals lightning damage instead of the weapon's normal damage type, and the creature must make a Constitution saving throw. On a failed save, it can't take reactions until the start of your next turn.
Thunder. When you hit a creature with your bonded weapon, you can expend 2 sorcery points to choose any number of other creatures within 10 feet of the creature to make a Constitution saving throw. On a failed save they take thunder damage equal to the damage dealt by your Esoteric Infusion extra damage.

Esoteric Empowerment

Starting at 14th level, your Esoteric Infusion and enchantments grow stronger. When you deal damage with your bonded weapon you can choose to deal your chosen infused damage type instead of the normal damage and you also gain an additional effect depending on the infusion chosen.
  Acid. You gain resistance to acid damage. When you take bludegoning, piercing, or slashing damage, you can use your reaction to reduce the damage by 1d10.
Cold. When you hit a creature with your bonded weapon, the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Fire. Fire damage dealt by your bonded weapon ignores resistance to fire damage. If you hit a creature who is not resistant or immune to fire damage, they take an extra 1d10 fire damage.
Force. You have immunity to force damage. If a creature deals force damage to you, you can use your reaction to make a single weapon attack against the creature with your bonded weapon.
Lightning. Your movement speed increases by 20 feet, and you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, as if it were difficult terrain.
Thunder. When you hit a creature with your bonded weapon, you can push the creature up to 10 feet away from you in a straight line.

Esoteric Savant

Starting at 18th level, your mastery over your Esoteric Infusion allows you to control multiple elements at once. You can select two damage types for your Esoteric Infusion ability instead of one. In addition, as a bonus action you can expend 1 sorcery point to change the infusions placed on your weapon.

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