Sorcerous Origin - Bladesoul

While many sorcerers trace their origins back to 'romantic' trysts between their ancestors and creatures of might, Bladesouls instead find their magical power source originating from magical weapons. Many sapient weapons bond with their wielders, and that bond leaves an imprint passed down through generations. Bladesoul sorcerers are experts of channeling their spells and magic - and eventually their souls - into their weapons.

Proficiencies

The blade of your soul awakens martial knowledge inside of you. When you take this class you gain proficiency in light armour, medium armour, shields, and one weapon of your choice.

Arcane Channeling

Your magic is a part of your blade. From 1st level when you cast a cantrip, you can instead choose to deliver the spell as part of a weapon attack. Instead of resolving the cantrip normally, make a weapon attack against a target within range. If you hit, you deal normal weapon damage along with affecting the target with the cantrip of your choice. If the cantrip required a saving throw, the target automatically fails it (though not any follow up saving throws). If the spell affects an area it is centred on the attacked creature and other creatures have to make any saving throws as normal, but you are immune to the spell's effects.

As Green-Flame Blade and Booming Blade already utilise a weapon attack as part of their casting, they are not compatible with Arcane Channeling.

You may also use a weapon you're holding as an arcane focus.

Bladesoul Spells

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.

Sorcerer Level Spells
1st Shield of Faith, Wrathful Smite
3rd Branding Smite, Shadow Blade
5th Blinding Smite, Elemental Weapon
7th Fire Shield, Staggering Smite
9th Banishing Smite, Holy Weapon
17th Blade of Disaster

Mind for War

From 6th level you no longer need to Concentrate on Smite spells. In addition, your maximum hit points are increased by 1 for each level you have in this class, and you gain an additional +1 to your maximum hit poitns when you gain a new level in this class. Finally, you have advantage on any History ability checks related to matters of conflict and fighting.

Weapon Enchantment

At 6th level you're able to channel some of your sorcerous energy into your weapon. As a bonus action you can spend 1 sorcery point to enchant a weapon you're holding for one minute with acid, cold, fire, lightning, or thunder. For 1 minute, that weapon deal an additional 1d8 of the chosen energy type so long as you wield it.

Improved Arcane Channeling

You gain greater understanding of moving your spells through your weapons. From 14th level you can now cast spells with a casting time of 1 action of up to 3rd level through your weapon, instead of just cantrips. You can expend a spell slot above 3rd level to upcast these as normal, but the spell's base level must be of 1st to 3rd level. If your weapon attack misses, and the spell of 1st to 3rd level requires a saving throw, the target of the attack makes the saving throw as normal, potentially being affected by the spell even though you missed the attack.

Retaliatory Strike

A true fight involves the trading of skillful blows. From 14th level when you are hit by an attack, you can use your reaction to spend 1 sorcery point to gain advantage on the next attack you make against the creature that hit you.

Advanced Weapon Enchantment

At 18th level your infusion powers are enhanced further - you can now choose to add radiant, necrotic or psychic damage to your weapon as part of your Weapon Enchantment. In addition, you can spend an additional sorcery point as part of the bonus action to enchant it with a second type of damage. Finally, while you are holding an enchanted weapon you gain Resistance to the enchanted energy type(s).

Seclude Soul

From 18th level you learn to turn yourself into a weapon. When you die while wielding a non-sentient weapon, you can choose to transfer your soul to the weapon, turning it into a sentient weapon that holds your soul. Work with your DM to decide the features and abilities of the weapon. While your soul is secluded inside the weapon, you cannot be resurrected under any circumstances. Only by destroying the weapon will your soul be freed.