Iron Blood
Unlike nearly everyone else, sorcerer still didn’t have a subclass that let it become a sword guy. It’s a real shame, since every other class is either a sword guy, or a mage pretending to be a sword guy, or else a sword guy pretending to be a different sword guy. Now, finally, sorcerer can have a seat at the sword guy table.
As an Iron Blood, you are filled with the endless power of deadly weapon violence, allowing you to summon any deadly weapon at a moment’s notice. As your power grows, you gain the ability to summon more and more weapons at once, all while still being able to, you know, cast fireball if you want.
Sorcerous Origin: Iron Blood
The blood of a sorcerer is said to be a weapon, and this rings truer for none other than you. Your magical lineage has bestowed you not only the power to conjure magical weapons, but the capacity to wield them in a unique fighting style that is second nature to you. Such abilities could be traced back to avenging angels of dwarven deities, the power of metallic dragons, or a fabled knight of unparalleled renown. Whatever the case may be, you have come to wield the sorcery and weaponry unique to your bloodline as if it was another limb.
At your option, you can pick from or roll on the Iron Blood Manifestation table to represent how your character's power reveals itself.
Iron Blood Manifestations
d6 Manifestation
1 The weapons of my lineage are translucent and glow with a faint radiant light.
2 My flesh masks a skeleton made of sturdy metal in place of bone.
3 I forge red metallic weapons from my freshly drawn blood.
4 I stomp the ground to form weapons from the reshaped earth beneath me.
5 I am covered in boils and sores that glitter with precious metals from which I can prise beautiful weapons that tarnish and dissolve after use.
6 My bones calcify and pierce through my skin so I can use them as weapons.
Bonus Proficiencies
1st-level Iron Blood feature
You gain proficiency with light armor, medium armor, and shields.
Lineage Weapon
1st-level Iron Blood feature
As a bonus action, or when you make an attack, you can summon a lineage weapon in a free hand. You are proficient with your lineage weapons, you can use any lineage weapon you summon as an arcane focus, and each lineage weapon counts as magical for the purposes of overcoming resistances.
Your lineage weapon is a simple melee weapon with the finesse and thrown property, has a normal range of 60 feet and no long range, and deals 1d6 bludgeoning, piercing, or slashing damage (your choice when you summon it).
Alternatively, you can choose for your lineage weapon to take the form of any simple or martial weapon. You can have a number of lineage weapons equal to your proficiency bonus. If you summon a lineage weapon while at your maximum, another lineage weapon of your choice disappears. All lineage weapons disappear when you die.
Extra Attack
6th-level Iron Blood feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Mobilized Weaponry
14th-level Iron Blood feature
Your mastery over the conjuration of your magical weapons has reached the point where you can create large quantities of them at once. As an action, you can summon an artillery of floating weaponry that lasts for 1 minute.
While these weapons are present, you can use your bonus action to make a ranged weapon attack with a range of 60 feet. These weapons’ attack and damage rolls use your Charisma modifier. When you make the attack, choose bludgeoning, slashing, or piercing damage. On a hit, the target takes 4d6 damage of the chosen type. This damage is considered magical for the purpose of overcoming resistances.
Once you have used this feature, you cannot do so again until you have finished a long rest.
Arcane Conduit
18th-level Iron Blood feature
Your lineage weapon has evolved past a mere spellcasting focus, now able to channel and store spells. As an action, you can store a spell you know of 5th level or lower in your lineage weapon by casting it. To store it in this way, you must expend a number of sorcery points equal to the spell slot expended. The spell must target a single creature or an area. The stored spell has no immediate effect when cast in this way.
When you make a weapon attack with your lineage weapon, the stored spell is cast. If the spell has a target, it targets the creature that was targeted by the attack. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the target and attack it. If the spell requires concentration, you must begin concentrating on it as normal.
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