Forgeheart
Bearing in place of a heart, a burning pinprick that embodies fire and steel, magic that answers the call and forges air into blazing blades and impenetrable armor.
Forgehearts are descendants of great blacksmiths and makers of old. The taint of metal and soot blackens their hearts, swords and spears dance to the beat of the warsmith's hammer in their grasp.
You gain proficiency with Smith's tools, as well as light armor and medium armor, and martial weapons. While holding a weapon, you can use it as a spellcasting focus for your Sorcerer spells. In addition, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls made with this weapon.
As a bonus action, you can expend a spell slot to summon weapons and armor from ancient battles. You gain the following benefits: Armor manifests around you, granting you 1d6 temporary hit points per level of spell slot expended. Weapons manifest around you, floating in the air and striking your foes. You conjure a number of weapons equal to the level of the spell slot expended. The temporary hit points and the summoned weapons vanish after 1 minute. As a bonus action, you can command each summoned weapon to strike a creature you can see within 30ft of you. You can command each weapon to strike the same creature or different ones. Make a melee spell attack roll against each creature. On a hit, a creature takes damage equal to 1d6 times the number of weapons targeting them. The damage type is force, or a damage type dealt by a Sorcerer cantrip you know. The weapons return to you at the end of your turn.
If you take the attack action immediately before or after using your bonus action for blade works, your weapon attack deals an additional 3d6 damage on a hit. This increases by an additional 1d6 damage when you reach 8th, 11th, 14th, and 17th level in this class. The damage is of the same type as dealt by your weapon, or a damage type dealt by a Sorcerer cantrip you know. In addition, before you take the attack action, you can expend 1 sorcery point to teleport within 5ft of a creature you can see within 60ft of you.
As part of a long rest, you can use your smith's tools to mark a weapon and a piece of armor as your favored arsenal. You are always considered to be attuned to your favored arsenal, and they do not count towards your numbers of items attuned to. Your favored arsenal is stored in a demiplane, and you can instantly wield and equip them, or banish them again, as a bonus action (or as part of the bonus action used for blade works). The attunement ends and the pair of items appear in the nearest unoccupied space when you mark another pair of weapon and armor as your favored arsenal.
As an action, you can conjure all weapons known and unknown and unleash them in a 120ft cone. All creatures of your choice within the area must make a Dexterity saving throw, or take 10d6 force damage, or half as much on a success. The weapons vanish afterwards. You can use this feature once, and regain expended uses on a long rest.
Warsmith Intuition
1st level Forgeheart featureYou gain proficiency with Smith's tools, as well as light armor and medium armor, and martial weapons. While holding a weapon, you can use it as a spellcasting focus for your Sorcerer spells. In addition, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls made with this weapon.
Blade Works
1st level Forgeheart featureAs a bonus action, you can expend a spell slot to summon weapons and armor from ancient battles. You gain the following benefits: Armor manifests around you, granting you 1d6 temporary hit points per level of spell slot expended. Weapons manifest around you, floating in the air and striking your foes. You conjure a number of weapons equal to the level of the spell slot expended. The temporary hit points and the summoned weapons vanish after 1 minute. As a bonus action, you can command each summoned weapon to strike a creature you can see within 30ft of you. You can command each weapon to strike the same creature or different ones. Make a melee spell attack roll against each creature. On a hit, a creature takes damage equal to 1d6 times the number of weapons targeting them. The damage type is force, or a damage type dealt by a Sorcerer cantrip you know. The weapons return to you at the end of your turn.
Ensorcelled Blade
6th level Forgeheart featureIf you take the attack action immediately before or after using your bonus action for blade works, your weapon attack deals an additional 3d6 damage on a hit. This increases by an additional 1d6 damage when you reach 8th, 11th, 14th, and 17th level in this class. The damage is of the same type as dealt by your weapon, or a damage type dealt by a Sorcerer cantrip you know. In addition, before you take the attack action, you can expend 1 sorcery point to teleport within 5ft of a creature you can see within 60ft of you.
Favored Arsenal
14th level Forgeheart featureAs part of a long rest, you can use your smith's tools to mark a weapon and a piece of armor as your favored arsenal. You are always considered to be attuned to your favored arsenal, and they do not count towards your numbers of items attuned to. Your favored arsenal is stored in a demiplane, and you can instantly wield and equip them, or banish them again, as a bonus action (or as part of the bonus action used for blade works). The attunement ends and the pair of items appear in the nearest unoccupied space when you mark another pair of weapon and armor as your favored arsenal.
Legacy Gate
18th level Forgeheart featureAs an action, you can conjure all weapons known and unknown and unleash them in a 120ft cone. All creatures of your choice within the area must make a Dexterity saving throw, or take 10d6 force damage, or half as much on a success. The weapons vanish afterwards. You can use this feature once, and regain expended uses on a long rest.
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