D&D 5E 5E Sorcererous Origins Homebrew - Balanced or Eh?

mrchriswarren

First Post
Hey all,

I'm a fairly new DM, ran some 4e and just started running 5e. I have a player that is interested in a Sorcerer, but was looking for an origin that was close to the Swordmage.
I attempted to persuade them to investigate an Eldritch Knight, which seems quite close to this, however they wanted to see if we could build an origin that might allow this sort of thing.

I have thrown together an origin, called SpellBlade. I was hoping all of you might be able to give it a read through and see if it seems decent, ie overpowered, underpowered, balanced, or just plain rubbish.

I'd appreciate any feedback all!

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Spellblade

Your innate magic comes from the magic harnessed and reaped from powerful artifacts as old as time itself. Perhaps you yourself channeled this energy, or an ancestor harvested this power and passed the secrets to you through generations of powerful spellcasters, channeling this mysterious chaotic magic through a favored weapon, thus infusing it with said power. Those of the Spellblade origin are most commonly associated with services to merciless Sorcerer kings, whom seek these rare individuals and coerce them in to services to their nefarious ends, though there are those that learn of their power at an early age and escape their homelands to seek a life free from the chains of a cruel master, or Spellblades whom break free of their enslavement and seek their fortune in the great wide world. Whatever the circumstance, the magic of a Spellblade is a force to be reckoned with.

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Battle Sorcerer

As a Spellblade Sorcerer, you are on the path to mastering not only the art of magic, but the art of warfare as well. As such, at 1st level you become proficient in one additional one handed bladed weapon, as well as light armor.
In addition, the magic drawn from the ancient artifacts that have imbued you with their strange power have granted you a heartiness that spellcasters do not normally enjoy. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.


Favored Weapon Bond

At 1st level, you can create a bond with a one handed bladed weapon of your choice by concentrating for 1 hour per weapon. This feature cannot be used again until after a long rest and remains on the same weapon unless the bond is broken either by your choice or through bonding with a different weapon. The created bond must be with a one handed weapon. The bond made with the weapon allows you to do the following things:
- The bond turns the favored weapon in to the sorcerer's arcane focus while it is bonded.
- The bond allows the sorcerer to throw the favored weapon and recall it within the same turn as a bonus action. The distance thrown is equal to 10 feet plus 5 feet per sorcerer level or the weapon's ranged attack parameters, whichever is greater. Damage for this attack is per the weapons ranged damage limits.
- The bond allows the caster to know where the weapon is at all times while bonded within 10 miles of the sorcerer's current location.
- The bond allows the sorcerer to recall the blade to him or herself through magical concentration. This requires 10 minutes of uninterrupted meditation (concentration casting rules apply). The weapon will magically animate and attempt to rejoin it's sorcerer master. The weapon cannot pass through or destroy solid objects that a weapon of it's type can not normally pass or destroy, the weapon can be intercepted by a party looking to do so, the weapon cannot attack any creature whilst attempting to rejoin it's master.

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Sorcerous Flurry

Starting at 6th level, when you cast a spell that targets one creature, you can add your Dexterity modifier to one damage roll of that spell if using your favored weapon to cast the spell.
At the same time, you may spend 1 Sorecery Point to teleport within your movement speed if you have not already moved this turn. This movement action can only be utilized once per short rest.

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Blade Storm

At 14th level, you gain the ability to surround yourself with echoes of your favored weapon, providing a barrier that grants you 3/4 cover to melee weapon attacks, total cover to ranged weapon attacks and resistance to all area of effect spells or attacks. This barrier can be activated as a bonus action on your turn and is only dismissed when Concentration (per concentration rules) is broken or if dismissed voluntarily as a bonus action and can only be used once per short rest.
Any creature within 5 feet of you must make a Dexterity saving throw at the start of their turn or take slashing damage equal to your Charisma modifier.
You cannot activate this power if you are not wielding your favored weapon.

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Blade of Legend

Beginning at 18th level, you can channel the might of weapons of legend in to your favored weapon, granting this weapon unprecedented power.
As a bonus action on your turn, you can spend 3 sorcery points to transform your favored weapon's damage type to one of your choosing for 1 minute. At the same time, you may spend an additional 2 sorcery points to make target creature vulnerable to the chosen damage type.
In addition, if you cast a spell of the chosen damage type during this timespan using the favored weapon as your arcane focus, you gain Advantage on that attack roll.
 

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Thank you for your response. I have offered the option of Favored Soul but they aren't interested in any alignments with Deities, also making the Paladin not a valid option.

However I was unaware of the Bladesinger in SCAG. I might be able to sell him on that, as it seems pretty spot on for what my player is looking for and can be a good reason to stray from the Sorcerer for this. Thanks for the tip!
 

Hey all,

I'm a fairly new DM, ran some 4e and just started running 5e. I have a player that is interested in a Sorcerer, but was looking for an origin that was close to the Swordmage.
I attempted to persuade them to investigate an Eldritch Knight, which seems quite close to this, however they wanted to see if we could build an origin that might allow this sort of thing.

Off the cuff, I would recommend a look at Blade Pact Warlock, and Bladesinger Wizard. There are also some nice Cantrips in the Sword Coast Adventurers guide that do wonders for gish types for little effort.

Spellblade
Artifacts as a source of magical mutations? Sure, why not.

Battle Sorcerer

It's about on par with the Draconic Resilience. A bit boring though.

Favored Weapon Bond

I don't get the need to restrict this to a bladed weapon. I know it's the "Swordmage" but it should work for a "Hammermage" too.
Arcane focus bit is cool.
A bonus action ranged attack is too much. It's also poorly worded (what's the ranged damage for a longsword?) and doesn't need level scaling for ranged attacks, a set range would be fine.
The rest of it is an inferior variation of the Blade Pact Warlocks feature.

Sorcerous Flurry
More powerful than the Draconic option. Is it OP? not in a vacuum, but this subclass has too much going for it already. Also it would stack with Agonizing blast for the warlock two-level dip of doom.

Blade Storm
Cover doesn't work against melee attacks. Unless you mean to be an exception, in which case that's OP.
Total cover VS ranged attacks, at-will, on a class that has access to some of the best ranged attacks in the game, is OP.
Er, this needs to be reworked. Yeah it uses concentration, but really, this defensive buff is better than a 6th level spell, without a spell slot or sorcery point spent! Draconic Sorcerers get the equivalent of a souped up 3rd level spell here, for comparison.

Blade of Legend
5 points for irresistible vulnerability to any damage type of your pick on any target whatsoever, for a duration of at least one minute?
This is extremely broken. In multiple ways, the irresistible debuff, the long duration, the fact that your entire party also benifits from this. The fact that any spell you want to cast can benifit from this instead of just the sword. This is so off the wall I can't really recommend anything other than scrapping it.
 

Off the cuff, I would recommend a look at Blade Pact Warlock, and Bladesinger Wizard. There are also some nice Cantrips in the Sword Coast Adventurers guide that do wonders for gish types for little effort.


Artifacts as a source of magical mutations? Sure, why not.



It's about on par with the Draconic Resilience. A bit boring though.



I don't get the need to restrict this to a bladed weapon. I know it's the "Swordmage" but it should work for a "Hammermage" too.
Arcane focus bit is cool.
A bonus action ranged attack is too much. It's also poorly worded (what's the ranged damage for a longsword?) and doesn't need level scaling for ranged attacks, a set range would be fine.
The rest of it is an inferior variation of the Blade Pact Warlocks feature.


More powerful than the Draconic option. Is it OP? not in a vacuum, but this subclass has too much going for it already. Also it would stack with Agonizing blast for the warlock two-level dip of doom.


Cover doesn't work against melee attacks. Unless you mean to be an exception, in which case that's OP.
Total cover VS ranged attacks, at-will, on a class that has access to some of the best ranged attacks in the game, is OP.
Er, this needs to be reworked. Yeah it uses concentration, but really, this defensive buff is better than a 6th level spell, without a spell slot or sorcery point spent! Draconic Sorcerers get the equivalent of a souped up 3rd level spell here, for comparison.


5 points for irresistible vulnerability to any damage type of your pick on any target whatsoever, for a duration of at least one minute?
This is extremely broken. In multiple ways, the irresistible debuff, the long duration, the fact that your entire party also benifits from this. The fact that any spell you want to cast can benifit from this instead of just the sword. This is so off the wall I can't really recommend anything other than scrapping it.

Excellent, thank you for all the input. My inexperience with this editions mechanics thus far is what I need to work through and all of that is really good information to keep in mind. I will sit down with it and attempt to make some changes. I was attempting to craft it in comparison to the other origins powers. Also, I was completely oblivious to the fact that the Sword Coast Adventurers Guide even existed. I will pick up a copy of it and read through the Cantrips as well as the Bladesinger to see if that will work for my player.
Thanks again!
 

Excellent, thank you for all the input. My inexperience with this editions mechanics thus far is what I need to work through and all of that is really good information to keep in mind. I will sit down with it and attempt to make some changes. I was attempting to craft it in comparison to the other origins powers. Also, I was completely oblivious to the fact that the Sword Coast Adventurers Guide even existed. I will pick up a copy of it and read through the Cantrips as well as the Bladesinger to see if that will work for my player.
Thanks again!

I ported a Swordmage from 4e to 5e and Eldritch Knight is perfect, but only with the SCAG cantrips. Once that came out, I really only felt one other thing was "off" with the conversion, so my DM and I got together and created this feat (which was partially poached from some other homebrew I saw):

Swordmage Warding

Prerequisite: Weapon Bond class feature (essentially locks this into Eldritch Knights only)

You learn to channel arcane energy into a swirling barrier of magical force that you surround yourself with. While you are conscious, not wearing heavy armor, and wielding a bonded weapon, you use your Intelligence modifier instead of your Dexterity modifier whenever calculating total armor class.
In addition, while you are conscious, not wearing heavy armor, and wielding a bonded weapon, you get a +1 bonus to your armor class, or a +3 to your armor class if you are wielding a bonded weapon in one hand and have your other hand free.
This feature does not stack with Unarmored Defense, the Defense fighting style, and other class features that improve armor class.
 

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