Warbound Bloodline: A Sorcerer Origin The magic that ebbs and flows through your body comes from an ancient and legendary warrior. You might trace your abilities back to an ancestor who participated in a seemingly endless war working alongside divine angels, horrible devils, tricky fey, or almighty Gods, wielding both might and magic and ended the turmoil. Or you may have been blessed by one of these ancient warriors to fight on their behalf, or even have the faint spirit of a fallen warrior resting in you. Possibly you came in contact with a piece of one of these legendary warrior's ancient magically infused weapons and its magic changed you. Regardless of the means in which you gained these abilities, the warrior's pride, martial prowess, and magic found its way to you. Legends say many of these mighty warriors found their magic most malleable and dynamic when used in tandem with a weapon, utilizing both arcane and elemental magic to bind a small fraction of that power to these weapons in specialized rituals known as an Arcane Bond. These bonds while very beneficial in combat, led to some unique anomalies toward their weaponry or even themselves. At your option, you can pick from or roll on the Bonded Weapon Quirks table to create a quirk for your character or weapon. Bonded Weapon Quirks d10 Quirk 1 While wielding your weapon, you occasionally hear the voices of ancient warriors emanate from it. 2 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. 3 Any small damages and bloodstains magically repair and clean themselves from the weapon instantly. 4 Blood sticks to the weapon and is difficult to clean. Blood that stays on the item for an hour is absorbed in the weapon. 5 Your weapon continually but slowly drips with arcane energy which evaporates as soon as it hits the ground. 6 While wielding your weapon, your irises, hair, and or skin change color and or glow faintly. 7 A small set of runes count up or down every time you slay a creature with the weapon. 8 While wielding the weapon strange runes, symbols or tattoos appear on your body, only to disappear once it leaves your grasp. 9 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 The Warbound Bloodline Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which is linked here. If you plan to play the PHB sorcerer, ignore the Warbound Bloodline Origin Spells. 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 if the weapon 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. 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 gain proficiency with simple, martial weapons, light and medium armor. 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. Once per turn, when you hit a creature with your bonded weapon you can choose to deal an extra 3d6 damage 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 force mark until the start of your next turn. If the target attacks, deals damage, or forces someone to make a saving throw before then it takes 2d4 force damage and 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 have 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. 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. Variant: Residual Warbound This is an variant to the Warbound for those who want to tie their spellcasting closer to their weapon attacks. This replaces the Warbound Bloodline's Esoteric Infusion, Esoteric Empowerment, and Esoteric Savant features. Bounded Frenzy Starting at 6th level, you can Attack with your bonded weapon twice, instead of once, whenever you take the Attack action on your turn. Residual Enchantment Starting at 6th level, your bonded weapon absorbs and retains a portion of your used magic to unleash debilitating or empowering attacks. When you cast a spell of 1st level or higher that deals acid, cold, fire, force, lightning, or thunder damage you can choose to have your bonded weapon absorb a small fraction of that spells magic, and gain an additional effect depending on the damage type delt, until the end of your next turn. If the spell has multiple damage types you must choose one to use. Your bonded weapon can only absorb and retain the magic from one spell at a time. You can also dismiss the Enchantment at any time you choose (no action required). Acid. If you hit a target with your bonded wepon the next attack roll made against this target has advantage, until the end of your next turn. If the attack hits an object, the acid damage dealt by the attack is maximized. Cold. If you hit a creature with your bonded wepon, the creature's movement speed is reduced by 10 feet and they have disadvantage on their next weapon attack roll until the end of the creature's next turn. Fire. If you hit a target with your bonded weapon, arcane flames wreathe around your body until the start of your next turn. If you are hit by a melee attack, the creature takes 1d4 fire damage, and all ranged weapon attack rolls are made against you with disadvantage. Force. If you hit a large or smaller target, it can be pushed 5 feet away in a straight line. Lighting. The creature loses its reaction, until the end of your next turn and your movement speed increases by 10 feet. Thunder. The creature is deafened, and if the target is large or smaller, they are knocked prone. Greater Residual Enchantment Starting at 14th level. your bonded weapon's ability to retain magic grows stronger. While your bonded weapon is under the effects of your Residual Enhantment feature, your weapon attacks deal extra damage equal to half your sorcerer level. This extra damage is the same damage type as the Residual Enhantment in your bonded weapon. In addition, you can cause your bonded weapon's weapon damage to deal the same damage type as the Residual Enchantment inside the weapon. Absorbed Strike Starting at 18th level, the absorbing effects of your bonded weapon has become so powerful it can store spells for quick use. When you cast a spell of 1st level or higher, you can spend 5 sorcery points to store the spell inside your bonded weapon for 1 hour, expending the spell slot and materials as normal, though the spell does not take effect. When you hit a target with a weapon attack using your bonded weapon, you can use your reaction to cast the spell ignoring the verbal, somatic, and material components for that casting, the spell then fades from the weapon. If the spell requires the hit target to make a saving throw that target has disadvantage on the first saving throw made against the spell and if the spell requires an attack roll you have advantage on the attack or attacks made against the hit target. If you break the bond with your bonded weapon, the spell fades from the weapon. Your bonded weapon can only store one spell at a time. Additional Metamagic At the DM's discretion this metamagic is open to all Sorcerers. Shift Spell When you cast a spell and the spell deals acid, cold, fire, lightning, or thunder damage. You can spend 1 sorcery point to substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).

Variant 2: Alternative Warbound This variant replaces the Warbound Bloodline's Origin Spells, Esoteric Infusion, Esoteric Empowerment, and Esoteric Savant features. Warbound Bloodline Origin Spells Sorcerer Level Spells 1st Heroism 3rd Spiritual Weapon 5th Elemental Weapon 7th Fire Shield 9th Steel Wind Strike 11th Heroes' Feast War Caster's Surge Starting at 6th level, your innate magic brings a surge of adrinaline. On your turn, when you use your action to cast a Sorcerer spell, you can use your bonus action to make a single weapon attack using your bonded weapon. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. The Weave of War Also at 6th level, you learn how to weave magic into your strikes for devastating blows. After you cast a spell of 1st level or higher that deals damage, weapon attacks you make with your bonded weapon before the start of your next turn deal extra damage equal to half your sorcerer level, the damage being the same type as the spell cast. If the spell has multiple damage types you must choose one to use. This feature can be used only once per casting of a spell. War Soul Starting at 14th level, you become a paragon of war and battle, making you fearless, quick, and flowing with resolve. You are always under the effects of a Herosim spell. Additionally, you learn the Zephyr Strike spell and can cast it by using 2 sorcery points or by using a spell slot. If you cast it using sorcery points you can change the extra damage granted from the spell to acid, cold, fire, lightning, necrotic, poison thunder, or radiant instead of force. War Channel (Variant) Starting at 14th level, you can temporarily infuse your Arcane Bond with a powerful spell to rend armies. As an action, you can imbue your bonded weapon with one sorcerer spell you can cast or is already active, then make a single weapon attack with your bonded weapon. If that attack hits, all spell attack rolls that can target the creature for the imbued spell hit the target automatically and are considered part of the single weapon attack. The target takes weapon damage and is subject to the effects of the spell. If the attack has advantage, the target's first saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area of effect spells originates from the target's space unless the spell has a range of self. If the spell requires concentration, the spell stays imbued in the weapon until the concentration has ended. The spell must be of 1st level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell. Once you use this feature, you must finish a short or long rest before you can use it again. God of War Starting at 18th level, you can call out the penultimate power of the arcane warriors of legend to demolish all who stand in your path. You learn the Tenser's Transformation spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 7 sorcery points or by expending a spell slot. If you cast it with sorcery points, you are able to cast spells while under the effect and you can change the extra damage granted from the spell to acid, cold, fire, lightning, thunder, poison, necrotic, or radiant instead of force (no action required by you).

