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Silver Sorcery

Channel arcane power into your weapons as a graceful spellfencer

The noble clans of the northern vale are known for their innate connection to magic. Most famous of their elite families however are the House Ardhel, or “Silver-tongue” in common speech. For whenever a particularly loud dissident of House Ardhel arises The Vale, it is only a matter of time until one their dancers descends upon them.

Sorcerers of the silver lineage inherit the most gracious of the vampiric bloodlines, their blood literally turning silver underneath moonlight. Most touched by the lineage live normal lives, thinking their silver iris’ little other than a birthmark, but with tutelage and patience, the power within can become a terrifying marriage of spell and steel.

Perhaps you were born to one of noble houses that practice the vampiric magic, or were you simply descendent of one. Maybe the moon goddess herself graced you with her presence, granting you the same power that was once granted Percival so long ago. However you acquired this power, the night reveals it’s potency.


Level 3: Silver Spells

When you reach a Sorcerer level specified in the Silver Spells table, you thereafter always have the listed spells prepared.

Silver Spells

Sorcerer LevelSpells
3Armor of Agathys, Moonbeam, Searing Smite*, Silence
5Elemental Weapon, Vampiric Touch
7Fount of Moonlight, Freedom of Movement
9Mislead, Steel Wind Strike
*I also grant my players Arctic and Crackling smite from my Ice and Lightning spells respectively.

Level 3: Silvered Training

Your body overflows with energising silver light. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level, and you gain training with Light armour and proficiency with all Melee Martial weapons that don’t have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting focus for your Sorcerer spells.

In addition, when you use your Innate Sorcery feature, and at the start of each turn while it is active, you gain Temporary Hit Points equal to half your Sorcerer level. While your Innate Sorcery feature is active, whenever you make a weapon attack using a weapon with which you have proficiency, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.


Level 3: Sorcerous Enchantment

As a Magic Action, you invoke vampiric speech to enchant a melee weapon you are holding that doesn’t have the Two-Handed or Heavy property. An enchantment lasts for 1 hour, or until you let go of the weapon, enchant another weapon, or have the Incapacitated condition. Enchanted weapons visibly glow with magic, and emit Dim Light out in a 10 foot radius.

When you enchant a weapon, choose a damage type from Fire, Lightning or Cold. The weapons damage type becomes that the chosen type, and it deals an additional 1d4 damage of the same type.

When you enchant a weapon, you may additionally apply any Metamagic options you know as a blade enchantment instead, listed below. You can use only one Metamagic option on an enchantment unless otherwise noted in one of those options, and effects persist as long as the enchantment does.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

When you reach level 11 in this class the additional damage is increased to 1d8, and when you enchant a weapon you may apply two Metamagic options instead of one. You must still expend sorcery points for both.

Metamagic Enchant Options
Careful Blade

Cost: 2 Sorcery points.
You gain Resistance to your choice of Cold, Fire or Lightning damage. If you use Transmuted Blade as well as Careful Blade, you may instead choose to gain Resistance to any damage type of your choice except Psychic or Force.

Distant Blade

Cost: 2 Sorcery points.
When you deal damage to a creature with your enchanted weapon, a second creature within 10 feet of the target takes damage equal to your Charisma modifier, of the same type as the enchant.

Empowered Blade

Cost: 2 Sorcery points.
When you roll damage for your enchanted weapon, you can reroll any of the damage dice, and you must use the new rolls. You can reroll a number of damage dice equal to your half of your Charisma modifier in this way each turn (rounded up, minimum one).

Extended Blade

Cost: 1 Sorcery point.
Your enchantment lasts for 8 hours.
You can use Extended Blade even if you’ve already used a different Metamagic option on the enchant.

Heightened Blade

Cost: 3 Sorcery points.
The enchanted weapon Critically Hits on attack rolls of 19 or 20.

Quickened Blade

Cost: 2 Sorcery points.
You can enchant a weapon as a Bonus action, and as part of the Bonus Action you may make a single weapon attack using the enchanted weapon. You do not add your ability modifier to the damage roll of this attack.

Seeking Blade

Cost: 1 Sorcery points.
Once per turn when miss an attack roll using the enchanted weapon, you can expend 1 sorcery point to reroll the attack, and you must use the new roll.

Subtle Blade

Cost: 3 Sorcery points.
The enchantment emits no glow, and you have Advantage on attack rolls you make with the enchanted weapon while you are stood in Darkness.

Transmuted Blade

Cost: 2 Sorcery points.
You can choose any damage type except Psychic or Force for your enchantment and, as a Magic Action, you can change the enchantment’s damage type to any other except Psychic or Force.
You can use Transmuted Blade even if you’ve already used a different Metamagic option on the enchant.

Twinned Blade

Cost: 1 Sorcery point.
You enchant a second weapon that you are touching as part of your Magic Action. You can choose a different damage type for the second weapon. None of your chosen Metamagic options apply to the second weapon. It follows all other rules of an enchanted weapon.
You can use Twinned Blade even if you’ve already used a different Metamagic option on the enchant.


Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips that has a casting time of an action in place of one of those attacks.


Level 14: Nocturnal Footwork

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

In addition, you gain proficiency in Dexterity saving throws.


Level 18: Umbral Ballet

When you use Innate Sorcery, you can alter it and infuse yourself with the full potential of your origin, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Efficient Enchant. As part of activating this use of Innate Sorcery you can enchant a weapon using Sorcerous Enchant. Applying Metamagic options to a weapon as part of this Bonus Action costs 1 less Sorcery Point per option (minimum 1), and you may apply up to three Metamagic options instead of two. If you apply an extra Metamagic option in this way, it ends when the use of Innate Sorcery does.

Moonlit Warrior. Whenever you start your turn in direct moonlight or in an area of Dim Light or Darkness, you become Invisible until the start of your next turn, or until you make an attack roll, deal damage, or cast a spell.

Umbral Vitality. The Temporary Hit Points granted by Innate Sorcery are doubled. While these Temporary Hit Points persist, you gain a +2 bonus to your AC.

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