Bladesworn

## **Bladesworn - Warlock Archetype**

Eschewing the more mystical aspects of a warlock, these devout followers take up magical arms in the name of their patrons, leaving a trail of death and carnage in their wake. The binding rituals to weapons allow them to expand beyond the limits of typical warlock fetishes, though the specialization is at the cost of versatility.

**This requires the champion warlock archetype.**

Proficiencies: Bladesworn are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a Martial Tradition of their choice.

This modifies proficiencies.

## Casting

A bladesworn may combine spheres and talents to create magical effects. A bladesworn is considered a Low-Caster. The bladesworn’s casting ability modifier is determined by their Pact.

## Spell Pool

A bladesworn gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

## Blended Training

The bladesworn gains 3/4ths of a blended talent per level, as shown on the table. In addition, warlocks cannot select invocations, and do not count as having the invocation class feature. In addition, initial invocations are replaced by the specific versions listed in the Pacts section.

This ability replaces invocations and alters the initial invocation feature.

**Level Caster Level Blended Talents**

## Mystical Combat Studies (Ex)

When selecting a fetish, the warlock may only select the Weapon Fetish, and they do not have the ability to increase their weapon’s enhancement bonuses through item creation feats or any other means.

In addition, eldritch blast gains the [strike] descriptor, and can be used with feats that interact with [strike] sphere talents, such as Spell Attack.

This alters the fetish class feature.

## Eldritch Strike (Su)

At 1st level, the Bladesworn gains the ability to channel Eldritch power into his weapon, unleashing it as you strike your foe. Whenever he performs a melee weapon attack, he may imbue his weapon with his eldritch blast as a swift action. You must declare the use of this ability before rolling his attack. If his attack is successful, he deals with his Eldritch Blast damage in addition to normal weapon damage.

At level 6 and level 11, he may channel his eldritch blast a second and third time, respectively.

This alters the eldritch blast class feature.

## Bladesworn Weapon (Ex and Su)

Beginning at 1st level, the the warlock’s Fetish - Weapon class feature gains the Bound Equipment (Su) feature, as per the armorist class feature.

Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the bladesworn herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the harbinger’s hands. She does not gain additional bound equipment, but she may exchange it for a different weapon when she gains a level in the warlock class (or she may retrain it per retraining rules).

Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5); all enhancement bonuses beyond this must be traded for special abilities.

A bladesworn may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining warlock levels and must retain at least a +1 enhancement bonus. A piece of bound equipment may only be a weapon that the bladesworn is proficient with.

Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the bladesworn spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.

The bladesworn’s bound equipment can be damaged and sundered, but always returns to full health the following day.

A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other).

This replaces the metablast study class feature and the initial invocation from the pact class feature.

## Dark Bindings

Beginning at 5th level, and every 5 levels after that, the warlock may select one armorist trick. The armorist trick must be compatible with the bladesworn weapon, if choosing one for bound equipment, but is otherwise free to select from the list.

This replaces the dark resistance and dark ascension class feature.