Sorcerer
Base Class: Sorcerer

Your heritage carries a legacy of legends, individuals who alone changed the world so greatly that a mark of power was created in their lineage. You carry within you the power and soul of these legends, the tales of your ancestors may have been forgotten, but you will make the world remember how great is the strength that runs in your blood.

 

Mythic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Mythic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or an abjuration spell from the sorcerer, paladin, or wizard spell list

  • 1st - Shield, Heroism, Booming Blade
  • 3rd - Shadow Blade, Enhance Ability
  • 5th - Haste, Spirit Shroud
  • 7th - Death Ward, Find Greater Steed
  • 9th - Banishing Smite, Circle of Power

Born To Fight

Starting at 1st level, your heritage empowers you by increasing your resilience and skill in combat. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you gain proficiency with light, medium armor, and martial weapons.

Using the knowledge of your ancestors, when you finish a long rest, you can touch one weapon that you are proficient with and connect yourself with it. As a bonus action, you can dismiss the weapon, shunting it into an extradimensional space or conjure it to your hand, this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage . These benefits last until the connected weapon is destroyed or until you connect with another weapon.

 

Mythic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Mythic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, you gain temporary hit points equal to four times the level of the spell casted.

 

Battle Sorcerer

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

Arcane Champion

Beginning at 14th level, you can unleash the powers of your acestrals, becoming unstapable in battle. As a bonus action, you can spend 2 or more sorcery points to magically transform your body for 10 minutes. For each 2 sorcery points you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You become impossible to restrain. You are under the effects of the Freedom of Movement spell.

  • You gain an unrivaled combat mastery. You can add your charisma modifier to your attack rolls and saving throws.

  • You gain power capable of destroying everything in your path. If you use your action to make a weapon attack, you can cast a cantrip you know as a bonus action.

 

Paragon

Starting at 18th level, you become a Paragon, a living legend at the height of your ancestors, and now you can unleash your true strength against those who dare to challenge you. As an action, you can become an unstoppable Legend for 1 minute by gaining the following skills: 

  • You are under the effects of all the Arcane Champion abilities simultaneously.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • You are immune to the frightened and charmed conditions.

Once you use this feature, you can't do so again until you finish a long rest

 
 

 

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