Base Class: Sorcerer
The Exalted were an ancient group of warriors that combined unparalleled martial prowess with raw magical talents. Some of their descendants live on thousands of years later, and share in these remarkable skills. An Exalted is a sight to see on the battlefield, with their magic and attacks as truly beautiful displays of power.
Blood of the Exalted Quirks
| d6 | Quirk |
|---|---|
| 1 | Weapons of all kinds lean towards you as you get close to them, as though you were magnetic. |
| 2 | Sometimes you have extremely vivid dreams of battles you don't remember fighting, often times in a body that isn't your own. |
| 3 | If you have any scars, they glow whenever you exert yourself. |
| 4 | When you walk over a historic battlefield, blood begins to drip from your hands. It is not your blood. |
| 5 | You commonly find yourself reaching for a weapon that isn't there. |
| 6 | Your hair always seems to be blowing behind you, as if in a light breeze. |
Exalted Magic
1st-level Blood of the Exalted feature
You learn additional spells when you reach certain levels in this class, as shown on the Exalted 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.
Exalted Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | armor of agathys, cure wounds |
| 3rd | flame blade, aid |
| 5th | blinding smite, elemental weapon |
| 7th | shadow of moil, staggering smite |
| 9th | banishing smite, steel wind strike |
Born for War
A natural affinity for combat courses through your blood, and you are quick to pick up on fighting techniques with any weapon. Starting at 1st level, you gain Proficiency with Martial Weapons, Light Armor, and your choice of one instrument or gaming set.
Additionally, you are able to channel your will through your weapons. Whenever you use a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Sorcerous Might
By channeling their inherent magical energies, The Exalted were able to enhance their physical attributes well beyond the capabilities of most mortals. As a descendant of an Exalted, you are also able to do this.
Starting at 1st level, as a bonus action, you may spend any number of Sorcery Points to gain a number of temporary hit points equal to five times the Sorcery Points spent this way.
You also gain 5 feet of movement for every 10 points of temporary hit points you have.
Arcane Warrior
By 6th level, you have become more familiar with intertwining your magic with your weapon strikes. You now can attack twice, instead of once, whenever you take the Attack action on your turn. You may cast a cantrip in place of one of your two weapon attacks whenever you take the attack action on your turn.
When you have at least 10 temporary hit points, you gain a bonus +3 points to your AC.
Bladespeaker
Starting at 6th level, you become intensely connected to the spirits of all weapons, and the small tangles of The Weave that wrap around each of them. As an action, you may spend 3 Sorcery Points to speak to a weapon. You may ask the weapon one of three questions. The questions are:
- Who last wielded you?
- Whose blood did you last spill?
- Who is your creator?
After the question is answered, you must spend another 3 points to speak with the spirit of the weapon once again.
Exalted Warrior
At 14th level, your awesome physicality and your deadly magic makes you a terrifying foe, worthy of the title of 'Exalted'.
Whenever you cast a spell of 1st level or higher, you may use your reaction to make a weapon attack against another target within range. If you do, you gain a bonus to the attack and damage rolls equal to the level of the spell cast.
While you have at least 10 temporary hit points, your first successful weapon attack each turn deals an additional 1d8 force damage.
The Exalted Dance
At 18th level, you have learned the ancient technique that made The Exalted so legendary, and feared. Called the "Exalted Dance", the technique allows one to twist The Weave around them as they move and strike forth.
Whenever you deal damage with a weapon attack, you gain that many temporary hit points. If you already have temporary hit points, you add the two pools together instead of overwriting one or the other.
If you have at least 10 temporary hit points, you may make an additional weapon attack as a bonus action on your turn.
Previous Versions
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12/14/2021 3:11:18 AM
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7/5/2022 1:41:36 PM
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2/3/2023 2:38:22 AM
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2/3/2023 3:03:55 AM
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