Base Class: Sorcerer
The Troubadours sing countless tales of brave heroes of old; tales of bravery against impossible odds, triumph over evil, and "happily ever after's". Many go on to become public officials; others turn to simple mercenary work to stick with what they know; some simply choose to settle down into quiet, peaceful lives. However, few ever tell of what happens after those "happily ever after's". Few ever wonder of what became of those heroes after their story's end.
As a Heroic Bloodline Sorcerer, the actions of one of your ancestors earned them the favor of the gods, or the ire of more melevolant forces. This has resulted in their very blood and soul being altered by these forces, manifesting into latent magical prowess in their descendants. Will you use these powers to further the legacy of your Heroic Ancestor? Will you allow these powers to corrupt you, abusing them for your own benefit? Or will you carve your own destiny, becoming a legend in your own right?
Heroic Legacy
Your Heroic Legacy has granted you exceptional abilities, which you have learned to weave your latent magic powers into. At 1st level, decide the type of person your Heroic Ancestor was.
Avenger
Your Heroic Ancestor tread the line between the light and dark to see justice served. The true nature of their abilities is a highly-debated mystery to this day. You gain proficiency in Intimidation, simple weapons, all armor (excluding heavy), and 1 Martial weapon of your choice. You may then choose between a skill expertise or a cantrip from the Warlock Spell List.
Crusader
Your Heroic Ancestor fought to cleanse the realms of darkness and evil. Mention of their name inspires the common folk and strike fear into the hearts of Ne'er-do-wells. You gain proficiency in simple weapons, all armor, shields, and 1 martial weapon of your choice. You may then choose a cantrip from the Cleric Spell List.
Trueblade
Your Heroic Ancestor lived for the thrill of battle; their ferocity in combat is still feared and admired to this day. You gain proficiency in all simple and martial weapons, all armor (excluding heavy), and shields. You may also choose a fighting style*. This can include Druidic Warrior or Blessed Warrior.
*If Unarmed Fighting is chosen, and both of your hands are empty, you may use your fists as your connected weapon for the purposes of Sorcerous Smite.
Warden
Your Heroic Ancestor loved and defended nature in all its forms. Countless Druid Circles speak their name in reverence. You learn Druidic and gain proficiency in simple weapons, all armor (excluding heavy), shields, Longbows, and 1 martial weapon with which druids are proficient. You may then choose a cantrip from the Druid Spell List. Additionally, you add Druidic to your list of Languages known, add Speak with Animals to your list of known spells, and may cast this spell once per day without expending a spell slot. However, you may not wear or use any equipment made of metal.
Warrior-Poet
Your Heroic Ancestor traveled the land singing and re-enacting tales of their exploits. Exaggerated or not, they are the most commonly retold in taverns across the land. You gain proficiency in performance, simple weapons, All armor (excluding heavy), and a Martial Weapon of your choice. You also gain proficiency with a musical instrument of your choice, the ability to use an instrument as your arcane focus, and may choose a cantrip from the Bard Spell List.
Sorcerous Smite
Starting at 1st level, you gain the ability to channel your sorcerous powers through your weapon attacks. At the beginning of each day, you may channel your sorcerous powers into a weapon of your choice. This takes 1 minute and must be a melee weapon (with the exceptions of Wardens, who may connect with a bow or crossbow). You may end this connection at any time, but connecting to a new weapon now takes 1 hour.
As a reaction after hitting an enemy with your connected weapon, you may channel one of your spells into a single attack, expending one spell slot to deal that spell's damage type to the target, in addition to the weapon’s damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. If the chosen spell had an additional effect other than dealing damage, the damage in increased to 1d10. You may use this feature a number of times equal to your proficiency modifier. You regain all uses after a long rest.
Heroic Combatant
Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Additionally, when you use your action to make an attack with your connected weapon, you may cast a cantrip as one of your extra attacks, or vise versa.
Heroic Presence
At 14th Level, you gain the ability to influence others by your very presence. A number of times per day equal to half your Charisma Modifier rounded up, you may choose to gain Advantage on a Charisma (Persuasion) check against an NPC with Good Alignment, a Charisma (Deception) check against an NPC with Neutral Alignment, or a Charisma (Intimidation) check against an NPC with Evil Alignment. This feature may be made as a reaction to failing one of these checks, and you regain all uses after a Long Rest.
Heroic Vigor
At 14th level, your heroic spirit has allowed you to push past your body's natural limits. Once per Short or Long Rest, after making an attack with your connected weapon, you may take one additional action. You may spend three Sorcery Points to use this feature again before a Rest, but may only be done once per turn.
Embodiment of Heroism
At 18th level, your powers granted by your Heroic Ancestor awaken, granting you new powerful abilities.
- Trueblade - You are now able to use Sorcerous Smite as many times in a single turn as you wish, so long as you have the spell slots to use them. Additionally, you may now use Heroic Vigor twice before needing to rest, and additional uses only cost two Sorcery Points.
- Crusader - The damage die of your Sorcerous Smites is always a d10, and any additional affects the spell used had is now applied. You may then choose two spells from the Cleric Spell List, up to 5th level.
- Warden - When hitting an enemy with Sorcerous Smite, magical vines burst from the point of impact, spreading out in a 15ft radius. You and your allies are unaffected by these vines, but counts as Difficult Terrain for enemies. Enemies also take a number of d4s of magical piercing damage equal to the spell slot level of your Sorcerous Smite when ending their turn in this area. This area of thorns lasts for 1 minute. You may also gain two spells of your choice from the Druid Spell List, up to 5th level.
- Warrior-Poet - Your charges of Heroic Presence increase to your full Charisma Modifier, and you may use these charges to instead use Sorcerous Smite. You may then choose two spells from the Bard Spell List, up to 5th level.
- Avenger - When hitting an enemy with Sorcerous Smite, all enemies within 30ft must succeed a Wisdom Saving Throw or become Frightened of you. This Frightened condition lasts for 1 minute or if the enemy passes a Wisdom Saving Throw at the beginning of their turn. You may also gain two Skill Expertise or two spells of your choice from the Warlock Spell List, up to 5th level.
Additionally, Heroic Combatant now allows you to use spells as part of your Extra Attack.
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Posted Oct 23, 2023Me after finding out other people had the exact same idea after spending almost a month on this subclass:
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