Base Class: Sorcerer
Your powers are the results of the past deeds of your ancestors, the heroism of which has forever changed reality in such a way that magic has suffused itself into your bloodline, their legend may be forgotten, but regardless your abilities stand as a testament to the glory they once achieved.
Hero's Heritage
Your lineage empowers and emboldens you. At 1st level your hitpoint maximum increases by 1 and 1 againwhenever you gain a level in this class. When your spellcasting feature lets you learn or replace a spell of 1st level or higher, you can choose a spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for that spell list and selecting a spell, it becomes a sorcerer spell.
Will to Fight
Due to your heritage you can use weapons as an extension of your will. At 1st level you gain proficiency with light and medium armors,shields, and martial weapons. Whenever you finish a long rest, you can touch a weapon that you're proficient with and lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier instead of your dexterity or strength, for the attack and damage rolls,a and you can use it as a focus for your spells. this benefit lasts until you finish a long rest.
Mystical Blade
You have learned to combine magic and swordplay in a deadly combination. At 6th level you can attack twice, instead of once, when you take the attack action on your turn. When you take the attack action you can expend 3 sorcery points to perform one of the following techniques.
Ethereal Strike: Creatures in a 10-foot line in front of you must succeed on a Dexterity saving throw against your spell save DC, taking full damage of the first attack on a failure and half as much on a success.
Warping Strike: Before attacking you magically teleport as a bonus action up to 30 feet to an unoccupied space within 5 feet of a hostile creature you can see, you then attack as normal.
Weakening Strike: On a hit, the target of your attack must succeed on a wisdom saving throw against your spell save DC, on a failure, spell attack rolls you make against that creature have advantage until the end of your next turn.
Draining Strike: On a hit, if the target has the ability to cast a spell, it must succeed on a wisdom saving throw against your spell save DC, on a failure they lose a slot or use of a spell of their lowest level, and you regain 1 sorcerery point
Empowered Swordplay
Beginning at 14th level you can channel your magic to improve your swordsmanship. AS a Bonus Action you can consume a spell slot to give yourself advantage on your next attack roll, or give yourself disadvantage on the attack roll to regain a spell slot of equal to or lower than your charisma modifier. Once you use this feature you can't use it again until you finish a long rest.
Master of Sword and Sorcery
At 18th Level you have mastered your abilities, becomng a legend of your own. As an action you can expened 6 sorcery points, for the next hour, none of the techniques granted to you by your Mystical blade feature cost any sorcery points. Once you use this feature you can't use it again until you finish a long rest
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