Base Class: Sorcerer
Your innate magic comes from the aftermath of your family's exploits. Maybe you come from a long line of heroes, and your powers are a side effect of some magic your parents were exposed to. Perhaps your magic was granted to you in order to take a family member's place once they could no longer fight. Or maybe your magic is just a gift from a fey or demon that was bestowed upon your ancestor's bloodline many, many years ago. Regardless of the exact source of your magic, adventuring is in your blood.
Ancestral Magic
The magic power of your ancestors flows through your veins. At 1st level, you have a list of spells that you gain at the sorcerer levels noted in the table below. These spells don't count against the number of spells that you know and can't be replaced with other spells from the sorcerer spell list when you gain a level in this class.
Ancestral Sorcery Bonus Spells
| Sorcerer Level | Spells |
| 1st | hunter's mark |
| 3rd | branding smite |
| 5th | spirit guardians |
| 7th | fire shield |
| 9th | hold monster |
Bonus Proficiencies
Even without any formal training, you are naturally gifted in the art of combat. At 1st level, you gain proficiency with light armor and simple weapons.
You also gain proficiency in the History skill if you don’t already have it.
Fighting Spirit
At 1st level, you can channel the spirits of your ancestors to help you in battle, provided that you aren’t wearing medium or heavy armor or using a shield. This graces you with supernatural strength and focus.
You can use a bonus action to channel your fighting spirit, which lasts for 1 minute. It ends early if you are incapacitated or if you don medium or heavy armor or a shield. You can also dismiss this effect at any time you choose (no action required).
While your Fighting Spirit is active, you gain the following benefits:
- You can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls of melee attacks using simple weapons, and the weapon's damage die becomes a d8. Any simple weapons you wield also become magical for you, if they aren't already.
- You can use your Charisma modifier instead of your Strength modifier on Strength (Athletics) checks.
- Your walking speed increases by 10 feet.
- Once you gain the Font of Magic feature, you can spend 2 sorcery points to gain advantage on any weapon attack roll.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Arcane Smite
At 6th level, you gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns while Fighting Spirit is active, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a Sorcerer spell, you can make one melee weapon attack as a bonus action. Additionally, while Fighting Spirit is active, you can spend 2 sorcery points to teleport up to 30 feet to an unoccupied space you can see when you make this bonus action attack. You can teleport before or after the weapon attack.
Unbreakable Spirit
Beginning at 18th level, when you roll for initiative and have no uses of Fighting Spirit remaining, you regain 1 use. While your Fighting Spirit is active, you gain the following additional benefits:
- When you reduce a creature to 0 hit points, you can spend 2 sorcery points to teleport up to 30 feet to an unoccupied space adjacent to a hostile creature and make a weapon attack on that creature with advantage.
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
- While Fighting Spirit is active, your weapon attacks score a critical hit on a roll of 19 or 20.







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