Base Class: Sorcerer
You inherited your innate magical ability from a legendary warrior. Their magic fills you with might. You can release bursts of this power, to empower yourself for short periods of time, draining your own magical ability.
Bonus Proficiencies
You gain proficiency with Light Armor, shields, and one melee martial weapon of your choice.
If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your sorcerer spells.
Legendary Strength
At 3rd level, you gain the ability to tap into the power from your legendary lineage. When you use your innate sorcery ability, you gain the following benefits
- If you are not wearing heavy armor, you may add your Charisma modifier to your AC.
- When you take damage while using your innate sorcery feature, you may use your reaction to halve that damage.
- Once per turn, when you hit an enemy with a melee attack, you may add extra force damage equal to your Charisma modifier to the damage roll.
Legendary Spells
When you reach a Sorcerer level specified in the Legendary Spells table, you thereafter always have the listed spells prepared.
Legendary Spells
| Sorcerer Level | Spells |
|---|---|
| 3rd | Heroism, Searing Smite, Enhance Ability, Magic Weapon, True Strike |
| 5th | Spirit Guardians, Haste |
| 7th | Stoneskin, Fire shield |
| 9th | Banishing Smite, Legend Lore |
Mystic Might
At 6th level, your control over your great power grows further. When you use your innate sorcery feature, you may expend a sorcery point to gain the following benefits for its duration:
- Once per turn, when you cast a spell, you may make one melee attack against a creature within reach.
- When you hit with a melee weapon attack, you may gain temporary hit points equal to your sorcerer level + your charisma modifier
- When your innate sorcery feature is about to end, you may expend one sorcery point to extend its duration by one minute.
Sorcerous Sunder
At 14th level, your mastery over your legendary power grows, granting you new abilities. You gain the following benefits:
- When you hit with a melee attack on your turn, you may expend a spell slot to force the target of your attack to make a Constitution saving throw against your spell save DC. On a failed save, the target becomes vulnerable to all damage until the end of your turn.
- When you are targeted by a melee attack, you can use your reaction to force all creatures within 5 feet of you to make a Dexterity saving throw against your spell save dc, or take 2d10 force damage and be pushed 10 feet away from you.
Legendary Last Stand
At 18th level, when your hit points are reduced to 0, you tap into the last reserves of your legendary power, unleashing a devastating magical explosion before succumbing to unconsciousness. Each creature within a 30-foot radius of you must make a Dexterity saving throw. On a failed save, a creature takes 10d10 force damage, or half as much damage on a successful one.
Additionally, you regain hit points equal to half the total damage dealt by this explosion, up to half your max hit points, as your body absorbs the magical energy released in the blast. You then immediately activate your innate sorcery feature, if it is not already activated.
You can use this feature once, and you regain the ability to do so after finishing a long rest.
Previous Versions
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10/7/2024 7:16:37 PM
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11/7/2025 4:29:09 PM
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