Sorcerer
Base Class: Sorcerer

The magic that flows through you comes from a pinpoint-able person from your ancestry.  Someone from whom you are descended was a great magic user, be it a wizard who was so powerful they discovered their own spells, a warlock who outsmarted their patron to keep their powers and soul, or a paladin who was so renowned the legends are still as mythical as ever.  This magic was so strong, so great, that residue arcane energy has remained within their lineage, going from person to person, and has now arrived at you.  This magic now sits within you, waiting to come out, to help you become as great as that member of your family tree.

Legendary Ancestry is designed to be slightly more powerful than the average Sorcerer subclass.  Talk to your Dungeon Master before using this subclass.  As well, this subclass revolves heavily around the lore of your character.  Discuss this lore with your Dungeon Master before making any decisions for this subclass that would be impacted by your character's lore.

Ancestral Gift

Upon inheriting this origin at 1st level, your ancestor's path to greatness has left a distinct mark on your arcane inheritance.  You pick the class that your ancestor was in their time of greatness, and gain access to a cantrip that corresponds to the way their magic originally manifested.  This spell doesn't count towards your cantrips known.  If you choose paladin, you gain a 1st level spell, but can use it as a cantrip.

You also gain a feature inspired by your ancestor's class.

Your ancestor's class, which determines your inherited spell and feature, is one of the following:

Class Ancestral Gift

Bard

vicious mockery, Ancestral Gift: Bard

Cleric

spare the dying, Ancestral Gift: Cleric

Druid

shillelagh, Ancestral Gift: Druid

Paladin

detect evil and good, Ancestral Gift: Paladin

Sorcerer

shocking grasp, Ancestral Gift: Sorcerer

Warlock

eldritch blast, Ancestral Gift: Warlock

Wizard

ray of frost, Ancestral Gift: Wizard

Bard

Your ancestor was a bard.  You gain the cantrip Vicious Mockery as a result.

As well, you gain the ability to give inspiration to others.  You gain 3 Inspiration Dice, each a d6.  As a bonus action, you can inspire a creature through music, words, or even action, and for one attack roll, ability check, or saving throw in the next 10 minutes, they can roll the Inspiration Die and add the rolled number to the total of that roll.  They can choose to add the die after they make their initial d20 roll, but must choose to do so before the Dungeon Master states whether the roll was a success or a failure.

You regain all expended Inspiration Dice at the end of a long rest.

Cleric

Your ancestor was a cleric.  You gain the cantrip Spare the Dying and as a result.

As well, your connection to magical healing is improved.  Whenever you or a creature within 5 feet of you regains hit points, you can choose to add an additional number of hit points equal to your Charisma modifier to the total regained.

Druid

Your ancestor was a druid.  You gain the cantrip Shillelagh as a result.

Also, you can use an action to channel your wild side and temporarily grow fangs, claws, and turn your eyes yellow like a wild animal.  All humanoid creatures of your choice within 30 feet must make a Wisdom saving throw against your spell save DC.  On a fail, they become [condition]frightened[/skill] of you for one minute and must act accordingly.

Once you use this feature, you can't use it again until you complete a short or long rest.

Paladin

Your ancestor was a paladin.  You gain the spell Detect Evil and Good as a cantrip as a result.

When you hit a creature with a melee weapon or melee spell attack, you can choose to add a divine strike to your hit.  Roll a d8 and add the total in radiant damage to your damage total.

You can use this feature three times per long rest.

Sorcerer

Your ancestor was also a sorcerer.  You gain the cantrip Shocking Grasp as a result.

When you make a saving throw against a magical effect, you can call upon the magic within you to manipulate fate and roll with advantage.  Alternatively, you can manipulate fate to force a creature rolling a saving throw against a magical effect you cause to roll with disadvantage.

Once you use this feature, you can not use it again until you complete a long rest.

Warlock

Your ancestor was a warlock.  You gain the spell Eldritch Blast as a result.

When you cast Eldritch Blast, you can choose to empower it with one of three invocations.  The invocations you can chose to empower the spell with are as follows:

  • Agonizing Blast. You can add your charisma score to the damage total for each Eldritch Blast beam that hits a creature.
  • Distanced Blast. The range of your Eldritch Blast extends to 300 feet.
  • Shifting Blast. You push a creature closer or further to you by 10 feet when you hit it with Eldritch Blast.

You can adjust the spell to improve it with one of these features three times per short or long rest.

Wizard

Your ancestor was a wizard.  You gain the spell Ray of Frost as a result.

When you do not cast a spell in a turn, if a creature hits you with a spell attack before your next turn, you can use your reaction to absorb some of the magic of the spell and direct it at the attacking creature.  You take the damage die of whatever spell hit you and roll 1 of it, and deal that much damage plus your charisma modifier in force damage back at the creature who attacked you.

Destined for Greatness

Starting at 1st level, your lineage makes you destined to do great things.  If you have advantage on an attack roll and hit, you can do an additional 1d6 force damage on the attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Starting at 6th level, your damage die becomes a d8, and you can do this twice per long rest.  At 14th level, it becomes a d10 and you can use both damage dice on the same attack.  At 18th level, your damage die becomes a d12 and you can choose to make the damage necrotic or radiant instead of force damage.

Great Spirit Summoning

At 6th level, you can spend one minute to summon the spirit of your great ancestor from whom you developed your magic to speak to for advice.  Roll a d100.  On a 01-90, your ancestor will appear for a single exchange.  You can ask one question of your ancestor, who will answer to the best of their ability, using the knowledge they had from when they were living.  On a 91-99, they will appear for one whole minute, and you can converse with them for the duration, asking for whatever advice or stories from their past you seek.  They will only answer what they are willing to answer, as they are still an independent, free thinking spirit.  On a 00, the spirit of your ancestor will appear for 24 hours, and will accompany you wherever you go in that time, sharing stories, giving advice, and participating in your journey.

When you use this feature, you can't use it again until you complete a long rest.

Mythical Determination

When you reach 14th level, the determination that comes with the magic of your ancestor kicks into high gear.  When you are dropped to 0 hit points, you can instead drop to 1 hit point and all creatures within a 15 foot radius, as well as the creature that brought you to 0 hit points, regardless of whether they are within or beyond the radius, must make a Dexterity saving throw.  On a fail, they take 3d10 damage.  On a success, they take half as much damage.  To determine the type of that damage, roll a d6, then consult the following table.

Once you use this feature, you can't use this feature again until you finish a long rest.

D6

Damage Type

1

Cold Damage

2

Fire Damage

3

Lightning Damage

4

Thunder Damage

5

Necrotic Damage

6

Radiant Damage

Legendary Resistances

Starting at 18th level, you can tap into your ancestor's legendary might to protect you.  When you fail a saving throw or ability check, you can instead choose to succeed that throw or check.

You can do this action once for free, and a second time by spending 5 sorcery points.  Once you use this feature, you can't use it again until you complete a long rest.

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