Base Class: Sorcerer
Long ago, your ancestors were heroes. They delved into ancient tombs and protected cities from the horrors of the world. Fate has blessed them with great power and strength, and now ages later, fate sees fit to choose another champion. It chose you, as now a small portion of the power of your ancestors flows through you.
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Born for Greatness
At 1st level, you learn to channel a small mote of your ancestor's power. Whenever you make an ability check, attack roll, or saving throw, before learning the result, you may roll a 1d4 and add it to the roll. You may do this a number of times equal to your charisma modifier and you regain all uses upon a long rest.
The Guidance of the Past
You become in tune with the advice of your ancestors and may gift this insight to others. You gain the Guidance cantrip as a sorcerer cantrip.
In addition, you learn additional spells when you reach certain levels in this class, as shown on the Bloodline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Bloodline Spells
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3rd |
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5th |
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7th |
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9th |
The Strength of Legends
Starting at 6th level, you learn to pull the strength of your lineage into yourself. As an action, you may spend up to 3 sorcery points, for every sorcery point spent in this way you may gain your Sorcerer level in temporary HP.
Ancestral Power
At 14th level, you gain the ability to occasionally squeeze every amount of power out of your lineage. Whenever you spend a sorcery point, roll 1d20, on a roll of 19 or 20, regain that sorcery point.
Visage of Heroes
Beginning at 18th level, you can pull all the might of your ancestors into yourself and become an avatar in their visage. As an action, you may spend 8 sorcery points you can not be incapacitated or die unless you have 1HP. Any attack that would incapacitate or kill you instead drops you to only 1HP. In addition, you gain 40 temporary hit points upon entering this form.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Previous Versions
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10/1/2021 3:01:25 AM
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10/1/2021 3:03:52 AM
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10/1/2021 7:41:01 PM
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10/30/2021 9:54:29 PM
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1.5
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Coming Soon
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