Base Class: Sorcerer
Heroic Spirit sorcerers have always felt an attachment to their weapons. They understand the power of a proper weapon in the worst of times. Heroic Spirit sorcerers embolden their battlefield prowess to keep themselves in the forefront of battle, matching the skills of the master craftsmen that built the weapons they carry into battle and even draw upon them to bolster their own abilities.
Innate Training
1st-level Heroic Spirit feature
You come to understand every weapon you come across in an innate way, as if the weapon speaks to who you really are. You gain proficiency with light and medium armor, as well as simple and marital weapons.
Metamagic Manuevers
1st-level Heroic Spirit feature
At first level, when you attack with a magic weapon, you can use your Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
At 3rd level, you gain the ability to magnify your combat abilities to suit the moment. You can use your known Metamagic abilities in new ways in combat, applying them to weapon attacks when you take the Attack action.
Careful Spell
Your Metamagic heightens your senses in the moment. You can spend 1 sorcery point to take the dodge action as bonus action.
Distant Spell
When you make a weapon attack that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the attack.
Empowered Spell
When you roll damage for a weapon attack, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the attack.
Extended Spell
As part of your weapon attack, you can spend one sorcery point to move your character’s movement speed.
Heightened Spell
When you make a weapon attack, you can spend 3 sorcery points to add a bonus to your attack roll equal to your charisma modifier.
Quickened Spell
For your bonus action, you can use 1 sorcery point to make another weapon attack.
Seeking Spell
If you make an attack roll for a weapon attack and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking strike even if you have already used a different Metamagic option during the weapon attack.
Subtle Spell
When an ally makes a melee strike against an enemy you can see, you can use 1 sorcery point to make an attack as a reaction against that enemy.
Transmuted Spell
When you make a weapon attack that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: piercing, slashing, bludgeoning, acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you hit a creature with a weapon attack, you can use 1 sorcery point to attempt to damage another creature with the same attack. Choose another creature within your reach. The damage is of the same type dealt by the original attack.
Extra Attack
6th-level Heroic Spirit feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Martial Channeling
6th-level Heroic Spirit Feature:
Whenever you cast a spell you can use 3 sorcerer points to add any magical weapon’s attack bonuses to your spells’ attack rolls or spell save DC, and you gain a bonus equal to your weapon’s damage bonuses to one damage roll of the spell. Any activated abilities of the weapon must be active for the spell to be enhanced by the feature.
EX: If you are wielding a +2 short sword, you can add +2 to your attack roll and your damage roll. If you are wielding a weapon that deals extra dice damage, like a Flame Tounge's 2d6 fire damage, you may add the 2d6 to one damage roll of the spell.
Weapon Specialization
14th-level Heroic Spirit Feature
Your mastery of your magical arsenal has allowed you to become more capable with more magical weapons. You can attune to up to four magic items at once.
Noble Phantasm
18th-level Heroic Spirit feature
You enter a magical flow state where the battlefield becomes one with your mind. Spend 6 sorcery points to enter a magical flow state for one minute:
- You gain a third attack.
- You may expend one of your attacks to cast a spell.
- You gain an AC bonus of +2.
- You can concentrate on two separate spells at once, however one must have a range of Self or Touch.
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