Sorcerer
Base Class: Sorcerer

Sorcerers of a Heroic Bloodline have the blood of great fighters flowing through their veins. This genealogical connection lets the sorcerer shape how they use their innate magic to empower their attacks and take on foes by drawing on the spirit of their ancestors. Sorcerers of this variety are typically descendants of great heroes, villains, or other notable people of the past who accomplished great or terrible things. Most have the desire to live up to the legacy placed upon them by their prestigious lineage and will do whatever it takes to one day be as great as their ancestors.

Spiritual Bond

1st-level Heroic Bloodline feature

Some of the weapon expertise held by your ancestor has been passed down to you. Over an hour, you can perform a spiritual ritual with a weapon you can touch. The weapon must be within your reach throughout the ritual, and once the ceremony is complete a spiritual bond will be created between you and the weapon.

Once you are bound to a weapon, you become attached to it at a spiritual level allowing you to become proficient with it and you can use your Charisma modifier for attack and damage rolls using it. As a bonus action, you can summon a bound weapon to your hand regardless of its previous location.

Attempting to bind to a new weapon will result in the previous bond breaking as you bind your spirit to the new weapon.

Ancestral Vitality

1st-level Heroic Bloodline feature

You can use a bonus action to call upon the presence of your ancestor to expend a number of hit dice to gain 1d10 temporary hit points per hit die used. You can use a maximum number of hit dice at one time equal to your sorcerer level. You can expend one sorcery point to regain 1 hit die, and you regain any expended hit dice when you finish a long rest.

Weapon Metamagic

1st-level Heroic Bloodline feature

You gain the ability to use your sorcery points to improve weapon attacks.

When you reach 3rd level in this class, the original metamagic options available to sorcerers are replaced with the following Weapon Metamagic options specified below. You gain additional Weapon Metamagic options at 6th and 14th levels. You can use multiple Weapon Metamagic options on a single attack.

Careful Strike. Before you attack, your target, you can spend 1 sorcery point to cause your weapon to become incorporeal to all but you for the next attack. Doing so gives your weapon the ability to ignore all cover (including full cover). When using this, you also are still able to attack unseen creatures and don’t suffer disadvantage for not being able to see your target.

Distant Strike. When attempting to strike a creature outside of the range of your weapon, you can spend 1 sorcery point to double the range of your weapon on its next attack.

Empowered Strike. After successfully attacking your target, you can spend 1 sorcery point to reroll the damage of a weapon attack, and you must use the new rolls.

Extended Strike. You use your innate magic to empower yourself with a temporary boost of stamina by spending 1 sorcery point allowing you to double your movement speed for one round.

Heightened Strike. You can spend 3 sorcery points to lower a target’s AC by 5 for one round of combat by magically weakening their defense.

Quickened Strike. When you make a weapon attack as an action, you can spend 2 sorcery points to change the attack time to a bonus action.

Seeking Strike. 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.

Subtle Strike. When you make a weapon attack, you can spend 1 sorcery point to cloak your weapon in a fog of silence that ensure that your next weapon attack goes unnoticed by all except for you and your target and that any of the effects of your attack including screams of pain, cracking bones, warnings, bodies falling to the floor, etc. make no sound until the start of your next turn. If you miss your attack, your target does not notice that you tried to attack them.

Transmuted Strike. By infusing your weapon with magic, you can spend 1 sorcery point to change the damage type of your weapon to either acid, cold, fire, lightning, poison, or thunder on your attack.

Twined Strike. When you make a weapon attack against a target, you can spend 2 sorcery points to attempt to attack one additional creature within 5 feet of the original target as part of the same attack. You must make an attack roll against each target, and the second creature is not affected by any other Weapon Metamagic options affecting your initial attack.

Replenishing Victory

6th-level Heroic Bloodline feature

Whenever you kill a creature or roll a 20 on a weapon attack roll, you gain 1 sorcery point if you are below the maximum number of sorcerer points available to you.

Gift of the Past

14th-level Heroic Bloodline feature

In your darkest moment, the spirit of your ancestor extends a bit of their past energy to help you keep fighting. When you are reduced to 0 hit points, you can choose to spend 6 or more sorcery points to gain a number of hit points equal to the number of sorcery points you used over 5.

Hero of a Generation

18th-level Heroic Bloodline feature

You have shown your prowess as a combatant and lived up to the legacy of your ancestor. If you have any offspring, you will one day spiritually guide a member of your lineage on their journey of becoming an adventurer after your body has passed.

In the meantime, you have access to all Weapon Metamagic options.

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