Base Class: Sorcerer
Dedicated to the people with a heart longing to serve and protect those around them, The Gallant Heart Sorcerer is the premier option in melee magic.
Legacy of Finesse
Armaments of Soul and Sword
At Level 1 when you pick this subclass, you gain Proficiency with Light and Medium Armor.
You also gain the ability to bond with 2 of your equipment at the start of the day or after a long or short rest.
•2 Simple or Martial Weapons or
•a Simple or Martial Weapon and a Shield.
A bonded armament can be used as a spell casting focus for your Sorcerer Spells.
You are considered to be proficient in wielding your Bonded Armaments.
Dual Weapon
Bonding to 2 Simple or Martial Weapons
Shield and Weapon
Bonding to a Simple or Martial Weapons and a Shield
Arcane Strike
Also at 1st level, attacks made with your Bonded Weapon deal an additional 1d4 damage, the damage increases as you progress further into the subclass from 2d4 at 8th Level, 3d4 at 12th level, 4d4 at 16th level, and 5d4 at 19th Level.
Galant Heart's Spells
You learn additional spells when you reach certain levels in this class, as shown on the Galant Heart's Magic table. Each spell 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 conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.
| Galant Heart's Spells | ||
|---|---|---|
| Sorcerer Level | Spells | |
| 1st | Shield of Faith, Hellish Rebuke, True Strike | |
| 3rd | Mirror Image, Spiritual Weapon | |
| 5th | Spirit Shroud, Blink | |
| 7th | Death Ward, Fire Shield | |
| 9th | Wall of Force, Summon Draconic Spirit | |
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Arcane Sensitivity
When you reach 6th level, Your Enhanced Senses and familiarity with your Bonded Armaments grant you the ability to use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls made with your Arcane Armaments.
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As Per DnD Beyond's Hombrew Limitation:
- if your Bonded weapon is not adjusted to use your Charisma modifier, you can open your Bonded weapon in DnDBeyond and manually customize it to have your Charisma modifier reflected on the Attack and Damage Roll.
- Item > Customize (Near the Name part of the window) > Input the Charisma Mod adjustment in both "To hit Bonus" and "Damage Bonus"
- if your Bonded weapon is not adjusted to use your Charisma modifier, you can open your Bonded weapon in DnDBeyond and manually customize it to have your Charisma modifier reflected on the Attack and Damage Roll.
Gallant Rally
Beginning 14th Level, your understanding of magic and how to best weave it has affected your Bonded armaments and yourself. Whenever you hit with your Bonded Armament one of them gains a charge of Gallant Rally, The Charges Last until you finish a long Rest also at the end of a long rest each of your Bonded Armaments' gain 1 Charge. Each of your Bonded Armaments' can store a number of Gallant Rally Charges equal to your Charisma Modifier (minimum of 1).
As an bonus action, you can enter a state of enlightenment and deeper insight that lasts for 1 Minute. While in this State you can as a free action spend Gallant Rally Charges. For each Gallant Rally Charge you spend, you can gain one of the following benefits of your choice:
- 1 Charge, Using Ranged Weapon or Spell Attacks in Melee Range does not impose Disadvantage until the end of your next Turn. Extendable.
- 2 Charges, you can use your bonus action to attack once with your Bonded Weapon until the end of your current Turn. Extendable.
- 3 Charges, you can use your Bonus action to cast a cantrip.
- 4 Charges, You can enhance your next use of Arcane Strike. When you hit a creature with your arcane strike Feature you can force them to make a charisma Saving Throw against your Sorcerer Spell save DC or be knocked prone.
- 5 Charges, you can Cast a spell 1 level higher than the spell slot you used to cast it at (up to 9th Level Spell Slots). Stackable.
- 6 Charges, You can regain 2 Sorcery Points. Stackable
- Extendable - can be used to extend the chosen benefits by 1 round each stack.
- Stackable - can be used again in the same instance.
Gallant Guardian
At 18th Level, whenever you end your turn with less than your total Sorcery Points, you gain Temp HP equal to your Constitution Modifier plus 2 times the number of your Missing Sorcery Points (Including Sorcery Points gained from feats and other future potential sources) [THP = ConMod + (2 * Missing Sorcery Points)].
You can as a bonus action give your allies the same bonus Temp Hit points a number of times equal to half your Charisma Modifier rounded down or by expending a spell slot of 3rd level or higher or by spending 4 Sorcery Points
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