Base Class: Sorcerer
Your magic comes from the magical capabilities of great warriors of legend. Perhaps an ancient hero that defeated mighty foes is an ancestor of yours, you are prophesied to be a mighty combatant, you are a prince whose noble martial training melded with your natural predisposition for magic, or you are a renowned knight of a famous order.
Whatever the case, you are a force to be reckoned with on the battlefield, beautifully weaving sword and spell as if they are one, standing on the front lines in armour alongside your fighter companions and conjuring magical shields to guard both you and your allies with a flick of a wrist.
Heroic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Heroic 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 evocation spell from the paladin or sorcerer spell list.
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Sorcerer Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Hero's Training
Beginning when you choose this bloodline at 1st level, you have done the training required for martial fighting. You gain proficiency with light armor, medium armor, shields, simple weapons and martial weapons.
Protective Mantle
Also at 1st level, you can conjure magical shields that ward both your allies and yourself against harm. As a bonus action on your turn, you may choose a creature you can see within 30 feet of you (you may choose yourself), as a shining mantle of radiance cloaks them.
Roll a number of d6s equal to your proficiency bonus; the mantle has a number of hit points equal to the result + your proficiency bonus. Until the end of your next turn, the protected creature sheds bright light for 10 feet and dim light for an additional 10 feet, and whenever it takes damage, the mantle takes that damage instead. If this reduces the mantle to 0 hit points, the protected creature takes any remaining damage.
When the mantle ends, whether due to damage or duration, the next weapon attack made by the protected creature deals additional damage equal to the difference in between the mantle’s total number of hit points and its hit points at the time it ended (for example, if the mantle had 14 hit points and at the time it ended it had 4 hit points, the next attack deals an additional 10 points of damage).
Only one creature can be protected this way at a time, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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.
Alabaster Strikes
At 14th level, your attacks are infused with the magic of your bloodline. Whenever you hit with a weapon attack, it deals an additional 1d6 radiant damage.
Additionally, whenever you hit with a weapon attack, you may spend sorcery points up to an amount equal to your Charisma modifier. The attack deals an additional 1d4 damage of the weapon’s type for each sorcery point spent this way.
Warrior of Legend
By the time you’ve reached 18th level, you have attained your full potential. As a bonus action on your turn, or as part of activating your Protective Mantle on yourself by expending 2 sorcery points, you may become an avatar of sorcerous martial prowess.
For 1 minute, you gain the following benefits:
- You can attack two times, instead of twice, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
- You gain resistance to bludgeoning, piercing and slashing damage.
- You gain a flying speed of 20 feet.
You can use this feature once, regaining the ability to use it again when you finish a long rest, or if you expend 7 sorcery points to use it again.
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