Sorcerer
Base Class: Sorcerer

Death and Reincarnation are no strangers to you, your innate magic comes from an ancient feud between powerful entities sworn to fight for eternity, or an unbreakable vow for revenge against an unknown evil. Whatever the case may be, you're here once again to start your dangerous journey. Will you succeed?

Heroic Magic

1st-Level Heroic Bloodline Feature

You learn additional spells when you reach certain levels in this class, as shown on the Heroic Magic 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 a conjuration spell from the sorcerer, warlock, or wizard spell list.

Heroic Magic Spells
SORCERER LEVEL SPELLS
1st heroism, protection from evil and good
3rd barkskin, magic weapon
5th counterspell, protection from energy
7th banishment, greater invisibility
9th animate objects, hold monster

 

Battle Ready

1st-Level Heroic Bloodline Feature

You gain proficiency with shields and medium and light armor, additionally, you gain proficiency with one martial weapon of your choice.

Dauntless Aura

1st-Level Heroic Bloodline Feature

You become enamored with the heat of battle and gain the ability to go into a trance-like state. As a bonus action, you can enter this state for 1 minute. For the duration, you gain a bonus to AC equal to your CHA modifier. Additionally, whenever you use the attack action, you can give yourself or a creature within 10 feet advantage on its next attack roll or saving throw.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 14th level, the range of this aura increases to 30 feet.

Imbue Weapon

6th-Level Heroic Bloodline Feature

As a Bonus action, you can imbue a spell you know into a weapon being wielded by yourself or an ally within 15 feet, spending a number of sorcery points equal to the amount shown on the Imbue Weapon Table (0 sorcery points if the spell is a cantrip). If an attack using the imbued weapon hits, the spell is released onto the target, whereupon the weapon loses its imbued nature. The spell uses your spell save DC, and the spell treats the creature who is holding the weapon as the caster for all other purposes.

Imbue Weapon

SPELL SLOT LEVEL

SORCERY POINT COST

1st

2

2nd

3

3rd

5

4th

6

5th

7

 

If the spell uses a spell attack modifier, it is treated as if the spell hit with the weapon attack roll.

If the spell has an AoE property, the caster can choose the direction of the effect, though the effect must include the space where the attack was targeted. 

After imbuing a weapon, you cannot concentrate on any spell until the weapon ceases to be imbued. Additionally, you can only imbue one weapon at a time, and imbued weapons stay imbued for 8 hours or until you finish a long rest.

Extra Attack

6th-Level Heroic Bloodline Feature

Beginning 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.

Invigorating Aura

14th-Level Heroic Bloodline Feature

Your Dauntless Aura becomes even more powerful, invigorating allies and stamping out the hopes of your enemies. While you are in your Dauntless Aura, you and any ally within 30 feet add a bonus to any attack rolls equal to your CHA modifier (minimum of +1), Additionally, when you use the attack action, you can target an enemy within 30 feet to have disadvantage on their next attack roll.

Heroic Presence

18th-Level Heroic Bloodline Feature

Starting at 18th level, when you roll initiative and have no uses of your Dauntless Aura remaining, you regain one use.

Additionally, As an action, you can spend 5 sorcery points to extrude a burst of heroism into your allies. For 1 minute, each ally within 30 feet gains advantage on saving throws against being charmed or frightened. Furthermore, each creature of your choice gains 6 temporary hit points when they start their turn in your Dauntless Aura.

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