Base Class: Sorcerer
Some heroes fade into legend and become lost; those heroes are then found in others, influencing the world they saved even after death.
Weapon of the Hero
When you gain this feature, you choose between one of the 6 types of elemental damage.
While holding a weapon, you can use a bonus action to force your own magic and will into it, turning it into a magical version of the weapon which you are considered proficient with while it is enchanted in this way. If the weapon is already magical, it retails it's bonus. When the magic fills the blade, you gain an additional 1d6 That can be used once per turn to deal additional damage of your elemental attunement type. This damage can be dealt once per turn. Additionally, when you activate this, you can use a spell slot to empower the blade further, allowing it to deal additional damage based on the level of spell slot. The number of dice add 1 additional dice per 2 levels. 1st level begins at 1d6.
This Dice Improves at level 9 to 1d8 and again at level 13 to 1d10.
Acid Elemental Attunement
You have chosen the Acid Element to enhance your weapon.
Cold Elemental Attunement
You have chosen the Cold Element to enhance your weapon.
Fire Elemental Attunement
You have chosen the Fire Element to enhance your weapon.
Lightning Elemental Attunement
You have chosen the Lightning Element to enhance your weapon.
Poison Elemental Attunement
You have chosen the Poison Element to enhance your weapon.
Thunder Elemental Attunement
You have chosen the Thunder Element to enhance your weapon.
Heroic Bonds
1st-level Heroic feature
Heroic Bonds
The vigor of your Heroic Ancestor flows through their kin once again. When you are subjected to damage, you can spend a sorcery point (or multiple) to dampen the damage taken, For every one sorcery point you use, you negate 10 damage. You can do this a number of times equal to your proficiency bonus. However, you are limited to the number of sorcery points you can use at once, determined by the value of your highest level spell slot.
You also become proficient in Light and Medium Armor.
Extra Attack
6th-level Heroic feature
Starting at level 6 you can attack twice when you take the attack action rather than once. Additionally, you can replace one weapon attack with a single cantrip. Additionally, when you cast the booming blade or green flame blade cantrip, you can transmute the spell without expending a sorcery point, as long as it is transmuted to your elemental attunement type.
True Spellsword
14th-level Heroic feature
At 14th level your ferocity in the arcane and martial become truly one, when you take the attack action, you can choose to use one spell of 4th level or lower to cast in place of one of your attacks.
Heroic Finisher
Level 18 Feature.
Heroic Finisher.
When you reach level 18, you may, as an action, mark an enemy, removing resistance to your Elemental Attunement, and wreathing the target in energy. You gain the "Heroic Finisher action as well as an additional action based on your Elemental Attunement.
All these effects last for a minute or until the target makes a successful Charisma Saving throw against your spell save DC. On a success, the effects end.
Alternatively, as an action, you hold forth your Heroic Weapon. The blade pulses with energy and creates a whirlwind of blades, every creature of your choice must make a Dexterity saving throw or take 5d10 Slashing damage and become prone. This slashing damage cannot be reduced in any way. On a success, they take half damage and are not knocked prone.
You get 1 use of this feature per long rest. After it is used, you may use 9 sorcery points to use it again.
Elemental Finisher - Acid
Roiling acid covers the target and burns away armor and slows down the target, the target has reduced AC by a number equal to a roll of your Heroic Die for one minute or until the target uses an action to remove the acid.
Elemental Finisher - Cold
A whirling, numbing blizzard appears in the space of the target. The target makes a Charisma Saving Throw or succumb to the Blizzard. While enveloped in this blizzard, the creature takes 2d10 of cold damage at the start of it's turn and it has half it's normal movement speed, as well as a -2 to it's AC and Dexterity Saving Throws. If the full 1 minute of this effect goes through, the creature is restrained by the ice when it ends and must make a Strength saving throw against your Spell Save DC to escape.
Elemental Finisher - Fire
Fire erupts from the ground and consumes the target in a fierce immolation, when the target rolls an ability check, attack roll, or saving throw, it is reduced by a number equal to a roll of the Heroic Weapon Die.
Elemental Finisher - Lightning
Fierce bolts of lightning lash out and grab at the target which then must make a Charisma saving throw or be restrained for 1 minute. This save can be repeated at the end of the restrained creatures turn. If the creature fails the save on a subsequent turn, it takes 1d10 lightning damage.
Elemental Finisher - Poison
Large plants grow within 30 ft of the target and are considered difficult terrain, this effect follows the target, additionally, the target also is vulnerable to the "Poisoned" condition and poison damage, regardless if it was immune.
Elemental Finisher - Thunder
A whirling storm appears in the area of the target, the target is then marked, any attack rolls have advantage on the target. When the target is hit by an attack, it adds one roll of your Heroic Die to the damage. The damage dealt by the die is Thunder.
Previous Versions
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12/11/2022 10:43:27 PM
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1/21/2024 11:36:42 AM
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