Sorcerer
Base Class: Sorcerer

War and magic manifest in you unexpectedly. Perhaps you are part of an ancient caste of warriors who received a deity's blessing for their prowess in combat, or perhaps one of your parents was a powerful Eldritch Knight. Part of that magic resides in you. Some sorcerers with this origin feel that they are much better conjurers when they don't think too much, and let the heat of combat guide them, others plan everything they do in advance, displaying an incredible strategic mind.

Ancestral Connection

During certain moments, you are haunted by memories of combats, conquests, defeats and deaths of the warriors and knights who are your ancestors. Sometimes you feel like they are actually your past lives. Some of these visions serve as lessons, and others as warnings. As you gain experience, your combat prowess will increase.

At level 1, Those memories grant you proficiency in a martial weapon that is not heavy or has special attributes, this is your Inherited Weapon. When you wield this weapon, you can use your Charisma modifier for attack and damage rolls, as its strength depends on your connection to your ancestors.

Additionally, while you are not wearing armor or a shield, you gain additional AC equal to your Charisma modifier.

Battleaxe

Use a Battleaxe as your Inherited Weapon.

Crossbow, hand

Use a Crossbow, hand as your Inherited Weapon.

Flail

Use a Flail as your Inherited Weapon.

Longsword

Use a Longsword as your Inherited Weapon.

Rapier

Use a Rapier as your Inherited Weapon.

Scimitar

Use a Scimitar as your Inherited Weapon.

Shortsword

Use a Shortsword as your Inherited Weapon.

Trident

Use a Trident as your Inherited Weapon.

War Pick

Use a War Pick as your Inherited Weapon.

Warhammer

Use a Warhammer as your Inherited Weapon.

Ancestral Vigor

Starting at 1st level, You can use your bonus action to spend a spell slot and gain Temporary hit points equal to twice your Charisma modifier multiplyed by the spent spell slot level. Those Temporary hit points last 1 hour.

Once you use this feature, you will need a short or long rest to use it again.

War Qualities: Figthing Style

Your ancestors were good at what they did. This inheritance allows you to develop its qualities naturally. At level 1, you can choose a combat style from the list of combat styles.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Figther

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Figther

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

War Qualitites: Refined Skills

Your ancestors were good at what they did. This inheritance allows you to develop its qualities naturally. Starting at 1st level, you can add a +2 bonus to 2 skills of your choice. 

Investigation

Investigation Score Increase +2

Acrobatics

Acrobatics Score Increase +2

Animal Handing

Animal Handing Score Increase +2

Arcana

Arcana Score Increase +2

Athletics

Athletics Score Increase +2

Deception

Deception Score Increase +2

History

History Score Increase +2

Insight

Insight Score Increase +2

Intimidation

Intimidation Skill Increase +2

Medicine

Medicine Score Increase +2

Nature

Nature Score Increase +2

Perception

Perception Score Increase +2

Performance

Performance Score Increase +2

Persuasion

Persuasion Score Increase +2

Religion

Religion Score Increase +2

Sleight of Hand

Sleight of Hand Score Increase +2

Stealth

Stealth Score Increase +2

Survival

Survival Score Increase +2

Metamagic Hit

At 6th level, when you make an attack with your inherited weapon, you can empower that attack by flowing magic through your weapon. After hitting a creature, spend 1 sorcery point to make your weapon magical and add your Charisma modifier to the damage roll as additional damage for that attack.

War Frenzy

The adrenaline generated by the heat of combat refines your vision and your movements. The same excitement before the fight energizes and excites you. Starting at 14th level, if you use your action to cast a spell, you can use your bonus action to make a weapon attack. Additionally, when a creature fails a weapon attack against you, you can make a weapon attack against that creature if its on your reach.

Battle Trance

At 18th level, you can use your reaction to enter a state of controlled rage when your hit points reach half your maximum hit points. The battle trance lasts 1 minute and grants the following benefits.

  • Resistance to all types of damage, except force and psychic.
  • You add your Charisma modifier to any damage roll you make as additional damage.

You will need a long rest to use this trait again.

Previous Versions

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