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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3/14/2024 8:46:50 PM
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