Base Class: Sorcerer
While some sorcerers show their magical heritage through dragon-like scales, constant rustling breezes, or wisps of smoky shadow, the Ancestral Blade shows theirs through the arcane magical energy they can shape into their weapon. The Ancestral Blades are famed for joining their companions in melee combat and, at the same time, unleashing devastating spell effects on their enemies or beneficial ones on their allies. By creating powerful barriers or reflecting projectiles back at their enemies with their weave blades, they are able to shrug off attacks when in the fray of battle.
Ancestral Blade
When you choose this heritage at 1st level, you gain the ability to manifest your will as a physical blade. Using an arcane family heirloom of your choosing, a willing ancestral spirit weaves magic into a blade that can appear in and out of existence and never break.
You gain the Ancestral Blade cantrip, which does not count against your number of known cantrips. The arcane family heirloom counts as an equipped item and also the catalyst for your attacks, meaning that you can be disarmed. If disarmed, you lose access to the Ancestral Blade cantrip until you retrieve the heirloom. However, because of the blood ties it has to you, if the heirloom is on the same plane of existence as you, you can summon it back to your hand as a bonus action on your turn.
When you hit a target with your Ancestral Blade, you are able to draw back some of the energy released to form a barrier to protect you from harm. On a successful hit, you gain temporary hit points equal to your Charisma modifier + your sorcerer level. At the start of your next turn, these hit points disappear.
Combat Clarity
At 1st level, the spirit bound to your weapon has instilled the knowledge in you on how to maintain your concentration even in the midst of combat. When you make a saving throw to maintain concentration while you are within 5 feet of a hostile creature, you gain advantage on that saving throw.
However, keep in mind that any spell that requires a ranged spell attack is made with disadvantage when within 5 feet of a hostile creature.
Arcane Retaliation
By 6th level, your barrier splinters and damages your enemies when they break it. If a creature hits you with a melee attack and deals more damage than your current temporary hit points, the creature must make a Dexterity saving throw against your spell save DC or take half of the total damage it dealt as force damage.
Additionally, your connection to the spirit gives you uncanny reactions, allowing you to deflect or potentially reflect projectile attacks made against you. When you are hit by a ranged attack, you can use your reaction to reduce the damage taken by 1d10 + your Charisma modifier + your sorcerer level. If you reduce the damage to 0, you can spend 1 sorcery point to make a ranged spell attack as part of the same reaction, redirecting the projectile back at the attacker and dealing 1d6 + your Charisma modifier as force damage.
The damage of a redirected projectile increases by 1d6 at 11th level (2d6) and 17th level (3d6).
Guided Strike
At 14th level, the spirit within your blade uses excess magical energy from spells that you cast to momentarily increase your ferocity. Whenever you cast a spell of 1st level or higher on your turn, you can spend 1 sorcery point to make an attack with your Ancestral Blade immediately after.
Weave Disruption
By 18th level, you have mastered the true potential of your ancestral spirit. You release the spirit from within your blade to fill a 40-foot cube, summoned at a point within 120 feet that you can see, with arcane energy that slows and weakens your enemies while empowering your abilities.
If you are within the area of effect, you gain a +2 bonus to your Armor Class, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can only be used to cast the Ancestral Blade cantrip or take the Dash, Disengage, Grapple, Help, Hide, or Shove actions.
This area is considered difficult terrain for any creature other than you inside it. An affected creature has a -2 penalty to its Armor Class, has disadvantage on its Dexterity saving throws, and cannot use reactions. On its turn, it can use either an action or bonus action, but not both. If a creature spends more than 1 turn inside the area, its speed becomes 5 feet until they are hit by an attack. Enemies larger than this 40-foot cube are immune to any effects.
When this effect ends after 1 minute, you feel a wave of lethargy sweep over you. Until the end of your next turn, you cannot move or take any actions. You can use this ability once every short or long rest.
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