Base Class: Sorcerer
You are descended from a legendary hero whose name is etched in the annals of history. Their heroic deeds are not just stories to you but a living, breathing power that flows through your veins. This ancestral strength manifests in the form of magical armor, summoned at will, that reflects the valor of your bloodline. Whether your ancestor was a champion of light, a conqueror of evil, or a protector of the weak, their legacy is now your mantle to bear. As you grow stronger, you tap deeper into the heroic essence of your lineage, becoming a bastion of protection and an inspiration to those around you, willing even to sacrifice yourself for the greater good when all hope seems lost.
Optional Feature: Hero's Sacrifice (Level 18)
Last Stand: As an action, you may choose to make a heroic last stand, drawing on all your remaining power. To activate this ability, you must spend 20 Sorcery Points. If you do not have enough Sorcery Points, you may instead sacrifice your life force to activate it. If you choose to sacrifice your life force, you gain all the benefits of this ability, but once it ends, you will die and can only be revived by a 9th-level spell or divine intervention. If you die while using this ability, you may never use it again. For the next minute, you gain the following benefits:
- You have resistance to all damage.
- You have an advantage on all attack rolls, saving throws, and ability checks.
- All your spells are cast as if they were cast using the highest-level spell slots available to you without consuming a spell slot.
- Your aura's range extends to 60 feet. At the start of each of your turns, you and all hostile creatures within the aura take 2d8 damage of a type based on your alignment. This damage can be resisted but treats any immunity as resistance.
- Good: Radiant damage.
- Evil: Necrotic damage.
- Neutral: Force damage.
Aftermath: If you sacrificed your life force to activate this ability, you die immediately after the effects end. If you activated it using Sorcery Points, you must make a DC 30 Constitution saving throw. For every 5 points by which you fail the saving throw, you suffer one level of exhaustion (maximum of five levels).
Heroic Armor
When you gain this subclass, you can summon a unique set of magical armor that reflects your heroic lineage. As a bonus action, you can manifest your Heroic Armor, granting you an AC bonus equal to 2 + your Constitution modifier. The armor lasts for 1 minute or until you fall unconscious.
After completing a long rest, you can change the visual appearance of your Heroic Armor to reflect your personal style, though it must always display the heraldry of your heroic ancestor somewhere on its design. Your Heroic Armor is considered unarmored defense, but you may still benefit from a shield if you are proficient.
If you are already wearing armor, you may still summon the energies of your Heroic Armor, but you do not gain the AC bonus or the resistances granted at later levels. You can activate your Heroic Armor a number of times equal to half your proficiency bonus (rounded up) per long rest. After these uses are expended, you can reactivate it by spending a spell slot of any level.
Armor Surge
As a reaction, when you are about to be hit by an attack or targeted by a harmful effect that you can see, you can instantly manifest an additional layer of Heroic Armor, granting you a bonus to your AC equal to 2 + your Constitution modifier until the start of your next turn. Using Armor Surge costs 1 Sorcery Point each time it is used.
This temporary armor surge can be activated even if your Heroic Armor is already active, stacking the AC bonus until the start of your next turn, after which the additional layer dissipates, leaving your normal Heroic Armor (if active) intact.
Heroic Fighting Style
At 6th level, while your Heroic Armor is manifested, you can channel its power into your combat style, choosing one of the following options:
Arcane Archer
While your Heroic Armor is active, your ranged weapon attacks gain a +1 bonus to hit. Additionally, you can infuse your ranged attacks with magical energy. When you hit with a ranged weapon attack, you can spend 1 Sorcery Point to deal an additional 2d6 force damage.
Beginning at 10th level, you can spend additional Sorcery Points, up to a number equal to your Constitution modifier, to increase the damage dealt by 2d6 per Sorcery Point spent. For example, with a Constitution score of 20, you can spend up to 5 Sorcery Points to deal up to 10d6 force damage.
Mage’s Fury
While your Heroic Armor is active, you can draw upon its energy to empower your spells. When you cast a spell that deals damage, you can spend 1 Sorcery Point to reroll a number of damage dice equal to your Constitution modifier (minimum of one). You must use the new rolls.
Beginning at 10th level, you can choose to maximize the damage of one spell by spending a quarter of your total Sorcery Points (rounded up, minimum of 1 Sorcery Point). You must declare the use of this ability before any attack rolls or saving throws are made.
Melee Champion
While your Heroic Armor is active, you can channel its energy into your strikes. Once per turn, add your Constitution modifier to the damage dealt by melee attacks, and your melee weapon attacks count as magical for overcoming resistance and immunity to nonmagical attacks.
Beginning at 10th level, when you hit with a melee attack, you can spend 1 Sorcery Point to deal an additional 1d6 force damage. You can spend up to a number of Sorcery Points equal to your Constitution modifier, potentially adding up to 5d6 force damage with a Constitution score of 20.
Heroic Resilience
Beginning at 14th level, at the end of a long rest, you may add a damage resistance to your Heroic Armor or change the existing resistance. Choose one damage type (acid, cold, fire, lightning, poison, or thunder). You gain resistance to the chosen damage type while your Heroic Armor is active.
Acid
You gain resistance to acid damage while your heroic armor is active.
Bludgeoning
You gain resistance to bludgeoning damage while your heroic armor is active.
Cold
You gain resistance to cold damage while your heroic armor is active.
Fire
You gain resistance to fire damage while your heroic armor is active.
Force
You gain resistance to force damage while your heroic armor is active.
Lightning
You gain resistance to lightning damage while your heroic armor is active.
Necrotic
You gain resistance to necrotic damage while your heroic armor is active.
Piercing
You gain resistance to piercing damage while your heroic armor is active.
Poison
You gain resistance to poison damage while your heroic armor is active.
Psychic
You gain resistance to psychic damage while your heroic armor is active.
Radiant
You gain resistance to radiant damage while your heroic armor is active.
Slashing
You gain resistance to slashing damage while your heroic armor is active.
Thunder
You gain resistance to thunder damage while your heroic armor is active.
Heroic Aura
While your Heroic Armor is active, you emit an aura of inspiration and protection within 10 feet. Allies within this range gain temporary hit points equal to your Constitution modifier at the start of each of their turns. Additionally, they gain advantage on saving throws against being frightened or charmed while in the aura. Note: The aura's benefits do not inherently apply to you, the Sorcerer.
Legendary Protector
Your Heroic Armor becomes a powerful symbol of protection, embodying the peak of your heroic lineage. While your Heroic Armor is active, you gain the following benefits:
- Hardened Defense. You may add two additional damage resistances to your Heroic Armor, on top of the existing resistance you selected at the end of your long rest. Additionally, you may add one condition immunity of your choice to your Heroic Armor (e.g., immunity to being charmed, frightened, grappled, or paralyzed).
- Empowering Aura. Your Heroic Aura improves, extending its range to 30 feet. Allies within this range now gain temporary hit points equal to twice your Constitution modifier at the start of their turns. Additionally, they gain advantage on all saving throws, not just against being frightened or charmed, while in the aura.
- Indomitable Presence. You can use a bonus action to emit an inspiring war cry, granting all allies within 30 feet temporary hit points equal to your Sorcerer level. You can use this ability a number of times equal to your Constitution modifier per long rest.
Blinded
You gain immunity to the blinded condition while your heroic armor is active.
Charmed
You gain immunity to the charmed condition while your heroic armor is active.
Deafened
You gain immunity to the deafened condition while your heroic armor is active.
Exhaustion
You gain immunity to the exhaustion condition while your heroic armor is active.
Frightened
You gain immunity to the frightened condition while your heroic armor is active.
Grappled
You gain immunity to the grappled condition while your heroic armor is active.
Incapacitated
You gain immunity to the incapacitated condition while your heroic armor is active.
Invisible
You gain immunity to the invisible condition while your heroic armor is active.
Paralyzed
You gain immunity to the paralyzed condition while your heroic armor is active.
Petrified
You gain immunity to the petrified condition while your heroic armor is active.
Poisoned
You gain immunity to the poisoned condition while your heroic armor is active.
Prone
You gain immunity to the prone condition while your heroic armor is active.
Restrained
You gain immunity to the restrained condition while your heroic armor is active.
Stunned
You gain immunity to the stunned condition while your heroic armor is active.
Unconscious
You gain immunity to the unconscious condition while your heroic armor is active.
Unconscious
You gain immunity to the unconscious condition while your heroic armor is active.
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