Base Class: Sorcerer
A legend can be even more powerful than the greatest magic
Unlike most sorcerers, whose power comes from mythical creatures or arcane forces, the Blood of Heroes sorcerer draws their magic from ancient heroes. While their lineage contains no magical power, the legends of their deeds created a magic of its own. These sorcerers blend spellcasting with martial might, combining the grace of a seasoned fighter with the destructive force of magic. They can infuse their weapons with spells, alternating between cutting down enemies with enchanted strikes and blasting them into oblivion. Blood of Heroes sorcerers harness the spirits of their ancestors to control the battlefield and enhance their bodies beyond their limits. As they grow in power, they can summon spectral echoes of their heroic lineage to fight by their side or guide their hand in battle, embodying the feats of the heroes from which they descend.
Sorcerers of the Blood of Heroes are often driven by a sense of duty, honor, or a desire to live up to the incredible legacy that runs through their veins. They often lack classical training and may have been raised as a warrior before their powers manifested. Many are natural leaders, destined for greatness, who can inspire others through their actions and bravery, while some feel the weight of their ancestry as a burden, struggling to meet the expectations placed upon them. Regardless, they carry themselves with the discipline of a warrior and the presence of someone who knows their name will be remembered long after they’re gone.
Heroic Spells
3rd-level Blood of Heroes feature
When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
---|---|
3 | Heroism, Mage Armor, Enhance Ability, Find Steed |
5 | Blink, Haste |
7 | Death Ward, Stoneskin |
9 | Conjure Elemental, Legend Lore |
Martial Training
3rd-level Blood of Heroes feature
You are well-versed in both martial and magical combat. You gain proficiency with Martial weapons and training with Light armor and Shields. In addition, you learn one Fighting Style of your choice.
Note: This will be updated to allow for the selection of a Fighting Style feat once D&D Beyond supports this feature.
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.
Defense
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Unarmed Fighting
When you hit with your Unarmed Strikes and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Ancestral Weapon
3rd-level Blood of Heroes feature
Blood of Heroes sorcerers often carry a family weapon that belonged to a legendary ancestor. While it may not be in fighting shape anymore, it is a perfect conduit for your unique brand of magic. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another creature is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
You can infuse the weapon with a Sorcerer cantrip with a casting time of 1 action. You can change the selected cantrip by performing the ritual again. When you would make a weapon attack, you can choose to cast that cantrip instead. In addition, you can use the weapon as a Spellcasting Focus to cast spells from your Sorcerer spell list.
Blade and Bolt
6th-level Blood of Heroes feature
The advantage of casting spells through a weapon is that it's easy to smack your nearby foes with it. After you cast a spell that has a casting time of an action, you can make one attack with your Ancestral Weapon as a Bonus Action.
Weapon Mastery
6th-level Blood of Heroes feature
Your training with your Ancestral Weapon allows you to use its mastery property. Whenever you perform the ritual to bond with an Ancestral Weapon, you can replace this mastery.
Battleaxe (Topple)
Your training with weapons allows you to use the mastery property of Battleaxes:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blowgun (Vex)
Your training with weapons allows you to use the mastery property of Blowguns:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Club (Slow)
Your training with weapons allows you to use the mastery property of Clubs:
Slow. If you hit a creature with a Club and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Dagger (Nick)
Your training with weapons allows you to use the mastery property of Daggers:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dart (Vex)
Your training with weapons allows you to use the mastery property of Darts:
Vex. If you hit a creature with a Dart and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Flail (Sap)
Your training with weapons allows you to use the mastery property of Flails:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Glaive (Graze)
Your training with weapons allows you to use the mastery property of Glaives:
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Greataxe (Cleave)
Your training with weapons allows you to use the mastery property of Greataxes:
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Greatclub (Push)
Your training with weapons allows you to use the mastery property of Greatclubs:
Push. If you hit a creature with Greatclub, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Greatsword (Graze)
Your training with weapons allows you to use the mastery property of Greatswords:
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Halberd (Cleave)
Your training with weapons allows you to use the mastery property of Halberds:
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Hand Crossbow (Vex)
Your training with weapons allows you to use the mastery property of Hand Crossbows:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Handaxe (Vex)
Your training with weapons allows you to use the mastery property of Handaxes:
Vex. If you hit a creature with a Handaxe and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow (Push)
Your training with weapons allows you to use the mastery property of Heavy Crossbows:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin (slow)
Your training with weapons allows you to use the mastery property of Javelins:
Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Lance (Topple)
Your training with weapons allows you to use the mastery property of Lances:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Light Crossbow (Slow)
Your training with weapons allows you to use the mastery property of Light Crossbows:
Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Hammer (Nick)
Your training with weapons allows you to use the mastery property of Light Hammers:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Longbow (Slow)
Your training with weapons allows you to use the mastery property of Longbows:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Longsword (Sap)
Your training with weapons allows you to use the mastery property of Longswords:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Mace (Sap)
Your training with weapons allows you to use the mastery property of Maces:
Sap. If you hit a creature with a Mace, that creature has Disadvantage on its next attack roll before the start of your next turn.
Maul (Topple)
Your training with weapons allows you to use the mastery property of Mauls:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Morningstar (Sap)
Your training with weapons allows you to use the mastery property of Morningstars:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Musket (Slow)
Your training with weapons allows you to use the mastery property of Muskets:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Pike (Push)
Your training with weapons allows you to use the mastery property of Pikes:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Pistol Vex
Your training with weapons allows you to use the mastery property of Pistols:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Quarterstaff (Topple)
Your training with weapons allows you to use the mastery property of Quarterstaffs:
Topple. If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Rapier (Vex)
Your training with weapons allows you to use the mastery property of Rapiers:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Scimitar (Nick)
Your training with weapons allows you to use the mastery property of Scimitars:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortbow (Vex)
Your training with weapons allows you to use the mastery property of Shortbows:
Vex. If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Shortsword (Vex)
Your training with weapons allows you to use the mastery property of Shortswords:
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sickle (Nick)
Your training with weapons allows you to use the mastery property of Sickles:
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Sling (Slow)
Your training with weapons allows you to use the mastery property of Slings:
Slow. If you hit a creature with a Sling and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spear (Sap)
Your training with weapons allows you to use the mastery property of Spears:
Sap. If you hit a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of your next turn.
Trident (Topple)
Your training with weapons allows you to use the mastery property of Tridents:
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick (Sap)
Your training with weapons allows you to use the mastery property of War Picks:
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Warhammer (Push)
Your training with weapons allows you to use the mastery property of Warhammers:
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Whip (Slow)
Your training with weapons allows you to use the mastery property of Whips:
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Heroic Spirits
14th-level Blood of Heroes feature
You have learned to draw forth the souls of your ancestors and release their spirits onto the battlefield. When you activate your Innate Sorcery, the heroic spirits of your ancestors extend from you in a 30 foot radius sphere that moves with you. While it is active, you can attack as if you were standing at any point in the sphere. At the end of your turn, you can choose to swap places with one of your ancestors, teleporting to any point within the sphere.
Legacy
14th-level Blood of Heroes feature
Your training with your Ancestral Weapon has manifested a skill befitting your pedigree. You gain proficiency in one skill of your choice.
Vault of Heroes
18th-level Blood of Heroes feature
You can summon armor and weapons from the legends of old to make a final stand. As a Bonus Action, you can open the Vault of Heroes for 1 minute, granting you several benefits. While the vault is open, you are under the effects of the shield, mage armor, and haste (no concentration required) spells. You can end the effect early as a Bonus Action. When the effect ends, you are Incapacitated and have a Speed of 0 until the end of your next turn.
Once you use this ability, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

I made a similar homebrew subclass not long ago, for the 2014 sorcerer version though. I would suggest changing the Mage Armor spell in the expanded spell list. At low levels it will create conflict with your Light Armor proficiency and you'll be forced to pick between wearing armor and shield or casting MA and its only going to get worst if the character finds magical armor. Other than that, i think it's cool.