Sorcerer
Base Class: Sorcerer

The blood of a once mighty Hero flow's through your veins or Perhaps a hero or champion of great power has bestowed on you a portion of their power. Either way you draw strength from the ancient magics hidden within your bloodline. But be warned very rarely do heroes truly have happy endings. Will you go out in a blaze of glory or will you break free from the fate that awaits all those who fly too close too the sun? 

Heroic Bloodline

Your connection with your heroic ancestor gives you inmate knowledge of armors and weapons. You gain proficiency in light and medium armor, as well as simple and martial weapons.  

Level 3: Heroic Spells

When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.

Heroic Spells
Sorcerer Level Spells
3 Shield, Searing Smite, Enhance Ability, Spiritual Weapon
5 Protection from Energy, Crusader's Mantle
7 Freedom of Movement, Fount of Moonlight
9 Conjure Volley, Summon Celestial

Extra Attack of Blade and Sorcery

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  Additionally whenever you cast a cantrip with the range of touch or self you can make an melee attack against another creature within range as part of the same action. 

Exultation of the Heroes Blood.

You draw forth dormant power that was passed down from you allowing you too enhance your Innate Sorcery. When you activate your Innate Sorcery you spend 2 Sorcery Point or more to magically enhance your Innate Sorcery. For each 2 Sorcery Points you spend, you gain one of the following benefits of your choice, the effects of which last until your Innate Sorcery Ends.

Knight's Barricade. You gain a Bonus too your AC equal too your Charisma Modifier. 

Mage's Ward. You have advantage on saving throws against spells and other magical effects.

Priest's Respite. Allies that end their turn within 30ft of you regains a number of Hit Points equal to 2d6 plus your spellcasting ability modifier.

Assassin's Execution. When you hit an enemy with a cantrip or melee attack that has at least one of your allies within 5 feet of them you can deal an extra 2d6 damage of the attacks type too the target once a turn. 

Hero's Downfall

You evoke the moment that your ancestor met their end. Once a day you create an 60ft Emanation within 90ft of you on a point that you can see recreating the moment of your ancestor's death. Creatures of your choice within the area must make a Charisma saving throw or take 8d10 points of damage of a type of your choosing and have their speed reduced too 0 until the start of your next turn overcome with the scene that plays out before them. Creatures that are immune too the charmed condition are only affected by the damage portion of this ability. Creatures that make the saving throw take half damage and do not have their speed reduced. 

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