Sorcerer
Base Class: Sorcerer

Among your ancestors were mighty warriors who inherited their magic and knowledge to you. Since birth you have inherintly known how to wield any weapon you came across without having had a single lesson of combat training. The question now is if you will continue your families heroic legacy or use their power for your own gain.

Level 3: Ancestral Knowledge

 The legacy of your ancestors manifests in you, granting you knowledge about the intricacies of battle. You gain the following benefits:

Weapon training. When you touch a weapon, you gain proficiency with that type of weapon. You can use your Charisma modifier for the attack and damage rolls of weapons you are proficient with instead of using Strength or Dexterity.

Innate Reflexes. While you aren’t wearing armor, your base AC equals 10 + plus your Dexterity and Charisma modifiers.

Trained by Masters. Your ancestors training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. As a magic action, you can change one of those weapon choices.

 

Level 3: Heroes Spells

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

Heroes Spells
Sorcerer Level Spells
3 Shield, Heroism, Magic Weapon, Find Steed
5 Haste, Spirit Guardians
7 Freedom of Movement, Guardian of Faith
9 Legend Lore, Contact Other Plane

Borrowed Tactics

When you used your Innate Sorcery feature, you can also tap into the knowledge of one of your Ancestors. When you do so, choose one of the following benefits. You gain that benefit while this use of Innate Sorcery is active.

Brute. When activate your innate sorcery feature, you gain temporary hit points equal to your sorcerer level plus your charisma modifier. When you activate your Innnate Sorcery and at the start of each of your turns, you can spend 1 sorcery point to gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn.

Tactician. You have advantage on constitution checks made to maintain concentracion and on attack rolls you make with melee weapons. When you hit a creature with a weapon attack, you can spend 1 sorcery point to allow one willing creature within 5 feet of your target to make one weapon attack or unarmed strike against that creature.

Trickster. You can add your charisma modifier to any dexterity (stealth) checks you make, and when you hit a creature with a weapon attack while invisible, you can end the invisible condition on yourself to deal an additional amount of force damage equal to 1d8 plus your sorcerer level to that creature. As a bonus action, you can expend 1 sorcery point to become invisible until the start of your next turn or until immediatly after you make an attack roll, deal damage, or cast a spell.

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips that has a casting time of an action in place of one of those attacks.

Level 14: Honed Tactics

You have perfected the tactics of your ancestors and instinctively know what strategy is most appropriate for each battle. At the start of each of your turns while your Innate Sorcery feature is active, you can change which ancestors knowledge you currently tap into. Additionally, each ancestors tactics improve, as described below.

Brute. When you start your turn while bloodied, you gain temporary hit points equal to your sorcerer level. When you spend a sorcery point to gain resistance to bludgeoning, piercing and slashing damage you also gain resistance to all other damage types other than psychic damage until the start of your next turn.

Tactician. Taking damage can't break your concentration on sorcerer spells. When you allow a creature to make a weapon attack as a reaction, you can also give the creature a bonus to one damage roll of that attack equal to 1d8 plus your charisma modifier.

Trickster. While you are invisible, your attack rolls with weapons can score a Critical Hit on a roll of 19 or 20 on the d20. When you spend a sorcery point to become invisible, you can also immediatly move up to your speed.

Level 18: Ancestral Intervention

You can call upon your ancestors spirits to assist you in combat. As a magic action you can summon a Deva in an unoccupied space you can see within 30 feet of yourself. The Devas hit points and hit point maximum change to an amount equal to 5 times your sorcerer level and it can't cast spells. The Deva is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it protects you to the best of its ability. The Deva vanishes if it is reduced to 0 hit points or after 1 minute.

Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 10 Sorcery Points (no action required) to restore your use of it.

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