Base Class: Sorcerer
As a descendant from a great hero of magic and blade, your powers resonate with those of your ancient ancestor. Their powers that changed history still reside within you, granting you mastery over both blade and magic, allowing you to manipulate both with ease.
Heroic Armaments
During a Long Rest, you may touch one melee weapon you are proficient in that lacks the two-handed property. That weapon is infused with your power, becoming a Heroic Weapon. When you attack with a Heroic Weapon you may use your Charisma Modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can also use your Heroic Weapon as an Arcane Focus. You cannot use these benefits if you are wearing Heavy Armor.
Alternatively, you can touch a set of armor and infuse it with your power, becoming Heroic Armor. You are proficient in this suit of armor and its AC calculation instead becomes 13 + Dex Modifier. All existing effects and restrictions on the armor still apply, including all magical properties.
You can only have one Heroic Armament at a time. Infusing a new weapon or set of armor with your power severs the heroic link your existing Heroic Armament
Brave Soul
At first level, you gain proficiency with Simple and Martial Weapons.
Spellbound Strikes
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you attack using your Heroic Weapon, you can use Sorcery Points to enhance your attack in one of the following ways. You can only use 1 Strike per turn, increasing to 2 at level 18. You learn the following Strikes at level 6:
- Heroic Strike When you hit with your Heroic Weapon, you can spend 1 Sorcery Point to deal an additional 1d6 Force damage. You can spend up to 5 total Sorcery Points to deal an additional 1d6 damage per point spent in this way.
- Glorious Strike If your attack hits a creature, you can spend 2 Sorcery Points to restore Hit Points equal to your Charisma Modifier to yourself and all creatures you choose within 10 feet.
At level 14, you learn the following Strikes:
- Heroic Counter As a reaction to being hit by a melee attack from a creature within your reach, you can spend 4 Sorcery Points to make an attack of opportunity. If this special attack of opportunity hits, it deals an additional 4d6 Force damage.
- Mortal Strike If your attack hits a creature, you can spend 5 Sorcery Points to create a break in it's defenses that only you can see. Until the end of your next turn, the target's AC and Saving Throws against your attacks and spells are reduced by an amount equal to your Charisma Modifier. Multiple instances of this Spellbound Strike do not stack.
Hero's Might
Beginning at 14th level, while you maintain concentration on a spell, you gain a bonus to your AC, damage rolls, and Constitution saves to maintain concentration equal to your Charisma Modifier.
Living Legend
At level 18, when you cast a Sorcerer Spell or use one of your Spellbound Strikes, you gain temporary hit points equal to your Charisma Modifier + The spell's level (Cantrips are level 0, Spellbound Strikes have a level equal to the number of Sorcery Points spent after the cost reduction from this feature). These hit points are lost after 10 minutes.
In addition, the cost of all of your Spellbound Strikes is reduced by 1 Sorcery Point.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/9/2020 5:28:35 PM
|
12
|
1
|
1
|
Coming Soon
|
|
|
1/9/2020 8:54:39 PM
|
10
|
1
|
1.5
|
Coming Soon
|
|
|
1/15/2020 3:42:50 AM
|
26
|
1
|
1.51
|
Coming Soon
|
|
|
1/15/2020 6:48:06 AM
|
26
|
1
|
2
|
Coming Soon
|
|
|
1/16/2020 7:37:29 AM
|
40
|
1
|
2.5
|
Coming Soon
|
|
|
1/17/2020 5:14:07 AM
|
44
|
1
|
--
|
Coming Soon
|
|
|
1/17/2020 5:23:00 AM
|
46
|
1
|
2.51
|
Coming Soon
|
|
|
1/21/2020 5:33:42 AM
|
62
|
2
|
2.52
|
Coming Soon
|
Comments