Base Class: Sorcerer
Your destiny is woven in war and conflict, unending battle and untold bloodshed. Violence and war is in your vein, and you can call it's power, magically imbuing your own fate to shape the many battles to come.
Martial bloodlines often trace their root to the epic actions of great soldiers, generals, and other heroic figures that shaped the history of the world itself. Those descendants of Kings, Marshals, or Warlords, are imbued of this strange power by the threads of fates and prophecy themselves, awakening a magic in their ravenous blood. Their bloodline are but the reincarnation of their forefather's martial will; a profane blessing of power and might.
However, where there is fate, choice is rarely given. Rare are those gifted with such powers. And rarer still are those that accept its presents with open arm. As the blood of heroes grow stronger, it is not rare to see the bloodline's bearer fall to madness, believing himself to be his ancestor truly reincarnated, only too lose all sense of self and preservation. Such is the reputation of those bloodlines that it is often considered far more of a curse by its bearer, than the blessing it truly is. It's reputation is grim. And many sons and daughters of great kings, descendants of local heroes, or even deluded commoners, fear to be afflicted by fate with its burden. To be swallowed by Martial blood is to start to live for the thrill of violence and battle. The pleasure of Magic use for death and death alone. The climax of a blade cutting flesh. All in the name of greatness that will never come to the maddened Sorcerer.
Luckily, where there is sadness and woe, there can be hope. Those that successfully learn to live with the duty the bloodline impose, accepting its power, and taming, with discipline and patience, its violent and bloody magic, can become heroes worthy of their own legend. Their deeds and descendant will then ensure that the greatness of the bloodline can be, one day, passed anew. It takes a great deal of abnegation, to not be swallowed by the thirst for power. As if fate itself was culling the greedy and the unworthy. But to the Sorcerer that can succeed this long and arduous trial, the pages of History will open and fill themselves with his deeds. This is the greatest reward that destiny can offer. One that should never be taken lightly.
War Blooded
When in Combat, your blood boil in your vein, summoning its might, and weaving fate itself to protect you.
Starting at 1rst level, as long as you are missing hit points, you regain, each turn, a number of them equal to your proficiency bonus. This effect is not applied if you fall unconscious.
Furthermore, you gain proficiency with Martial Weapons, Shields, and all Armors.
Martial Sorcery
Starting at 6th level, your blood call for the violent magic within you to be unleashed, shaping your body to resist its might.
You gain proficiency in Athletics. If you already had proficiency in Athletics, you double your proficiency bonus for this skill instead.
Futhermore, Each time you spend Sorcery Points on your turn, you can, on the same turn, make one Attack as a bonus action.
Violent Fate
Starting at 14th level, fate itself move to give you back the power that your ancestors once mustered.
Each time you suffer damage in combat greater or equal to half your Sorcerer levels, you can regain a spell slot of a level equal or inferior to your proficiency bonus.
Futhermore, whenever you deal damage with an Attack on your turn, you regain 1 Sorcery Point.
Aura of Legend
At 18th level, Your blood as awakened the might of ancients mythical armies, feeding you and your allies, with the powers necessary to tear your foes to shred.
As a Bonus action, you can spend up to a maximum of 10 Sorcery points, generating a powerful aura around you. For each Sorcery Points spent, the size of the aura increase by 5ft.
- All allies present within your aura of bloodshed can now make one more attack per turn as a bonus Action, and gain the benefit of your War Blooded Ability.
Your allies use their own Proficiency Bonus to determine how HP they regain through this ability and get the Proficiency with Martial Weapons, Shields, and all Armors. - All enemies present within your aura have disadvantage to make attacks or saving throws.
- You do not suffer damage from your own spell anymore and add your Charisma Modifier to your AC and your own Proficiency Bonus.
This ability last for 1 minutes, or until you fall unconscious. You cannot re-use this ability until you finish a Short or Long rest.
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