Base Class: Sorcerer
Your soul is connected to a hero from a forgotten age. You may be descended from their bloodline, or perhaps you are their reincarnation.
This hero changed the course of history in some way. They may have won a decisive campaign, saved a city, or defeated a great evil. Their legacy imbues you with a supernatural sense of bravery and purpose, and allows you to draw upon their strength and valor to fuel your magic. As a Hero Reborn, your power flows most naturally in close combat. By shaping your magic into a weapon, you can wield it with a warrior's expertise while casting your spells. To your friends, you may be a beacon of courage and inspiration. To your foes, you are a devastating storm of sword and sorcery.
Heroic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.
Force Weapon
Also at 1st level, when you take the Attack action, you can summon a weapon of raw magic (in a form of your choosing) in your free hand and strike with it. To attack with it, make a melee spell attack. On a hit, the target takes force damage equal to 1d10 + your Charisma modifier. Hits with your Force Weapon count as hits with a weapon attack. The weapon disappears at the start of your next turn.
You can't summon your Force Weapon if you are wearing heavy armor or wielding a shield.
Brave Soul
When your magic manifests at 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
In addition, you gain proficiency with light armor. You can also cast mage armor on yourself at will, without expending a spell slot or material components.
Spellbound Strikes
Starting at 6th level, you begin to master magical combat. You can attack twice, instead of once, when you take the Attack action on your turn with your Force Weapon. In addition, when you take the Attack action with your Force Weapon, you can spend sorcery points to enhance it in one of the following ways as a bonus action:
- Heroic Strike. You can spend 1 sorcery point to cause your Force Weapon to deal an extra 1d6 force damage when it hits until the end of your turn, or 2 sorcery points to deal an extra 1d10 damage.
- Ethereal Strike. You can spend 1 sorcery point to take the Disengage action, or 2 sorcery points to take the Dodge action.
- Glorious Strike. You can spend 1 sorcery point to regain hit points equal to your Charisma modifier, or 2 sorcery points to restore the same amount of hit points to two creatures of your choice within 30 feet of you that you can see.
Mantle of Resolve
Beginning at 14th level, you can harness the excess energy of your magic to amplify your combat prowess. You can add 1d6 to your Constitution saving throws to maintain concentration on a spell.
In addition, while concentrating on a spell, you can attack three times, instead of twice, when you take the Attack action on your turn with your Force Weapon.
Living Legend
Upon reaching 18th level, you fully embody the power and resolve of your heroic ancestor. At the start of your turn, you gain temporary hit points equal to your Charisma modifier.
In addition, the cost of all your Spellbound Strikes is reduced by 1 sorcery point.
Previous Versions
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