Base Class: Sorcerer
Your innate magic is a natural talent that shines beyond your humble origins to create an image of future destiny that is obvious to all. Maybe you are a gifted young hero who hopes to free the land from tyranny using spell and sword. Perhaps you are a prodigious and arrogant pupil who can think only of taking command and forcing your will onto others. Or you might simply be enamored with your own power, crafting elaborate and flashy names for your spells and sword techniques.
Optional Rule: Legendary Destiny Spells
If your DM uses optional rules for granting bonus spells to sorcerers determined by their subclass, you learn extra spells when you reach certain levels in this class, as shown on the Legendary 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.
Legendary Spells
SORCERER LEVEL
|
SPELLS
|
---|---|
1st | compelled duel, shield |
3rd | magic weapon, shield other (new) |
5th | elemental weapon, mass shield (new) |
7th | enhance body (new), freedom of movement |
9th | banishing smite, steel wind strike |
Legacy of Fate
Starting at 1st level, you can speak, read, and write one language of your choice, and you gain the benefit of one extra background feature of your choice.
Destined Warrior
At 1st level, your destiny as a magical warrior begins to unfold, granting you magical talent with weapons and armor. You gain proficiency with light armor, medium armor, simple weapons, and martial weapons, and you can use any weapon that you are proficient with as a spellcasting focus for your sorcerer spells.
Also, when you make a melee attack with a weapon that you hold in only one hand and you aren't wearing a shield or heavy armor or holding any other weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Enchanted Weapons
Also starting at 6th level, you can use a bonus action to spend 1 sorcery point to imbue a nonmagical weapon you are holding with magic. For 1 minute or until you stop holding the weapon, it is magical.
Legendary Allies
Starting at 14th level, your great destiny influences your allies, making them more legendary as well. When a willing creature within 60 feet of you that you can see casts a spell, you can use your reaction to alter that spell with your Metamagic feature, spending sorcery points as normal. If the Metamagic option that you use involves making choices, the caster makes those choices, not you.
Hidden Power
Starting at 18th level, you have access to a unique power that has always been hidden deep within you. As a bonus action on your turn, you can unleash this power. For the next 1 minute or until you lose your concentration (as if you were casting a concentration spell), you have resistance to bludgeoning, piercing, and slashing damage, you have advantage on all saving throws and weapon attacks, and you have a flying speed of 60 feet.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.

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