Sorcerer
Base Class: Sorcerer

Your magic has been passed down from your ancestors in the form of a weapon. Most sorcerers who are capable of wielding such a weapon can trace their lineage back to a race of powerful magic users called Ancients. The Ancients crafted powerful weapons to protect their family lines. Some weapons have been lost, while others are guarded family treasures. These weapons hold great power and could be the key to unlocking the secrets the Ancients left behind. 

Inherited Weapon

At 1st level, choose a weapon to be your Inheritance. You are proficient when wielding this weapon. The weapon is considered magical when you wield it and can be used as an arcane focus. Use CHA when attacking and dealing damage with this weapon.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When you reach 6th level, your weapon gains a +1 to attack rolls and damage. At 14th level, this bonus increases to +2. At 18th level, this bonus increases to +3.

Inherited Weapon of Energy

Your Inherited Weapon deals an extra 1d4 Lightning Damage.

Inherited Weapon of Fire

Your Inherited Weapon deals an extra 1d4 Fire Damage.

Inherited Weapon of Ice

Your Inherited Weapon deals an extra 1d4 Cold Damage.

Inherited Weapon of Light

Your Inherited Weapon deals an extra 1d4 Radiant Damage.

Inherited Weapon of Night

Your Inherited Weapon deals an extra 1d4 Necrotic Damage.

Ancient Arcana

Your Ancient blood grants you a small bit of their immortality. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.The Ancients perfected the use of the forces of nature. Choose one elemental force to be used in future class features:

Ancient of Fire - Your Inherited Weapon deals an extra 1d4 Fire Damage on a hit.

Ancient of Ice - Your Inherited Weapon deals an extra 1d4 Cold Damage on a hit.

Ancient of Energy - Your Inherited Weapon deals an extra 1d4 Lightning Damage on a hit.

Ancient of Light - Your Inherited Weapon deals an extra 1d4 Radiant Damage on a hit.

Ancient of Night - Your Inherited Weapon deals an extra 1d4 Necrotic Damage on a hit.

Ancient of Energy

Your Inherited Weapon deals an additional 1d4 Lightning damage on a hit.

Ancient of Fire

Your Inherited Weapon deals an additional 1d4 Fire damage on a hit.

Ancient of Ice

Your Inherited Weapon deals an additional 1d4 Cold damage on a hit.

Ancient of Light

Your Inherited Weapon deals an additional 1d4 Radiant damage on a hit.

Ancient of Night

Your Inherited Weapon deals an additional 1d4 Necrotic damage on a hit.

Immortal Magic

Starting at 6th level, when you use your sorcery points, your Ancient blood invigorates you. You gain 5 temporary hit points for every 1 sorcery point you spend.

Additionally, the following Metamagic abilities can be applied to your Inherited Weapon when you make the Attack action:

Empowered spell

Quickened spell

Distant spell

Twinned spell

Seeking spell

Transmuted spell

Blood of Power

At 14th level, you gain the ability to create Ancient weapons and armor. You can perform a 1 minute ritual to enchant one weapon or piece of armor with the power in your blood. There can be only one of these enchantments on an item at a time. 

Weapons you enchant gain all the abilities of your original weapon. A creature other than you can use this weapon if they attune to it.

Armor you enchant gain special properties based on which Ancient Ancestor you chose in the Ancient Arcana feature. You don't need proficiency to use enchanted armor. A creature other than you can use the armor if they attune to it.

You can create a number of enchantments equal to your CHA modifier. If you exceed the amount of active enchantments, choose one to replace.

Ancient of Energy

Your Inherited Armor grants you resistance to Lightning Damage.

Ancient of Fire

Your Inherited Armor grants you resistance to Fire Damage.

Ancient of Ice

Your Inherited Armor grants you resistance to Cold Damage.

Ancient of Light

Your Inherited Armor grants you resistance to Radiant Damage.

Ancient of Night

Your Inherited Armor grants you resistance to Necrotic Damage.

Ancient Incarnate

At 18th, you unlock your ultimate power from your Ancient bloodline. You can use a bonus action to enter an enlightened state. Your skin hums with power as magic courses through your veins. You gain the following benefits based on the Ancient Ancestor you chose in the Ancient Arcana feature.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient of Energy

You are immune to Lightning damage
When you use the Attack action, you can make an additional attack as part of that action.
Whenever you deal Lightning damage, it deals the maximum amount of damage.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient of Fire

You are immune to Fire damage
When you use the Attack action, you can make an additional attack as part of that action.
Whenever you deal Fire damage, it deals the maximum amount of damage.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient of Ice

You are immune to Cold damage
When you use the Attack action, you can make an additional attack as part of that action.
Whenever you deal Cold damage, it deals the maximum amount of damage.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient of Light

You are immune to Radiant damage
When you use the Attack action, you can make an additional attack as part of that action.
Whenever you deal Radiant damage, it deals the maximum amount of damage.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient of Night

You are immune to Necrotic damage
When you use the Attack action, you can make an additional attack as part of that action.
Whenever you deal Necrotic damage, it deals the maximum amount of damage.

When you start your turn in this state, you must spend sorcery points to remain in this state. This number is equal to the amount of turns spent in this state (ex. At the beginning of the first turn in this state, you must spend 1 sorcery point; on the second turn, you must spend 2; etc.). Once you use this feature, you cannot use it again until the end of a long rest. 

Ancient Inheritance Image

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