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## Hero Reborn 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. #### Brave Soul At 1st level, your soul remembers the ways of war. You gain proficiency with simple weapons and martial melee weapons. In addition, this power imbues you with memories of ages past. You gain proficiency in the History skill. #### Hero's Birthright Also at 1st level, your power animates you in battle, allowing you to deflect blows and wield weapons that you otherwise could not. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. During a long rest you can touch one melee weapon that you are proficient with and that lacks the two-handed property. That weapon is infused with your power and becomes a heroic weapon, which can be used as a spellcasting focus for your sorcerer spells. When you attack with your heroic weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can't attack in this way if you are wearing heavy armor or using a shield, and you can only have one heroic weapon at a time. #### Spellbound Strikes Starting at 6th level, you begin to master magical combat. The first creature you hit on your turn with a melee weapon attack takes extra damage equal to half your sorcerer level. Also when you make a melee weapon attack, you can spend sorcery points to enhance the attack with a Spellbound Strike. You can only use one Strike per turn. You learn two of the following Strikes. You learn one more at 14th and 18th level. ***Heroic Strike.*** After you make your attack, you can spend 1 sorcery point to make another weapon attack as a bonus action, or 2 sorcery points to make two weapon attacks as a bonus action. ***Ethereal Strike.*** After you make your attack, you can spend either 1 sorcery point to take the Disengage action as a bonus action, or 2 sorcery points to take the Dodge action as a bonus action. ***Glorious Strike.*** If your attack hits a creature, 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. ***Resounding Strike.*** If your attack hits a creature, you can spend 1 sorcery point to force it to make a Strength saving throw, pushing it 10 feet away from you on a failed save, or 2 sorcery points to also knock it prone on a failed save. \columnbreak
#### Mantle of Resolve Beginning at 14th level, you can harness the excess energy of your magic into a bristling forcefield. When you take damage from a creature within 15 feet of you while you are concentrating on a spell, roll a d6. The creature takes force damage equal to that amount, and you gain a bonus to your Constitution saving throw to maintain concentration equal to the same amount. #### 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. ##### Credits * This work is inspired by the Heroic Bloodline sorcerer, from the very creative /u/ChromosomeChorus. * Artwork by [RadulfGreyhammer](https://www.deviantart.com/radulfgreyhammer/art/Spellsword-361608562) at DeviantArt.
\pagebreak ### Optional Feature #### Magic of Myth 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. ##### Heroic Spells | Sorcerer level | Spells | |:---:|:-----------:| | 1st | *heroism, shield* | | 3rd | *aid, spiritual weapon* | | 5th | *spirit shroud, blink* | | 7th | *death ward, fire shield* | | 9th | *legend lore, steel wind strike* |