The Heritage
Heritage’s hold a long line of family greatness and power that flows through this blood. How they got their family speciality changes from family to family but what is constant is that these family lines are old and powerful. One can’t choose to become a heritage, the bloodline chooses for you and there's no backing out of the power unless the bloodline dies with you.
Family Magic
Magic is the element that links every heritage family, the magic may not be the same for each factor but it is the common factor between all of them. Some families have pure and large amounts of magic bound to their blood that makes them into arcane users like that of wizards. Some families have lesser overall arcane abilities but magic that enhances their fighting, healing or hunting abilities that other families are tied to.
The appearance of their magic is quite universal and a good indicator that you are dealing with a heritage. Typically, their magic causes their eyes to glow or make their appearance glow faintly with a specific colour that ties to their family line. However, the magic of a heritage is only produced and can be used by the next eligible candidate in the bloodline that will be awakened to take on their bloodline. This is because their magic relies on understanding their ancestors and learning how they used their magic and how the current heritage can use their magic and make it their own whilst balancing the teachings and calls of their previous ancestors.
A Heritage does not rely on the tomes of a wizard, gods, patrons or a cosmic fluke to receive their magic, it is their birthright to take up this magic and use it for their family and themselves. This magic is what allows them to understand their past when they have grown to understand their family line more.
Family Mission
Heritage’s may be rare in the world but they are well known, your family has held prestige and importance in the world or nation you are in for a very long time. Your gifts and abilities are no secret to others around you.
Your family has devoted itself to a mission and this has been drilled into you and repeated many times in your life, during training, on birthdays and at important events you have attended. This mission now rests on your shoulders and it is for you to take up and carry the mantle.
This is what leads many Heritage’s to the life of adventure, whilst you may start lost, you may soon be able to curry on your mission by venturing to new lands and finding success there. Heritage’s are well liked and their sign in some sects of the world can bring hope.
Creating a Heritage
When making your heritage you should consider what your families mission is and if you agree with it or not? Is your family rooted in the past and unwilling to change? Is your family adapting to society and helping to move along with the time?
What is our own personal mission and do you agree with the family mission? Are you willing to embrace your families lineage and carry it forward? Or are you wanting to run away from it as fast as you can?
Quick Build
You can make a heritage fast by following these suggestions. First, Constitution should be your highest ability modifier, followed by Intelligence or Strength/Dexterity, depending if you need to cast spells, or deal damage. Second, you should take the Nobel background.
Class Features
As a Heritage, you gain the following class features.
- Hit Dice: 1d8 per level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Choose one type of artisan’s tools or one musical instrument
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Investigation, Perception and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers (b) any simple weapon
- (a) a diplomat’s pack (b) a scholar's pack or (c) a explorer’s pack
- (a) a set of leather armour
- (a) a set of tools of your choice
The Heritage
| Level | Proficiency Bonus |
Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Manifestations | 2 | — | — | — | — |
| 3rd | +2 | Awakened Bloodoline | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Awakened Bloodline feature | 4 | 2 | — | — | — |
| 7th | +3 | Family Roots | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | Past Call | 4 | 3 | 2 | — | — |
| 10th | +4 | Awakened Bloodline feature | 4 | 3 | 2 | — | — |
| 11th | +4 | Greater Potential | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Awakened Bloodline feature | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Adept Manifestation | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Trades of the Line | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Awakened Bloodline Feature | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Line Scion | 4 | 3 | 3 | 3 | 2 |
Fighting Style
Beginning at 1st level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armour, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown-Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, you are now more adept with magic and intune with your heritage and bloodline which gives you a connection to the weave. See Chapter 10 in the Players Handbook for the general rules of spellcasting and the heritage spell list can be found at the end of this class.
Preparing and Casting Spells
The Heritage table shows how many spell slots you have to cast your heritage spells. To cast one of your heritage spells of 1st level or higher, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of heritage spells that are available for you to cast, choosing from the heritage spell list. When you do so, choose a number of heritage spells equal to your Intelligence modifier + half your heritage level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your heritage spells, since the power of your magic relies on you being connected with your bloodline and learning from your families past and adapting from that. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a heritage spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your heritage spells.
Manifestations
At 2nd level, with the growing of your bloodline, you are able to manifest tools from your ancestor’s pasts and create them to aid yourself. At 2nd level, you learn one of the following manifestations:
Armour As an action, you are able to create spectral armour over yourself from your bloodline’s power and magic for 10 minutes. The armour gives you an AC of 11 + your intelligence bonus. You can’t form this armour around yourself if you have armour already equipped and/or have a shield also equipped. This armour can be dismissed by the ‘Dispel Magic’ spell unwillingly (DC = 10 + the highest level spell slot you know, at a maximum of 5th level) by anyone else or willing by you as a bonus action.
Focus As an action, you are able to create a spectral arcane focus from your bloodline’s power and magic for 10 minutes. The arcane focus allows you to add half your proficiency bonus (rounded down) to spell attack damage. As well as this, you are able to cast a 1st level spell as a bonus action once whilst you still have this focus manifested. This focus can be dismissed by the ‘Dispel Magic’ spell unwillingly (DC = 10 + the highest level spell slot you know, at a maximum of 5th level) by anyone else or willing by you as a bonus action.
Weapon As an action, you are able to create a spectral weapon from your bloodline’s power and magic for 10 minutes. The weapon must be a weapon that you are proficient with. Whenever you hit with the weapon, your damage is force damage as well as you can use your intelligence modifier for the damage modifier on the weapon. This weapon can be dismissed by the ‘Dispel Magic’ spell unwillingly (DC = 10 + the highest level spell slot you know, at a maximum of 5th level) by anyone else or willing by you as a bonus action.
You can only have one manifestation manifested at any one given time and can only use manifestations equal to half your proficiency bonus (rounded up) per long rest. You gain an additional manifestation when you reach 6th and 10th level in this class. Additionally, you can change your selected manifestation(s) over the course of a long rest.
Awakened Bloodline
Beginning at 3rd level, you choose a bloodline that you have descended from and embody the focus of: Arcane Blood, Bonded Blood, Merciful Blood, and Warrior Blood, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at level 6th, 10th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score past 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Family Roots
Beginning at 7th level, you are able to boost your abilities and knowledge with slight assistance. As an action, roll 2d6. On an individual roll of 1-2, you gain a language of your choice that you don't already know. On an individual roll of 3-4, you gain proficiency in a skill of your choice that you lack proficiency in. On an individual roll of 5-6, you gain proficiency in a tool of your choice that you lack proficiency in. This ability lasts until you complete your next long rest.
When you reach 13th level in this class, you can instead use your action to gain expertise in either one skill or one tool of your choice that you are already proficient in or two languages of your choice that you do not already know, for the duration.
Once you have used this ability, you can't use it again until you have completed a long rest.
Past Call
At 9th level, you are able to call your ancestors forth in your sleep and verbally commune with them. Over the course of a long rest, whilst you are unconscious, you are able to call your ancestors. You may ask them one question and receive a truthful answer for your question. The reply might be a short phrase, a cryptic rhyme, or a name of a person, location or item. The ancestor may not know the answer to the question and may respond with ‘unclear’.
Regardless of the response, roll 2d6 and you can’t use this ability until you have completed an amount of long rests equal to the number rolled.
Greater Potential
At 11th level, your manifestation abilities have grown into something bigger and greater than they originally were. The base AC of your armour manifestation becomes 13 rather than 11. You can now cast a 2nd level spell instead of a 1st level spell as a bonus action once and you now add your proficiency bonus to spell attack damage when you have a focus manifested. The weapon die of a manifested weapon increases by 1. E.g a manifested shortsword deals 2d6 Force damage rather than 1d6 Force damage.
Adept Manifestations
Beginning at 15th level, secrets and long forgotten knowledge is now being revealed to you through your bloodline and a more powerful and dangerous manifestation has been revealed to you. You gain the following manifestation:
Magic Item Over the course of 10 minutes, you are able to manifest a magic item that is the rarity of uncommon or below, that you have on you and that can't be attuned to. This manifested item functions the same as the item that it was manifested from. The item lasts for a duration of hours equal to your intelligence bonus. This item can be dismissed by the ‘Dispel Magic’ spell unwillingly (DC = 10 + the highest level spell slot you know, at a maximum of 5th level) by anyone else or willing by you as a bonus action. You can only have one magic item manifested this way at any given time.
At 20th level, you are now able to manifest a magic item that is the rarity of rare or below that can’t be attuned to instead of uncommon or below that can’t be attuned to.
When you use this manifestation, you expend 2 uses from your uses under the ‘Manifestations’ feature that you gain at 2nd level. You can’t use manifestations from your ‘Manifestations’ feature whilst you are using this ‘Adept Manifestation’.
Trades of the Line
At 17th level, your body is starting to take on more power from your ancestors and can start to morph its capabilities slightly. Over the course of a long rest, you may change on saving throws that you are proficient in to another. If you change your proficiency in Intelligence saving throws, you may only change it to either Strength or Charisma proficiency. Alternatively, if you change your proficiency in Constitution saving throws, you may only change it to either Dexterity or Wisdom proficiency.
You may only have one altered saving throw at one time and when you use this ability, you do not gain the effects of a long rest. This ability only lasts until the next dawn causing the altered saving throw to revert back to its original.
Line Scion
At 20th level, you emanate every one of your ancestor’s powers, all the way until the start of your line. As an action, you are able to enter a state of power, brought on by your ancestors. You gain the following benefits for a minute:
- Your ‘Manifestation’ feature becomes a bonus action to use and does not consume uses whilst you are in this state. However, this does not apply to your ‘Adept Manifestation’ feature.
- You are able to have two manifestations at any one given time
- You gain temporary hit points equal to your constitution modifier + half your heritage level
Once you have used this feature, you gain 2 levels of exhaustion and you can’t use it again until you have completed a long rest.
Awakened Bloodlines
Heritage bloodlines are diverse and are focused on one aspect in the world. These bloodlines are sacred and important to the families and are to be preserved by any means that the family deems necessary. There may only be a singular person in a family that has their bloodline awakened at any time. This mantle is passed down by heroes, the bloodline does not care who it chooses other than age. A heritage may give up their awakened status and allow the status to go to the next heir.
Warrior Blood
Your bloodline has a long past of fighting and warfare. Your past ancestor might have been a total devotee to war or the creator of a now multiversal Martial Archetype and this fighting has tied itself to your blood. You summon your ancestors past abilities and experiences in warfare and make them your own. You protect your family and those tied to it, you defend your ideals and you carry on your families legacy of being soldiers. You are no stranger to war, this is your upbringing and lineage, embrace it.
Bonus Proficiencies
Beginning at 3rd level, the awakening of your Warrior Bloodline has gifted you extra means to help yourself in combat and war. You gain proficiency in Martial Weapons, Medium Armour and Shields.
Warrior Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Warrior Blood Spells table. These spells count as heritage spells for you, but they don't count against the number of heritage spells you prepare.
Warrior Spells
| Heritage Level | Spells |
|---|---|
| 3rd | Compelled Duel, Heroism |
| 5th | Branding Smite, Flame Blade |
| 9th | Crusader’s Mantle, Enemies Abound |
| 13th | Death Ward, Staggering Smite |
| 17th | Circle of Power, Destructive Wave |
Family Weapon
Additionally at 3rd level, choose a weapon that you are proficient in when you gain this level. Whenever you manifest a weapon of this type, using the ‘Manifestation’ feature, you can add half your proficiency bonus (rounded down) on attack rolls with this weapon type. With this, you have disadvantage on weapon attack rolls made with any other type of weapon other than the one you chose when you manifest a weapon. E.g Longsword, Quarterstaff, Dagger.
You are able to change this weapon that you have adept ability with whenever you gain a new Awakened Bloodline Feature.
Passing Knowledge
At 6th level, you are able to pass on your knowledge on how to use weapons to your allies and those that will listen. Over the course of 10 minutes, you are able to give a quick master class to your allies using your knowledge and your ancestors knowledge with the use of a particular weapon that you are proficient in. Anyone that listens and participates in this master class can add half their proficiency bonus (rounded down) to attack rolls made with the weapon you taught them on. They do not gain this bonus if they are already proficient in the weapon.
This effect lasts until the person has completed a long rest and they can’t benefit from this ability more than once per day.
War More Than One
At 10th level, your warrior nature grows and your ancestors respond to your calls of warfare against others. Whenever you use your ‘Manifestations’ feature to manifest a weapon, you may manifest an additional weapon of the same type in the free hands of an ally within 30 feet of yourself. The target must adhere to the abilities restrictions and be proficient in the weapon manifested. Additionally, they can also add half of their proficiency bonus (rounded down) on attack rolls with this weapon.
Increased Offensive
At 14th level, you are able to compensate for any failed attacks by incorporating them into your fighting style. Whenever you miss a weapon attack, you may use your reaction to cast a 1st level spell (without expending a spell slot) against the creature that you missed with your weapon attack.
You can use this ability an amount of times equal to half your proficiency modifier per long rest.
Fighting Lifetime
Beginning at 18th level, you can invoke all the memories and skills of warfare from your ancestors and pull them forth to you. As an action, you are able to enter a waring state and gain the following benefits for a minute:
- Whenever you cast a spell that you gain from your ‘Warrior Spells’ feature, you do so without expending a spell slot once
- You are able to change the base damage type of your weapon to a damage type that a spell you have prepared deals, whilst it is in your hand. As well as this, you are able to change it to one of the other 3 physical damage types.
- creature in a 15-foot-radius of you gains proficiency in all weapons. The creature loses this benefit if they leave the radius.
After you have used this ability you can't use this feature again until you have finished a long rest.
Merciful Blood
Your bloodline has roots deep into medicine and healing, your bloodline may have been granted its abilities of healing from a deal with a celestial entity from a distant ancestor but now it has evolved. Your bloodline has some of the strongest and most important information around medicine and healing, you carry this gift like your past family members. Your bloodline is warm and bright, the world looks upon you to carry the gift and lead the light in healing and restoration.
Bonus Proficiencies
Beginning at 3rd level, the awakening of your Merciful Bloodline has gifted you extra means to help yourself in treatment of others. You gain proficiency in the Medicine and Nature skill as well as proficiency in the Herbalism kit.
Merciful Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Warrior Blood Spells table. These spells count as heritage spells for you, but they don't count against the number of heritage spells you prepare.
Merciful Spells
| Heritage Level | Spells |
|---|---|
| 3rd | Cure Wounds, Goodberry |
| 5th | Healing Spirit, Lesser Restoration |
| 9th | Mass Healing Word, Revivify |
| 13th | Aura of Life, Death Ward |
| 17th | Greater Restoration, Mass Cure Wounds |
Medical Dispensary
At 3rd level, you can enhance your healing and ensure its higher quality to your patients and companions. Whenever you cast a spell and roll to determine hit points regained, you may reroll one die of your choice. When you do this, you can choose which roll you use. You can only use this ability once per short rest.
At 10th and 18th level, you are able to reroll an additional die for a total of 3 individual dice rerolled at 18th level. You gain an additional use of this ability at 10th and 18th level.
Damage Go Away
Beginning at 6th, you are able to channel the energy of your merciful and healing ancestors into damaging attacks. As a reaction, whenever you see a creature within 45 feet of you gets hit with an attack (that isn’t a critical hit), you can transmute the damage. The creature making the attack must make a Wisdom saving throw against your spell save DC. On a failure, instead of being damaged, the creature targeted by the original attack is not damaged and is healed hit points equal to half the damage it would have taken. On a success, the creature making this attack is immune from being targeted by this ability again for the next 24 hours.
You must declare this ability before the damage has been rolled and calculated and you can use this ability an amount of times equal to your intelligence modifier per long rest.
Medical Thesis
Starting at 10th level, your proficiency bonus is doubled when making Wisdom (Medicine) checks.
Protection Above Self
At 10th level, your protection grows and your ancestors respond to your calls of defence to others. Whenever you use your ‘Manifestations’ feature to manifest armour, you may do so on an ally that is within 30 feet of you. The target must adhere to the abilities restrictions but also gain their intelligence bonus (at a minimum of 1) to the AC of the armour, as well as yours.
Hope for the Future
Starting at 14th level, you are able to summon the hum of your ancestors that you emanate and bring hope and confidence for all those that hear it. As an action, allies within 60 feet of you are immune to being frightened and gain temporary hit points equal to your intelligence modifier. On subsequent turns, you can use your bonus action to keep emmenating the ancestral hum to continue its effect. You can do this for a maximum of 10 turns.
You can use this ability an amount of times equal to half your proficiency bonus (rounded down) per long rest.
Aid of Ancestors
At 18th level, you are able to channel all of your merciful blood from your ancestors past and send it into yourself. As an action, you gain the following benefits for a minute:
- You are immune to poison damage and the poisoned condition
- You are immune to all diseases
- You are unable to be cursed
After you have used this ability you can't use this feature again until you have finished a long rest.
Bonded Blood
Your bloodline has a long route of working with animals and having a beast also connected to your bloodline. These beasts live alongside you and form deep connections with you and your family, they protect you in your time of need and you look after them in theirs. It is very well that your bloodline may have started out with a ranger and their beast connection but now it has been elevated to something bigger and greater than a simple hunting bond, this is a bond of protection and care, this bond is unbroken until death.
Bonus Proficiencies
Beginning at 3rd level, the awakening of your Bonded Bloodline has gifted you extra means to help yourself in communication with animals and your animal companions. You gain proficiency in the Animal Handling and Survival skill.
Bonded Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bonded Blood Spells table. These spells count as heritage spells for you, but they don't count against the number of heritage spells you prepare.
Bonded Spells
| Heritage Level | Spells |
|---|---|
| 3rd | Beast Bond, Find Familiar |
| 5th | Find Stead, Flock of Familiars |
| 9th | Conjure Animals, Catnap |
| 13th | Faithful Hound, Find Greater Stead |
| 17th | Commune With Nature, Hold Monster |
Companion of the Family
At 3rd level, you gain a beast companion that will serve and aid you in every way it possibly can, just like it did with your ancestors. The companion gains bonuses from being linked to your bloodline and takes the form of a beast of your choice. In combat, you can summon your companion as an action and the companion moves and acts on your turn in initiative. You can command it verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm.
You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action on the same turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action on the same turn.
Your beast companion has its own hit dice, and can spend them during a short rest. At third level, its hit points are equal to the average value of its hit dice + its Constitution modifier. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit dice as normal (taking the average). It also uses your proficiency bonus when calculating its AC.
Whenever you gain the Ability Score Improvement class feature in this class, your companion's abilities also improve. You can increase one of its ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion will always use Strength for its attack and damage rolls (unless otherwise specified), and its damage dice is shown in the companion's stat block. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.
If your companion is reduced to 0 hit points, it fades away and is removed from combat. When it is reduced to 0 hit points, the heritage will take any excess damage from the attack. If it is killed, you can resummon it as an action next dawn.
If you die your companion will gain 1 level of exhaustion for each turn you are dead until you are revived again or the companion dies too.
Family Companion
Medium beast, unaligned
- Armor Class 12 + its Dexterity modifier + your proficiency bonus
- Hit Points 1d8 (or 5) + its Constitution modifier per heritage level
- Hit Die 1d8 per heritage level
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 9 (-1)
- Languages Understands the languages of its heritage, but can't speak
- Keen Hearing and Smell The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell
- Leaper The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start
Actions
Claws. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft.,
one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.
Bloodline Infusion
Beginning at 6th level, your beast's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Project Senses
At 6th level, you can project your mind into your companion. As an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. While you are seeing with your companion's eyes you can also choose to speak though it with your own voice being projected from its mouth.
Expert Commanding
Starting at 10th level, there are no longer any restrictions for whenever you or your companion can take the Attack action or cast a spell with a casting time of 1 action as long as it is a heritage spell.
Companion’s Gain
At 10th level, your beastal companion becomes stronger to reflect your growth within your bloodline. Your companion gains proficiency in Strength saving throws using your proficiency bonus. As well as this, your beast gains one of the following features of your choice:
Charger Your beast gains an extra 15 feet walking speed. Additionally, if the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the attack deals an extra 2d8 damage to the target. If the target is a creature and is large or smaller, it must succeed on a Strength saving throw or be knocked prone.
Relentless Attacks When the beast reduces a creature to 0 hit points with a melee attack, the beast can use its reaction to move up to 15 feet and make one attack against a creature in range. If it hits with that attack, it gains half of the damage dealt as temporary hit points. It can use this ability an amount of times equal to half your proficiency bonus.
Roar When you are targeted by an attack, the beast can use its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and is not deafened. It can use this ability an amount of times equal to half your proficiency bonus.
Vigilant The beast gains darkvision out to a range of 120 feet and can’t be surprised whilst it is conscious.
Companion Extra Attack Your companion can attack twice instead of once, whenever it takes the Attack action on its turn.
At 18th level, your companion gains an additional feature from the list above.
Abridged Casting
At 14th level, whenever you cast a spell with a range other than self, you can cast the spell as if it had originated from where your beast companion is located. You can’t use this ability if your beast companion is more than 120 feet from you and you can only use this ability and amount of times equal to your proficiency bonus.
Among the Pack
Beginning at 18th level, you're able to stretch further back into your bloodline and pull forth another companion. Whenever you summon your beast companion as an action, you can summon an additional beast companion. It appears to be another beast of your choice. The beast companion is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat and uses the same stat block as your beast companion but it has half the hit point maximum of your beast companion.
Once you have used this ability you can’t use this feature again until you have completed a long rest.
Arcane Blood
Your bloodline has a long route of spell casters and those infused with the arcane. Your original ancestor may have been a powerful archmage of many generations or a grand creator of parts of the arcane and its spells. This arcane energy and potency has managed to bind itself to your family's blood (naturally or through ritual) and now allows you to adapt the arcane in your own way and the knowledge of those before you. This energy allows you to shape the world around you and many now look to you for that.
Bonus Proficiencies
Beginning at 3rd level, the awakening of your Arcane Bloodline has gifted you extra means to help yourself in learning and understanding the arcane. You gain proficiency in Alchemist’s Supplies and the Arcana skill.
Arcane Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Blood Spells table. These spells count as heritage spells for you, but they don't count against the number of heritage spells you prepare.
Arcane Spells
| Heritage Level | Spells |
|---|---|
| 3rd | Arcanist's Magic Aura, Gift of Gab |
| 5th | Counterspell, Intellect Fortress |
| 7th | Arcane Eye, Private Sanctum |
| 9th | Animate Objects, Modify Memory |
Enhanced Spellcasting
Beginning at 3rd level, the awakening of your Arcane Bloodline has gifted you enhanced spellcrafting techniques, allowing better manipulation of the arcane than other Heritage’s. You gain an expanded spellcasting table (see below) as well as an expansion to the heritage spell list (see heritage spell list). You can now prepare a number of heritage spells equal to your Intelligence modifier + your heritage level (minimum of one spell).
| Level | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | — | — | — | — | — | — | — | — | — | — |
| 2nd | — | 2 | — | — | — | — | — | — | — | — |
| 3rd | 3 | 3 | 2 | — | — | — | — | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Long Rooted Magic
Beginning at 6th level, choose a school of magic. You may then choose a combination of spells (excluding cantrips) from your chosen school of magic with their combined level equal to 3rd level. You always have these spells prepared and can cast them without requiring either verbal or somatic components (your choice on casting of the spell). However, you are unable to cast a spell without either verbal or somatic components if it meant that the spell would be cast with no components.
You may change these spells whenever you gain another subclass feature but the combined level of the spells must still equal to 3rd level.
Enhanced Attack
Additionally at 6th level, whenever you take the attack action, you can cast one of your cantrips in place of one of your attacks.
Potency of Casting
At 6th level, your arcane bloodline allows you to use your intuition and natural magic affinity to pick up on recent magic. You are able to use your bonus action to make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If you succeed, you are able to discern the school of magic and the level of the last spell the creature cast.
Field Studies
Starting at 10th level, your proficiency bonus is doubled when making Intelligence (Arcana) checks.
Sharing the Magic
At 10th level, your magic grows and your ancestors respond to your calls of more magical energy. Whenever you use your ‘Manifestations’ feature to manifest a focus, you may manifest an additional focus in the free hands of an ally within 30 feet of yourself. Additionally, the target may also add half of their proficiency modifier (rounded down) to spell attacks on top of the bonus you grant from the focus.
Shunt of Bloodline
Starting at 14th level, you are able to tune into another person's magic and shunt them for their attacks against you. Whenever you succeed on a saving throw against an enemies spell or an enemy creature misses you with a spell attack you may use your reaction and expend a 7th level spell slot. The creature must make a Constitution saving throw against your spell save DC. On a failure, the creature is unable to cast the spell you succeeded the saving throw against or they issued you with until the end of the next initiative round. On a success, the creature is immune to this ability for 24 hours.
When you unlock 8th and 9th level spell slots, you may expend these spell slots for worse effects on a failure of the constitution saving throw. If you expend a 8th level spell slot, the creature can’t cast the spell for the rest of initiative. If you expend a 9th level spell slot, the creature can’t cast the spell until the next dawn.
You can use this ability an amount of times equal to the amount of 7th, 8th and 9th level spell slots you have in total.
Gathered Magic
At 18th level, you are able to bring through all your arcane energy that has been tied to your blood and the blood of your ancestors, entering an arcane enhanced state. As an action, you gain the following benefits for a minute:
- Whenever you cast a spell you always have prepared from your ‘Long Rooted Magic’ feature, you may do so without expending a spell slot
- Whenever you cast a spell from the school of magic that you chose from our ‘Long Rooted Magic’ feature that requires a saving throw, enemy creature have disadvantage on saving throws against the spell
- The minimum DC for a saving throw to continue concentrating on spells now becomes 7 instead of 10
After you have used this feature, you gain 1 level of exhaustion and you can't use this feature again until you have finished a long rest.
Cantrips (0 Level - Arcane Blood only)
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Dancing Lights
- Friends
- Green-Flame Blade
- Light
- Lightning Lure
- Mage Hand
- Message
- Prestidigitation
- Resistance
- Shocking Grasp
- Thunderclap
- True Strike
- Word of Radiance
1st Level
- Bane
- Bless
- Cause Fear
- Chromatic Orb
- Comprehend Languages
- Disguise Self
- Earth Tremor
- Expeditious Retreat
- False Life
- Fog Cloud
- Grease
- Heroism
- Ice Knife
- Illusory Script
- Jump
- Mage Armour
- Protection from Evil and Good
- Purify Food and Drink
- Shield of Faith
- Silent Image
- Snare
- Tenser’s Floating Disk
- Thunderwave
- Unseen Servant
- Zephyr Strike
2nd Level
- Aid
- Blindness/Deafness
- Blur
- Branding Smite
- Cloud of Daggers
- Darkvision
- Earthbind
- Enhance Ability
- Find Traps
- Flame Blade
- Flaming Sphere
- Gentle Repose
- Hold Person
- Invisibility
- Knock
- Magic Weapon
- Misty Step
- Pass without Trace
- Protection from Poison
- Silence
- Spiritual Weapon
- Warding Bond
3rd Level
- Animate Dead
- Bestow Curse
- Call Lightning
- Create Food and Water
- Elemental Weapon
- Flame Arrows
- Glyph of Warding
- Haste
- Life Transference
- Magic Circle
- Remove Curse
- Sending
- Speak with Dead
- Tiny Servant
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Compulsion
- Death Ward
- Dimension Door
- Divination
- Freedom of Movement
- Guardian of Faith
- Hallucinatory Terrain
- Leomund’s Secret Chest
- Private Sanctum
5th Level
- Antilife Shell
- Awaken
- Bigby’s Hand
- Commune
- Contact Other Plane
- Dominate Person
- Dream
- Far Step
- Holy Weapon
- Legend Lore
- Seeming
6th Level (Arcane Blood Only)
- Aracne Gate
- Blade Barrier
- Contingency
- Forbiddance
- Heroes’ Feast
- Soul Cage
- Tasha's Otherworldly Guise
- True Seeing
7th Level (Arcane Blood Only)
- Create Magen
- Dream of the Blue Veil
- Magnificent Mansion
- Plane Shift
- Regenerate
- Sequester
- Symbol
- Teleport
8th Level (Arcane Blood Only)
- Antimagic Field
- Clone
- Demiplane
- Feeblemind
- Maze
- Mind Blank
- Power Word Stun
9th Level (Arcane Blood Only)
- Blade of Disaster
- Foresight
- Imprisonment
- Power Word Kill
- Psychic Scream
- Storm of Vengeance
Credit:
Creator:
This Class was made by /u/Flimter
Artists:
-
Cover Art by hannahfishr: https://ladytabletop.tumblr.com/post/162981489692/commission-of-an-aasimar-sorcerer-named-muriel-a
-
Halfling fighting with ancestors by /u/Zhjake: https://www.reddit.com/r/characterdrawing/comments/i38k22/oc_gwen_stompfoot_halfling_ancestral_guardian/
-
Placid Pond by ehecod: https://www.deviantart.com/ehecod/art/Placid-Pond-369790149
-
Halfling in robes by @larkseus on instagram
-
Shieldmaiden by @LindaLithen on twitter: https://twitter.com/lindalithen/status/1421562484587106316?s=12
-
Hedge Witch portrait by Elena Barbieri: https://www.artstation.com/artwork/ELx6Nq
-
Jace Amonkhet remastered by Kieran Yanner
-
练人物,玩雷 by jie He: https://www.artstation.com/artwork/eaoKGX
-
fantasy forest by eun flower: https://www.artstation.com/artwork/g2OoPP
Cover Art: Skiorh