Heroic Bloodline
Your innate magic comes from an ancestor who was a great warrior, and that magic grants you knowledge of martial combat and access to powerful magic to enhance yourself in martial combat. Sorcerers with this origin can trace their bloodlines to powerful knights and heroic paladins who fought great evil in the past using potent magic items or divine power. Some of these bloodlines are legacies passed from father to son, while others are tied to heroes so ancient their names are long-forgotten.
Sorcerous Origin Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Origin 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 an evocation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | booming blade (TCE), compelled duel, thunderous smite |
| 3rd | borrowed knowledge (SCC), magic weapon |
| 5th | intellect fortress (TCE), thunder step |
| 7th | find greater steed, staggering smite |
| 9th | banishing smite, steel wind strike (XGE) |
SCC = Strixhaven: A Curriculum of Chaos
TCE = Tasha's Cauldron of Everything
XGE = Xanathar's Guide to Everything
Bonus Proficiencies
At 1st level, you gain proficiency with Light Armor, Shields, Simple Weapons, and Martial Weapons.
Additionally, you gain proficiency with the History Skill.
Heroic Legacy
Also at 1st level, your ancestry gives you increased durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Additionally, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
Defense
While you are wearing armor, 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Heroic Force
At 14th level, when you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
Additionally, when you deal damage with an attack using a simple or martial weapon, you deal an additional 1d8 force damage.
Heroic Stand
At 18th level, you gain the ability to defy death. When you would be reduced to 0 HP, you can instead be reduced to 1 HP. If you are, you may use your reaction to spend up to 5 Sorcery Points and roll hit hit dice equal to the number of sorcery points you spent, recovering that many hit points.
You must finish a Long Rest to use this feature again.
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Subclass concept: Me, SmugCoffeeMan
Fan Content Policy
This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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