Sorcerer: Warrior Soul
Warrior Souls are individuals that draw their magic from a deep connection to the warrior spirits of the past. Perhaps you are a reincarnation of a great warrior from history or come from a long line of skilled fighters. Their magical abilities are fueled by the indomitable fighting spirit of their ancestors.
Additionally, You adopt a particular 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 you later get to choose again.
Legendary Spells
Level | Spells |
---|---|
1st | Compelled Duel, Wrathful Smite |
3rd | Find Steed, Spiritual Weapon |
5th | Blinding Smite, Crusader's Mantle |
7th | Find Greater Steed, Staggering Smite |
9th | Banishing Smite, Holy Weapon |
1st Level - Inherited Memories
You have begun to remember the memories, experiences, and techniques of your past lives. You also become proficient in Light Armor, Medium Armor, Shields, and all melee weapons without the Two-Handed property. You may perform a one-hour ritual to link to one of these weapons. This weapon can now be used as a spellcasting focus and attacks with this weapon count as magical for the purposes of overcoming resistances. You also become proficient in the History skill, if you are not already.1st Level - Resolve
When you roll initiative for combat, your warrior blood boosts your resolve. For the next minute, you gain a number of Temporary Hitpoints equal to your half of Sorcerer Level (rounded up) at the start of each turn. While you have a number of Temporary Hit Points above 0, you have a bonus to Constitution saving throws to maintain your concentration equal to your Charisma bonus (minimum of 1).6th Level - Martial Memories
Your memories of your past lives/the lives of your ancestors have improved your combat strategy. You can attack twice, instead of once, whenever you take the Attack action on your turn.Additionally, You adopt a particular 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 you later get to choose again.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.\
- Hit and Run: Whenever you make a melee attack against a creature, you do not provoke opportunity attacks against them for the rest of your turn, whether or not you hit them.
- 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.
14th Level - Rally
You become a supernaturally inspiring beacon. All allies within 30ft of you are immune to the Frightened condition. Additionally, whenever an allied creature makes and misses an attack from within this 30ft range, you may use a Reaction to add 1d4 to the roll, possibly changing the outcome. You may also empower the attack, spending 2 Sorcery Points for every 1d4 you would like to add to the attack roll.18th Level - Veins of Gold
As a bonus action, you may truly commune with your past life or your ancestors to achieve a state of peak martial performance. For the next minute, Attacks with your Linked Weapon are a critical hit on a natural 19-20 and may be used to attack three times per Attack action, instead of two times. Additionally, you may cast one First-Level spell or one Cantrip in place of one attack per turn. Once you use this ability, you may not do so again until after you have completed a long rest.Remove these ads. Join the Worldbuilders Guild
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