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Ancestral Weapon

Bonus Proficiencies

At 1st level, you gain proficiency with light armor, shields, and one type of martial melee weapon of your choice.

Ancient's Aegis

Starting at 1st level, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis takes the form of a spectral shield-bearer that protects the target. The aegis can absorb a number of points of bludgeoning, piercing, or slashing damage equal to 4 + half your sorcerer level. This effect lasts for 1 minute, until the aegis is depleted, until you use it again, or until you are incapacitated.

Ancestral Weapon

At 1st level, you gain an ancestral weapon that endows you with magical power.   Your ancestral weapon is any martial melee weapon of your choice. You can use your ancestral weapon as a spellcasting focus for your sorcerer spells.   Additionally, if you are separated from your ancestral weapon, you can use your bonus action to magically bring it to your hand, regardless of its distance or location.   You can transform a magic melee weapon into your ancestral weapon by performing a special ritual over the course of 1 hour, which can be done during a short rest. After the ritual, the weapon assumes the form of your ancestral weapon. The magic weapon ceases being your ancestral weapon and reverts to its prior form if you die, or if you perform the 1-hour ritual on a different weapon.

Weapon Channeling

At 6th level, you learn to cast spells through the strike of your ancestral weapon.   Whenever you take the Attack action during your turn, as a bonus action you can cast a sorcerer cantrip or spend 1 sorcery point to cast a sorcerer spell. The spell or cantrip must require a spell attack roll as part of its effect.   If you do so, its casting time becomes one bonus action, its range becomes equal to your reach and you must target the same creature you targeted with the melee attack. Ranged spell attacks made in this manner do not have disadvantage if you are within 5 feet of a hostile creature. You follow other rules normally for casting it, including expending a spell slot.

Ancient's Assistance

Starting at 14th level, when a creature you can see within 60 feet of you hits a target protected by your Ancient’s Aegis with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 2d10 force damage. This extra damage increases to 3d10 at 17th level. You can teleport in this manner a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.

Channeling Adept

Starting at 14th level, whenever you spend a sorcery point to cast a spell with your Weapon Channeling, you can make an additional melee weapon attack against the target.

Master Of The Lineage

Beginning at 18th level, your weapon allows you to call forth many protector spirits of your ancient bloodline. Whenever you use your Ancient's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

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