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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