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Sorcerous Origin_ Heroic Scion _ GM Binder

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Published by goroiamanuci, 2023-06-21 05:05:01

Sorcerous Origin_ Heroic Scion _ GM Binder

Sorcerous Origin_ Heroic Scion _ GM Binder

Heroic Scion


Heroic Scion Your innate magic comes from a hero who's great deeds still echo through the world today. You might be a direct descendant of their lineage, or perhaps you have had a fateful encounter with them and came into contact with their power. Whatever the case may be, part of their power now lies within you. What you do with it is up to you, the choice is yours to follow in their footsteps or to carve your own path. If you choose this origin, it is worth discussing with your DM as to who your heroic ancestor is, how you are connected to them, and what could potentially be a result of you coming into contact with their power. Heroic Scion Features Scorcerer Level Feature 1st Inherent Talent, Ancestor's Path 6th Extra Attack 14th Ancestral Avatar 18th Soul of a Hero Inherent Talent Starting at 1st level, you gain proficiency with light armour and one martial weapon of your choice. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Ancestor's Path At 1st level you choose one of three paths associated with your heroic ancestor. You are granted an additional spell based on the chosen path. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. Additionally, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made against creatures of your alignment. Path Spell Archmage faerie fire Champion hunter's mark Guardian protection from evil and good A chosen path is used by features you gain later. Whenever you reach a level in this class that grants the Ability Score Improvement feature you can replace your chosen path with that of another. Extra Attack Starting at 6th level, whenever you take the Attack action on your turn you can attack twice instead of once. Moreover, you can cast one of your cantrips in place of one of those attacks. Ancestral Avatar Starting at 14 level you can take on the power of your ancestor. As a bonus action, you can seize the vestige of your ancestor to create an avatar of them around you. While the avatar is present you gain one benefit based on your chosen ancestor's path, as shown below. The avatar lasts until you are incapacitated, you die or you dismiss it as a bonus action. Archmage. Your Charisma modifier (minimum of +1) is added whenever you make a concentration check on a spell. Champion. Once per turn, when you make a weapon attack it deals additional damage equal to your Charisma modifier (minimum of +1). Guardian. Your AC increases by your Charisma modifier (minimum of +1). Soul of a Hero At 18th level your soul has become one with the heroic vestige of your ancestor. As an action, you enter a heroic state for 1 minute. The effects of this state are based on your chosen ancestor's path, as outlined below: Archmage. A soft blue glow surrounds your body. Whenever you cast a spell that forces any creature within 30ft of you to make a saving throw you can use your reaction to spend a number of sorcery points equal to the spells level to give each creature disadvantage on the saving throw. Additionally, you gain advantage on Intelligence saving throws. Champion. A soft red glow surrounds your body. Whenever you take the attack action, you can choose to spend 6 sorcery points to make an additional attack as part of that action. Additionally, you gain advantage on Dexterity saving throws. Guardian. A soft green glow surrounds your body. Whenever you or a creature within 30ft of you takes damage, you can use your reaction to spend up to 6 sorcery points and reduce the damage taken by five times the number of sorcery points spent. Additionally, you gain advantage on Strength saving throws. Once you use this feature, you can’t use it again until you finish a long rest.


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