March 10, 2017

Reincarnated Hero

Sorcerous Origin
Comments from the Knuckle: This archetype evolved out of a conversation I had with the team about how cool it would be if YOU were your own sorcerous origin. I asked if it was a viable concept and everyone on the team jumped at me to get to making it. So here it is :)

Reincarnated Hero

Sorcerers gain their powers in mysterious ways that they seldom have control over. You are the reincarnation of an legendary hero, known to have slain many terrible foes. Being called back to life, whether by the gods, a very powerful mage, or a persistent curse on your soul, has left the indelible mark of sorcery upon you and awakened your ancient instincts for battle.

Expanded Spell List
The power of your previous life grants you the ability to learn spells that other sorcerers might never manifest. The following spells are added to the sorcerer spell list for you.

Reincarnated Warrior Expanded Spells
Spell Level  Spells
1stEridor's arcane blade, heroism
2ndmagic weapon, spiritual weapon
3rdspeak with dead, spirit guardians
4thdeath ward, freedom of movement
5thlegend lore, reincarnate

Armored Sorcery
At 1st level, you gain proficiency with light armor, medium armor, and four martial weapons of your choice.

Warrior's Instincts
When you make an attack your instincts from your previous life kick in and guide your strikes. Starting at 6th level, once per turn, when you hit a creature with an attack you can cause the attack to deal an additional 1d6 force damage.

Sorcerous Kindling
Starting at 14th level, the ebb and flow of battle hones your sorcery and fuels your magic. Once per turn, when you score a critical hit or reduce a hostile creature to 0 hit points, you regain 2 sorcery points.

At 18th level, you have mastered the art of casting spells in combat. Choose a 1st-level sorcerer spell and a 2nd-level sorcerer spell that you know. You can't lose concentration on these spells as a result of taking damage.

New Spell
This spell is available to bards, warlocks, and wizards.

Eridor's Arcane Blade
1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A miniature golden sword worth 10 gp)
Duration: Concentration, up to 1 minute

You draw forth energy from the ethereal plane, and shape it into a spectral sword that hovers within range. This sword lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes force damage equal to 1d10 plus your spellcasting modifier.
     Until the spell ends, you can use your action on each of your turns to move the sword up to 20 feet to a spot that you can see and repeat this attack against the same target or a different one.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every two slot levels above 1st.

Change Log: 3/10/17: Armored Sorcery: Proficiency with medium armor
Sorcerous Kindling: more fluff
Expanded Spells: Swapped hunter's mark for heroism, 3rd level changed to speak with dead, spirit guardians
New Spell: Available to bards, warlocks, and wizards; At Higher Levels starts at 3rd level
Sorcerous Kindling: 'hostile' creatures
3/11/17: Warrior's Instincts: 1/turn
Sorcerous Kindling: 1/turn


  1. Wearing light armor is generally a bad choice for Melee Sorcerers, at least until later in th game when you get magical armor. It's strictly worse than Mage Armor before that and so it's generally a Bad Idea not to have it. Also, am I missing something that makes the Arcane Blade useful? 1d10+3 is slightly better than the 1d8 of Shocking Grasp, but the grasp doesn't eat your concentration and a spell slot. Or the 1d8+2 of a rapier. Also, concentration is bound to be lost in melee.

    1. Thank you for your comments! Originally the Reincarnated Hero had access to light and medium armor, but The Finger wanted to be a little more conservative after how the Witch was being criticized.

      As for Eridor's Arcane Blade, the spell has a range of 60 feet, so it doesn't require you to be in melee. The spell was designed so that it wouldn't be overpowered if on round one you cast this spell, and then round two you cast Spiritual Weapon.

    2. Hmmm. Now I see the point of the class a lot better- kinda dual wielding spiritual weapon. Cool, although not what I thought the class was about at first.

    3. That was the attack routine that I had designed the subclass around, but I didn't want to explicitly say that, because I don't want to determine someone's character build for them. Any spell selection should work with this class, if I did it right ^_^

    4. It's range of 60 feet means instead of competing with Shocking Grasp it's competing with Firebolt. Sure, it's a better damage type, but the Firebolt starts having comparable damage at level five and is longer range with more utility. Also, Sorcerous Kindling is kinda busted against mooks. fireballing five goblins giving you 10 Sorcery points is kinda powerful and severely limits what the DM can send against you. I agree with Professor Miles, maybe dropping this to a cantrip would make it better. That way you don't have to expend any resources to maintain it. It's then comparable to a red dragon sorcerer's firebolt, but has lesser range and utility as well as eating concentration.

    5. The Sorcerous kindling problem could be solved in several ways- 1/turn, a maximum amount of points gained per rest, a mimimum CR of enemy, or something else. It's certainly a problem that you can carry around a bag of rats to have unlimited points.
      As for Arcane Blade (why Eridor's, btw?), I think if it becomes a cantrip it should not last for a minute, but simply be instantaneous, and maybe have scaling damage instead of including ability mod. That would make it much simpler.

    6. Oh, if the problem is ever 'but bag of rats', the accepted solution is to use the word 'hostile'. I'll go do that.

    7. In this case, "boatload of goblins" is also a problem, so that's only half a solution.

    8. @Idan bhk, Eridor is my longest running D&D character, and has had a couple of incarnations. Most recently he was a Dragonborn Paladin, but in a different game, he was a Wizard, where he was the inventor of the spell.

    9. how is a massive group of goblins a problem you can never have more sorc points than the amount allowed by your level

  2. Also, it's competing with Hunters mark for a concentration slot. ALSO I think the "At Higher Levels" portion of the sell should reference 3rd level or higher, not 2nd level or higher.

    1. Ah, yes, you are correct. The text of the spell should say "3rd-level!"

  3. This seems like a pretty cool idea, but the class a several issues to address.

    I agree with John Hoffman- the armor is not as good as mage armor, and Booming Blade or Greenflame Blade are better choices for a melee caster than Arcane Blade, especially on higher levels.
    Warrior's Instincts is completely, without a doubt, overpowered when used with Scorching ray. It should be specified to work once per turn.
    As for the Spells- Hunter's mark works only with weapon attacks, which this class does not make. It could be switched with hex, but that would cause the same problem as Warrior's Instincts.
    Crusader's Mantle has the same issue as Hunter's Mark- weapon attacks only, and I really can't see a sorcerer using Lightning Arrow.
    Sorcerous Kindling and Grandmaster both seem cool, although I think Grandmaster should work on all 1st and 2nd level spells.

    The concept of the class seems to be a great replacement for a war domain Favored Soul, giving more character freedom and more combat-related abilities (I'm addressing the 2nd favored soul).

    1. I'll make the tweak to Warrior's Instincts, and look for suitable replacements for the spell list :)

      As for Eridor's Arcane Blade, it's intent is that you don't have to be in melee to use it. Is 60 ft. range not enough?

  4. I like the idea of this class, gives me a feel for a few different characters that I like. The Arcane Blade spell seems like this origin's signature...would it be better as a cantrip? On one hand that would make sense but cinsidering how cantrips damage grows this would outpace physical weapons. Any thoughts?

    1. I originally wrote it as a cantrip, and found cantrip power levels too limiting. I rewrote it as a 1st level spell and it plays much better. I might remove the concentration requirement.

    2. Strike that. It opens up to too many possible shenanigans. I've used _Eridor's Arcane Blade many times, and it's never been weak in actual play. It is appropriate as a 1st-level spell.

    3. Ok, I figured you guys play tested it and obviously, you were thinking the same as me originally, but if the play testing shows it better as a 1st level spell, then that is fine with me.

    4. This is actually a spell that comes from a game I played in as a Wizard, so while this wasn't MFoV-tested, it's seen play in game from 5th (when my Wizard developed the spell) to 12th level :)

  5. So I like I like a word are usually wild magic or azure mage

  6. Been a while since someone posted here, but I got a question: I'm gonna be using this subclass for a high level campaign. If I cast a spell at a higher level when I chose it as one of my Grandmaster spells, could I lose concentration on it?