May 12, 2021

Reincarnated Hero Redux

Sorcerous Origin
Comments from the Finger: Boom! More reduxes in preparation of the Next Big Book! We wanted this to be the best possible version of a sorcerer gish, and I think we're on the right track. 
Note that if you don't have access to the warmage's many Blade cantrips, you should just use Booming Blade and Green-Flame Blade at 1st level. (After Image at 3rd is in the Investigator, if you're wondering.)

Reincarnated Hero

Sorcerers gain their powers in mysterious ways that they seldom have control over. You are the reincarnation of a 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.

Heroic Magic
The power of your previous life grants you the ability to learn spells that other sorcerers might never manifest. You learn two cantrips of your choice from the following, which don’t count against your total number of spells known: arc blade, burning blade, caustic blade, force weapon, and frigid blade
You also learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
New spells are marked with an asterisk.

Heroic Spells
Sorcerer Level Spells
1st heroism, shield
3rd blur, magic weapon
5th after image*, haste
7th death ward, stoneskin
9th arcane hand, legend lore

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

Mystical Maneuvers
Beginning at 6th level, your instincts from your previous life kick in and enable you to perform a handful of special combat maneuvers. Once on each of your turns, you can spend 1 sorcery point as a bonus action to use one of the following maneuvers: 
Aegis Stance. Make one melee weapon attack against a creature you can see. Whether or not you hit, your AC increases by 2 and your speed is reduced to 0 until the beginning of your next turn.
Overhead Throw. Make one ranged weapon attack with a melee weapon you are holding, as if it had the Thrown (30/90) weapon property. After the attack, the weapon teleports back to your hand.
Parting Flourish. Make one melee weapon attack against a creature you can see. You don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

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 with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points with a weapon attack, you regain 2 sorcery points.

Heroic Legacy
Starting at 18th level, you can shrug off death in ways few of your previous lives could equal. Whenever you take more than 20 damage, you can use your reaction to reduce the damage taken to 20. When you do so, you have advantage on attack rolls, ability checks, and saving throws until the end of your next turn.


11 comments:

  1. I'm really digging this as a "Martial Sorcerer" option. It also fits really well with my world's established ancient "War of the Wizards." I'll definitely be using this!

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  2. Very into this, but where do I find info on the arc blade, burning blade, caustic blade, force weapon, and frigid blade cantrips?

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    1. Those are in the Complete Warmage. But as I mentioned, they're on very similar lines as Booming Blade and Green-Flame Blade, so those make good replacements as well.

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  3. sooo... d6 HD, medium armor, no extra attack...

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    1. I understand the hesitation! Mystical Maneuvers and the presence of Blade cantrips should *hopefully* fill the gap left by Extra Attack. The Shield spell is also really intended to keep the class's AC at a level where you won't get instantly wrecked in combat.

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    2. For a hexblade1/lorebard6+, GFB does not make up for the lack of extra attack.
      Mythical Maneuvers can cover extra attack only on days whith a small number of combats.
      At 6th level subclass abilities usually cost sorcery points, meaning teh opportunity cost on Mythical Maneuvers is that much higher.
      Even if you want to burn higher level slots for sorcery points, the burning itself is a bonus action, making it unfeasable in combat.

      Said hex1/lore6+ can easily allocate 16 to con, and the only reason it doesnt get blown up in melee is Armor of Agathys.
      Take away AoA, make it MAD, (also take away versatility of weapons) give it a worse hitdie...

      Its already as hell, heavy armor wouldnt break anything at this point

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    3. *its already mad as hell

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  4. I assume Heroic Legacy is once per long rest? Or am I misjudging its power?

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    1. i guess its just offset by the d6 hitdice of a sorcerer? still seems a little op but not egregiously so

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