Valda's Spire of Secrets
Mage Hand Press

Caption

Wield Swords and Sorcery as a Reincarnated Hero

You are the reincarnation of a legendary hero known to have slain many terrible foes, and your sorcerous magic draws from your legendary past. Being called back to life, whether by the gods, a very powerful mage, or a cycle of reincarnation, has awakened a well of magic and your ancient instincts for battle.

Level 3: Heroic Spells

When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.

Level 3: Martial Sorcery

Your past heroic life grants you the following benefits.

Heroic Soul. At the start of each of your turns, you can spend 1 Sorcery Point to gain Temporary Hit Points equal to 1d6 plus your Sorcerer level (no action required).

Innate Bladework. Whenever you attack with a weapon with which you have proficiency while your Innate Sorcery feature is active, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.

Martial Training. You gain proficiency with Martial weapons and training with Light armor, Medium armor, and Shields.

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips that has a casting time of an action in place of one of those attacks.

Level 14: Mystical Maneuvers

You can use the following martial maneuvers.

Blinding Attack. When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to attempt to blind the target. Add 2d8 to the attack’s damage roll. The target must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.

Ruinous Blow. When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to sunder its defenses. Add 2d8 to the attack’s damage roll. The target has a −3 penalty to AC until the end of your next turn.

Wounding Strike. When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to deal the target a bleeding wound. Add 2d8 to the attack’s damage roll. A creature with a bleeding wound can’t regain Hit Points and takes Necrotic damage equal to 1d8 for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds.

Level 18: Heroic Haste

Whenever you start casting Haste targeting yourself, you can modify it so that it doesn’t require Concentration. If you do so, when the spell ends, you don’t have the Incapacitated condition or a Speed of 0.