[Sorcerer Subclass] Hero Reborn 2.0

by Legimus

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Hero Reborn

Your soul is connected to a hero from a forgotten age. You may be descended from their bloodline, or perhaps you are their reincarnation.

This hero changed the course of history in some way. They may have won a decisive campaign, saved a city, or defeated a great evil. Their legacy imbues you with supernatural skill and purpose, and through magic you can emulate their epic feats on the battlefield.


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Heroic Spells

You 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 evocation spell from the paladin or sorcerer spell list.

Heroic Spells
Sorcerer level Spells
1st heroism, mage armor
3rd aid, find steed
5th blinding smite, spirit shroud
7th fire shield, staggering smite
9th legend lore, steel wind strike

Force Weapon

Starting when your power manifests at 1st level, you learn to shape your magic into weaponry. At the start of your turn, you can summon a force weapon of concentrated energy (with an appearance of your choosing) into your free hand. The weapon disappears at the start of your next turn or if you let go of it. Whenever you take the Attack action, you can replace any number of your weapon attacks with a melee spell attack using your force weapon against a target within 5 feet of you. On a hit, the target takes force damage equal to 1d10 + your proficiency bonus.

Hits with your force weapon count as hits with a weapon attack. You can’t wield this weapon if you are carrying a shield or wearing heavy armor.

Greater Mage Armor

Also at 1st level, your power naturally protects you in battle. You can cast mage armor on yourself at will, without expending a spell slot or material components.

If you expend a spell slot to cast mage armor on yourself, for the duration of the spell you gain a +2 bonus to your AC and your hit point maximum and current hit points increase by an amount equal to 2 + your sorcerer level. Once you cast it in this way, you can't do so again for one hour, unless the spell is dispelled. Wielding a shield or wearing armor negates these bonuses.

Sword and Sorcery

At 6th level, you begin to master magical combat. When you use your action to cast a cantrip or attack with your force weapon, you can attack once with your force weapon as a bonus action.

In addition, when you use your action to cast a spell of 1st level or higher, you can attack once with your force weapon as a bonus action. Once you do, you can't do so again until you finish a short or long rest, unless you spend 1 sorcery point to do so again.

Finally, your force weapon grows more powerful. When you attack with your force weapon as part of your action, the first creature you hit on your turn takes extra force damage equal to 1d4 + half your sorcerer level.

Aegis Arcanum

Beginning at 14th level, you can harness the excess energy of your magic into a bristling forcefield. When you take damage while concentrating on a spell, you can use your reaction to halve the damage against you.

Living Legend

Upon reaching 18th level, you learn to perfectly embody the power of your heroic ancestor. As a bonus action, you imbue yourself with magic to become a warrior of legend, gaining the following benefits for 1 minute:

  • You gain 10 temporary hit points at the start of each of your turns and when you activate this feature.
  • The first time you hit a creature on your turn with your force weapon, you regain 1 sorcery point.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Once you use this feature, you can't use it again until you finish a long rest.

Changelog - 2.1

Mostly balancing tweaks.

Heroic Spells

Enchantment school was replaced with abjuration. See notes for Heroic Spellcraft.

Force Weapon

Damage changed to 1d10 + your proficiency bonus; extra upfront damage has been folded into Sword and Sorcery; specified attack range as 5 feet.

  • The new damage progression feels smoother at lower levels, though not less effective. Your attacks can still deal competitive damage, but you don’t have as much of an early spike.
  • Damage scaling has a lower ceiling. I think you will still make an impact with your attacks, but there is less risk of overshadowing martials.
  • A definitive range was needed.
Greater Mage Armor

Lowered health benefit to 2 + your sorcerer level; added a 1-hour cooldown.

  • With a little less health up front, the Hero shouldn't be as profitable of a 1-level dip, and should feel a little more vulnerable in Tier 1.
  • The cooldown was also added to prevent abuse at high levels, where just a few 1st-level slots could heal most of your health.
Heroic Spellcraft

Removed.

  • I love the idea of using SP to fuel subclass spells, and I actually don’t think it’s that powerful. But I also think that this subclass already stands quite well on its own two feet.
  • This way I can expand the schools of magic to include abjuration — I think that is a much more appropriate school for the Hero Reborn than enchantment, and I was afraid of certain spells, such as Shield and Counterspell, being available for such a low SP cost. By removing the feature, the subclass can enjoy greater spell diversity.
Sword and Sorcery

The bonus damage scaling of your force weapon has been folded into this feature.

  • This simply felt more appropriate.
Aegis Arcanum

Added bonus damage on your next hit based on damage taken.

  • A damage reduction feature is valuable for this subclass, but it felt underwhelming for 14th level. I think the addition of bonus damage adds more potential for game-changing choices without adding too much power.
Living Legend

Bonus damage has been removed; now allows you to attack twice when you take the Attack action, and replace and attack with a cantrip.

  • In Tier 4, this feature was likely to be combined with spells like Haste, Tasha's Otherworldly Guise, or Tenser's Transformation. It was too easy to pump out an extra 6d10 damage per round. Trading that for an extra attack in your rotation feels more appropriate, and replacing an attack with a cantrip brings some versatility if you need it.
 

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