Sorcerous Origin: Hero's Blood

You are a blood relative of an ancient and legendary hero. As a result, you have inherited some of their combat prowess and fate-granted boons.

Hero's Blood Spells (Optional) You learn the following spells at the listed levels. These spells do not count against your number of spells known, and are considered Sorcerer spells for you. Sorcerer Level Spell 1 heroism 3 enhance ability 5 beacon of hope 7 staggering smite 9 steel wind strike

Bonus Proficiencies When you choose this origin at 1st level, you gain proficiency in light and medium armor, and in three weapons of your choice.

Epic Fortitude Your hit point maximum increases by 1, and increases by an additional 1 whenever you gain a level in this class.

Heroic Aegis As an action, you may expend a spell slot of 1st level or higher to increase your AC by 2 for 1 minute. If you spend a spell slot of 3rd or 4th level, your AC increases by 3. If you spend a spell slot of 5th or 6th level, your AC increases by 4. If you spend a spell slot of 7th or 8th level, your AC increases by 5. If you spend a spell slot of 9th level, your AC increases by 6. You may not use this feature again until the minute has passed.

Legendary Blows At 6th level, you gain access to a selection of Legendary Blows. Choose two options from the list below to learn. Your Legendary Blows modify weapon attacks you make. Unless specifically stated otherwise, you can only use one Legendary Blow per attack made. When you use a Legendary Blow, you may change any bludgeoning, piercing, or slashing damage the attack deals into force damage. Disrupting Blow: After hitting a creature with a weapon attack, you may expend 1 sorcery point to impose disadvantage on any concentration check the target makes as a result of the attack.

After hitting a creature with a weapon attack, you may expend 1 sorcery point to impose disadvantage on any concentration check the target makes as a result of the attack. Distant Blow: Before making a weapon attack, you may expend 1 sorcery point to increase the reach of the attack by 10 feet if it is a melee attack, or ignore the disadvantage imposed by long range if it is a ranged attack.

Before making a weapon attack, you may expend 1 sorcery point to increase the reach of the attack by 10 feet if it is a melee attack, or ignore the disadvantage imposed by long range if it is a ranged attack. Draining Blow: After hitting a creature with a weapon attack, you may expend 1 or 2 sorcery points to gain a number of temporary hit points equal to your sorcerer level, or twice your sorcerer level if you spend 2 sorcery points.

After hitting a creature with a weapon attack, you may expend 1 or 2 sorcery points to gain a number of temporary hit points equal to your sorcerer level, or twice your sorcerer level if you spend 2 sorcery points. Empowered Blow: After hitting a creature with a weapon attack, you may expend 1 sorcery point to add both your proficiency bonus and Charisma modifier to the damage rolled. You may use this Legendary Blow even if the attack is affected by a different Legendary Blow.

After hitting a creature with a weapon attack, you may expend 1 sorcery point to add both your proficiency bonus and Charisma modifier to the damage rolled. You may use this Legendary Blow even if the attack is affected by a different Legendary Blow. Heightened Blow: Before making a weapon attack, you may expend 1 sorcery point to gain advantage on the attack roll. You may use this Legendary Blow even if the attack is affected by a different Legendary Blow.

Before making a weapon attack, you may expend 1 sorcery point to gain advantage on the attack roll. You may use this Legendary Blow even if the attack is affected by a different Legendary Blow. Quickened Blow: You may expend 1 sorcery point to make a weapon attack as a bonus action.

You may expend 1 sorcery point to make a weapon attack as a bonus action. Twinned Blow: After hitting a creature with a weapon attack, you may expend 1 sorcery point to choose another creature within 10 feet of the original target and make a weapon attack against that target using the same weapon. Whenever you gain a level in this class, you may replace one Legendary Blow option you know for a different one. You learn a third Legendary Blow at 14th level, and a fourth at 18th level.

Imbued Strikes At 14th level, when you cast a spell, you can imbue that spell into a weapon. Make a weapon attack against a creature. If the attack hits, the target takes the normal damage of the attack, and whatever damage and special effects the spell normally did, as if the spell had hit the target and the target failed its saving throw against the spell. When using this feature, the spell cannot benefit from Metamagic, and the weapon attack cannot benefit from Legendary Blows. To cast a spell in this way, the spell must have a casting time of 1 action, must only target a single creature, and must have a range of touch or greater. After you use this feature, you must finish a short or long rest before doing so again.