Sorcerous Origin: Divine Myrmidon

The Myrmidons, Faithful, unquestioning soldiers. Legends say that these warriors where blessed with Divinity, being no more than ants who where transformed by the gods into the most ferocious of men. Other legends speak of them as the terrifying result of a violent god procreating with a Medusa. Whatever their origin may be, Divinty courses through their blood, giving them strength, and now it courses through yours as well. Take up your weapon and don your armor, Sorcerer... You are a Descendant of the Myrmidons, so make your Ancestors proud.

Warrior's Magic

You learn additional spells when you reach certain levels in this class, as shown on the Myrmidon Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Myrmidon Spells

Level Spells 1st Heroism, Shield of Faith 3rd Magic Weapon, Spiritual Weapon 5th Spirit Guardians, Vampiric Touch 7th Death Ward, Fire Shield 9th Contagion, Legend Lore

Champion of the Gods

Also at 1st level, you have the favor of the War gods in battle. You gain proficiency in Simple and Martial weapons, and Light and Medium Armor. You also have your Hit Die size increased to a d10.

Additionally you gain a War Blessing of your choice from a List of War Blessings. You can change your War Blessing at the start of a Long Rest.

Might of Ares

Whenever you use your Attack action to make a melee weapon attack, you can move up to your walking speed as part of the same action, if you do so, you add your Strength modifier to the damage roll as Force Damage.

Fury of Sekhmet

Your Melee weapons deal Radiant Damage instead of their normal damage type. You also gain Darkvision if you dont already have it. If you do already have Darkvision, then it's range increases by 20 feet.

Ishtar's Charm

You can use your action to target one creature of your choice within 30 feet of you that can see you and you can see them. The target must make a Wisdom check agaisnt your Spell Save DC.

if they fail the save, they become wreathed in mystical harmless flame that leaves them charmed by your gorgeous looks for 1 minute. The target breaks out of the charm early if you or your allies deal damage to it, the target can also attempt the saving throw again at the end of it's turn to break free earlier.

Odin's Sorcery

You can spend a Bonus Action to conjure a protective magical force around you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 + your Charisma Modifier as cold damage.

At 5th level, the Temporary Hit Points and the damage increase by 5 (10), and again at 7th level (15) and 11th level (20).

Extra Attack

At 6th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved War Blessings

At 10th level, your Blessings grow in power, and you gain Extra bonuses from your War Blessings.

Relentless Spartan

Ares Enhances your phyisical Strength, granting Experties in Strength Saving Throws and increases your Movement speed by 10 feet. Additionally creatures you hit with attacks made as part of your movement action must make a Strength Saving throw. If they fail the save, they become Stunned till the end of the current round.

Wrathful Magi

Sekhmet Empowers you with Divine rage, granting you command over the plagues and flames of punishment. Your weapon attacks deal an additional 2d6 Poison Damage. You also gain the Sacred Flame and can cast it as a Bonus action after making a melee Weapon attack.

Gifted Enchanter

Ishtar gifts you with lethal beauty and magic, granting you Experties in the Performance skill and allows you to add your Charisma Modifier to damage rolls you make with your Weapon. Additionally, Your charm effects also grants their targets a -2 to AC and Fire Damage Vulnerability.

Restless Einherjar

Odin invigorates you with Runic magic that bolsters your endurance, granting you resistance to Poison and Cold damage. Additionally, You can use a bonus action to empower your next Melee weapon attack or touch range spell that deals damage, graniting it an additional 1d12 cold damage and restoring Hit Points equal to half the total damage dealt. You can use this feature a number of times equal to your Charisma Modifier.