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SORCERER SUBCLASS: LEGENDARY DESTINY

Your innate magic is a natural talent that shines beyond


your humble origins to create an image of future destiny
that is obvious to all Maybe you are a gifted young hero
who hopes to free the land from tyranny using spell and
sword Perhaps you are a prodigious and arrogant pupil
who can think only of taking command and forcing your
will onto others. Or you might simply be enamored with
your own power, crafting elaborate and flashy names for
your spells and sword techniques.

OPTIONAL RULE: LEGENDARY DESTINY SPELLS


If your DM uses optional rules for granting bonus spells
to sorcerers determined by their subclass, you learn
extra spells when you reach certain levels in this class,
as shown on the Legendary 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.

LEGENDARY SPELLS •
Sorcerer Level Spells
l st compelled duel, shield
3rd magic weapon, shield other (new)
5th elemental weapon, mass shield (new)
ENCHANTED WEAPONS
7th enhance body (new), freedom of Also at 6th leveL you discover how to enchant your
movement weapons with magic. You can use a bonus action to
9th banishing smite, steel wind strike (XGE) spend 1 sorcery point to imbue a nonmagical weapon
you are holding with magic. For 1 minute or until you
LEGACY OF FATE stop holding the weapon, it is magical
Starting at 1st leveL you can speak, read, and write one
language of your choice, and you gain the benefit of one LEGENDARY ALLIES
extra background feature of your choice. Starting at 14th leveL your great destiny influences your
allies, making them more legendary too. When a willing
DESTINED WARRIOR creature within 60 feet of you that you can see casts a
At 1st leveL your destiny as a magical warrior begins to spelL you can use your reaction to alter that spell with
unfold, granting you magical talent with weapons and your Metamagic feature, spending sorcery points as
armor. You gain proficiency with light armor, medium normal If the Metamagic option used involves making
armor, simple weapons, and martial weapons, and you choices, the caster makes those choices, not you.
can use any weapon that you are proficient with as a
spellcasting focus for your sorcerer spells. HIDDEN POWER
Also, when you make a melee attack with a weapon Starting at 18th leveL you can wield a unique power that
that you hold in only one hand and you aren't wearing a has always been hidden within you. As a bonus action
shield or heavy armor or holding any other weapon, you on your turn, you can unleash this power. For the next 1
can use your Charisma modifier, instead of Strength or minute or until you lose your concentration (as if you
Dexterity, for the attack and damage rolls. were casting a concentration spell} you have resistance
to bludgeoning, piercing, and slashing damage, you have
EXTRA ATTACK advantage on all saving throws and weapon attacks, and
Starting at 6th leveL you can attack twice, instead of you have a flying speed of 60 feet.
once, whenever you take the Attack action on your turn. Once you use this feature, you can't do so again until
Moreover, you can cast one of your cantrips in place of you finish a long rest, unless you spend 6 sorcery points
one of those attacks. to use it again.

ART CREDIT: "Farem Amelie Pesqua II" by Steven Shan ( vl.0) FROM LEGENDS OF PRESTIGE AND PROWESS

BY BENEVOLENT EVIL (@Evi!Benevolent) D&D UNLEASHED

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