True Hero's Soul (5e Subclass)

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True Hero's Soul[edit]

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Undyne the Undying - The True Hero

Sorcerer Subclass

Sorcerers of this origin gain their magical ability from the might of their will. At the brink of death if one is filled with Determination they can cheat death and fight on with a newfound strength. A character choosing this subclass may have been the last soldier holding the line from an invading army alone. A guardian protecting their family or friends from a beast or other humanoid. These powers manifest within and are strengthened in more serious situations.


Bonus Proficiencies

Upon choosing this sorcerous origin you gain proficiency with medium armor and martial weapons.

Power of Will

Due to the unique source of your magic you gain these additional spells. These spells are always known and do not count against the amount of spells you can know. They count as Sorcerer spells for you.

Sorcerer Level Spells
1st wrathful smite, heroism, hunter's mark
3rd spiritual weapon, hold person, misty step
5th counterspell, revivify, haste
7th staggering smite, death ward, dominate beast
9th hold monster, dominate person creation

Natural Bulk[edit]

At first level your hit point maximum increases by 2, and you gain 2 hit point whenever you gain a level in this class thereafter.

Undying Soul[edit]

Starting at 6th level you can gather your strength and momentarily cheat death. If you are dropped to 0 hit points and you are not instantly killed make a Charisma saving throw against the enemy who knocked you down. On a success you regain 1 hit point and gain temporary hit points equal to your sorcerer level multiplied by your Charisma modifier. You also transform into a form reflecting your strength called Undying Soul which enhances your combat abilities. Every time you use this feature the DC increases by 5, it resets to 10 after a long rest.

Charisma Saving Throw DC = 5 + target's Charisma modifier

You gain the following benefits only while in the Undying Soul form

  1. As a reaction when attacked you can expend 1 sorcery point to increase your AC by a number equal to your Charisma modifier and proficiency bonus until the start of your next turn.
  2. When you cast spiritual weapon you can expend 2 sorcery points to summon an additional weapon, you can control both of them at the same time with your bonus action.
  3. When you cast hold person or hold monster(when learned) the target has disadvantage on the saving throw.;

Drive of a Hero[edit]

At 14th level you can expend 2 sorcery points to take an extra action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Heroic Acts[edit]

You gain the following abilities at 18th level:

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