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Subclass Sorcerer Heroic Sorcery

yoonmoonsik edited this page Jul 23, 2026 · 1 revision

HeroicSorcery

What Is Heroic Sorcery?

Heroic Sorcery is a martial Sorcerer subclass built around the idea that you're the reincarnation of a legendary battle-hero, and your magic is inseparable from your instinct for combat. Heroic Spells gives you an always-prepared list of buff and control spells as you level. Martial Sorcery at Level 3 grants weapon and armor training plus two features: Heroic Soul, a free source of Temporary Hit Points paid for with Sorcery Points, and Innate Bladework, which lets you swing a weapon using Charisma instead of Strength or Dexterity while Innate Sorcery is active. War Magic at Level 6 lets you fire off a cantrip and still get a weapon attack in the same turn.

Class Features

Progression Overview

LEVEL FEATURE
3 Heroic Spells, Martial Sorcery
6 Extra Attack, War Magic

Level 3

Heroic Spells When you reach certain Sorcerer levels, you always have the following spells prepared. These spells don't count against the number of spells you can prepare.

SORCERER LEVEL SPELLS ADDED
3 Green-Flame Blade, True Strike, Heroism, Magic Weapon, Mirror Image, Shield
5 Haste, Phantom Steed
7 Death Ward, Stoneskin
9 Hold Monster

Martial Sorcery You gain the following benefits:

Heroic Soul. At the start of each of your turns, you can spend 1 Sorcery Point to gain Temporary Hit Points equal to 1d6 plus your Sorcerer level (no action required).

Innate Bladework. Whenever you attack with a weapon with which you have proficiency while your Innate Sorcery feature is active, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.

Martial Training. You gain proficiency with Martial weapons and training with Light armor, Medium armor, and Shields.

Level 6

Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.

War Magic When you take the Attack action, you can replace one of the attacks with a casting of one of your Sorcerer cantrips that has a casting time of an action.

Playstyle Notes

Heroic Sorcery is the melee-caster Sorcerer subclass — it trades the class's usual squishy, spell-slot-only identity for weapon proficiency, armor training, and features that key off making weapon attacks.

Martial Training at Level 3 is what makes the rest of the kit function: without it, a Sorcerer has no Martial weapon proficiency and no armor beyond nothing, so Innate Bladework and War Magic would have nothing to attack with. With it, you can wear Medium Armor and a Shield and swing a Martial weapon competently the moment you pick the subclass.

Innate Bladework only applies while Innate Sorcery is active — a Bonus Action, twice per Long Rest at base (Sorcery Incarnate at Sorcerer Level 7 lets you pay 2 Sorcery Points to activate it again once your free uses are gone). Outside that window, your weapon attacks fall back to Strength or Dexterity as normal, so timing the Bonus Action activation before you start swinging matters. Heroic Soul is a separate, always-available Sorcery Point sink — since it costs no action, it's efficient to spend a point on it at the start of nearly any turn where you're not already converting every point into spell slots.

War Magic at Level 6 pairs naturally with Heroic Spells: Green-Flame Blade, granted free at Level 3, is a melee cantrip that makes a weapon attack and splashes Fire damage to a second nearby creature on a hit. Since Martial Training already has you swinging a weapon, War Magic lets you cast Green-Flame Blade as one of your two attacks and land a normal weapon attack with the other, combining the cantrip's splash damage with a second full weapon hit in a single action.

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