Other Sorcerous Origins

RhaezDaevan

Explorer
Since my ideas for an aberrant bloodline aren't jelling quite as well as I'd like and I've gotten good feedback on the fey bloodline, I've decided to take a second stab at it.

Fey Bloodline V.2

Fey Ancestor
Your fey heritage lends you some of the benefits of your ancestors. At 1st level, when not wearing armor, your base walking speed is increased by 10 feet. Additionally, you can communicate with plants and animals, but can only pass basic ideas and feelings back and forth.

Fey Spellcaster
At 1st level, your fey heritage makes your illusion and enchantment spells more potent. If a target of your illusion or enchantment spells fails their save to resist its effects, they have disadvantage on the next saving throw they make. Spells that allow a save each turn to end an effect aren’t affected by this ability. (Or else every save after the first would be at disadvantage).

Fey Transposition
Starting at 6th level, on your turn, you may spend 1 sorcery point to teleport half your base walking speed (round down) instead of moving normally. This distance can be increased to your whole base walking speed by spending 2 sorcery points instead of one.

Improved Fey Spellcaster
Starting at 14th level, if a target of one of your enchantment or illusion spells makes their save to resist the spell’s effect, you regain a number of sorcery points equal to half the spell’s level (round down). This ability cannot give you more sorcery points than the maximum you can have for your sorcerer level.

One With The Fey
Starting at 18th level, you are transformed into a fey creature. You are now considered a fey for all spells and effects (making you immune to hold person, but can be affected by hold monster for example). You no longer age and are immune to aging effects. You can go twice as long as normal without air, food or drink, and no longer need to sleep.

Is this more in line with people's tastes?
 

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yakuba

Explorer
I really like it. I would suggest that Fey Spellcaster go more like:

"You may choose one target of your illusion or enchantment spells to have disadvantage on their first saving throw."

I'd suggest this simply because it allows for a simpler language and avoids ambiguity where a spell has multiple targets.
 

RhaezDaevan

Explorer
Looks pretty good. One question about Fey Spellcaster: How often do you think that benefit would actually kick in?

I'd imagine it could be quite often. I meant it to be so that they'd have disadvantage against the next spell you or your ally cast against it. Did you mean it would be too often and thus too powerful? If so, what would you suggest as a fix?
 

RhaezDaevan

Explorer
I really like it. I would suggest that Fey Spellcaster go more like:

"You may choose one target of your illusion or enchantment spells to have disadvantage on their first saving throw."

I'd suggest this simply because it allows for a simpler language and avoids ambiguity where a spell has multiple targets.

Good idea.

Fey Bloodline V.3

Fey Ancestor
Your fey heritage lends you some of the benefits of your ancestors. At 1st level, when not wearing armor, your base walking speed is increased by 10 feet. Additionally, you can communicate with plants and animals, but can only pass basic ideas and feelings back and forth.

Fey Spellcaster
At 1st level, your fey heritage makes your illusion and enchantment spells more potent. You may choose one target of your illusion or enchantment spells to have disadvantage on their first saving throw.

Fey Transposition
Starting at 6th level, on your turn, you may spend 1 sorcery point to teleport half your base walking speed (round down) instead of moving normally. This distance can be increased to your whole base walking speed by spending 2 sorcery points instead of one.

Improved Fey Spellcaster
Starting at 14th level, if a target of one of your enchantment or illusion spells makes their save to resist the spell’s effect, you regain a number of sorcery points equal to half the spell’s level (round down). This ability cannot give you more sorcery points than the maximum you can have for your sorcerer level.

One With The Fey
Starting at 18th level, you are transformed into a fey creature. You are now considered a fey for all spells and effects (making you immune to hold person, but can be affected by hold monster for example). You no longer age and are immune to aging effects. You can go twice as long as normal without air, food or drink, and no longer need to sleep.


And now for something completely different...

Aberrant Bloodline

Warped Mind
At 1st level you have advantage on all saves against mind-affecting spells and abilities.

Warped Body
At 1st level you grow tentacle-like appendages. They count as melee weapons with finesse and reach that do 1d6 damage on a hit. You may use your appendages to make opportunity attacks.

Unleash The Madness
Starting at 6th level you may tap into your inner crazy. When you cast a spell, you may give yourself advantage on the attack, or give the target disadvantage on the save. Once you use this ability, you must take a short or long rest before you can use it again.

Strange Anatomy
Starting at 14th level your body warps even further. Once per turn, you can turn a critical hit against you into a regular hit. In addition, you may spend 5 sorcery points to gain resistance to slashing, piercing and bludgeoning damage for 1 minute.

Infectious Madness
Starting at 18th level, when a target of one of your spells fails its save, another target within 20 feet of the first target is also affected by the spell even if not normally within the range of the spell. In addition, you are now immune to mind-affecting spells and abilities.
 

Afrodyte

Explorer
Fey bloodline looks great.

Don't play with many aberrant characters, but that looks fine to me. Gonna dig into the PHB to get ideas for some celestial and fiendish stuff.
 


Afrodyte

Explorer
A few preliminary notes:
  1. Bloodline features kick in at 1st (2 features), 6th, 14th, and 18th.
  2. Things to consider: radiant damage, wings, divine presence
  3. Perhaps base off dragon bloodline and tweak a few things from there

Bonus cantrip. At 1st level, you gain the light cantrip if you don't already know it. This does not count against the cantrips known for your level. At 6th level, you can replace this with the spiritual weapon spell if you don't already know it.

Divine heritage. You can read, write, and speak Celestial. Additionally, when you make a Charisma check when interacting with celestials, your proficiency is doubled if it applies to the check.

Celestial affinity. Starting at 6th level, when you cast a spell that deals radiant damage, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to necrotic damage for up to 1 hour.

Alternative (if Celestial affinity doesn't distinguish itself enough): Divine light. Starting at 6th level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times per day equal to your Charisma modifier (minimum of once). You regain this feature after a long rest.

Angelic wings. At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your normal speed. You can create these wings as a bonus action on your turn. You can't manifest wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Divine aura. At 18th level, you can channel the divine presence of your celestial ancestry, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
 

RhaezDaevan

Explorer
A few preliminary notes:
  1. Bloodline features kick in at 1st (2 features), 6th, 14th, and 18th.
  2. Things to consider: radiant damage, wings, divine presence
  3. Perhaps base off dragon bloodline and tweak a few things from there

Bonus cantrip. At 1st level, you gain the light cantrip if you don't already know it. This does not count against the cantrips known for your level. At 6th level, you can replace this with the spiritual weapon spell if you don't already know it.

Divine heritage. You can read, write, and speak Celestial. Additionally, when you make a Charisma check when interacting with celestials, your proficiency is doubled if it applies to the check.

Celestial affinity. Starting at 6th level, when you cast a spell that deals radiant damage, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to necrotic damage for up to 1 hour.

Alternative (if Celestial affinity doesn't distinguish itself enough): Divine light. Starting at 6th level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times per day equal to your Charisma modifier (minimum of once). You regain this feature after a long rest.

Angelic wings. At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your normal speed. You can create these wings as a bonus action on your turn. You can't manifest wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Divine aura. At 18th level, you can channel the divine presence of your celestial ancestry, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Though it is similar to the Draconic Bloodline, there's enough differences to make it distinct. Bonus Cantrip could use a better name, plus I don't see anything wrong with keeping the light cantrip when gaining spiritual weapon.
 

RhaezDaevan

Explorer
Elemental Bloodline

Elemental Mage
At 1st level you pick an elemental type from fire, water, earth and air. Each element has a skill related to it. You may choose the skill as one of your class skills even if it isn’t on the sorcerer skill list. You gain advantage with the skill related to your element, plus you can change all damage dealt by your spells to the type related to your element. If you get a choice of damage type, you may only pick one.
Element
Skill
Damage Type
Fire
Intimidate
Fire
Water
Athletics
Cold
Earth
Survival
Poison or Acid
Air
Acrobatics
Lightning or Thunder
Elemental Affinity
Same as in PHB, but relates to the type chosen for your element.

Elemental Barrier
Starting at 14th level, you can create a barrier around you made of your element for 1 minute. Anyone attacking you with a melee attack (including melee spells) takes 1d10 + your charisma modifier damage of your elements damage type. Once you use this ability, you must take a short or long rest before you can use it again.

One With The Elements
At 18th level you become a full elemental. Your type becomes elemental and you no longer need to sleep, eat or drink. You also now have permanent resistance to your element’s damage type, and can spend 5 sorcery points when taking damage of your element’s type to instead be healed by half the damage you would have taken.
 

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