Merlion
First Post
I decided to do up a Sorcerer that both patched up its mechanical failings, and hopefully really seperated it from the Wizard. I decided to try the Bloodline aproach. I only have one finished at present, the Dragon bloodline.
Just like standard Sorcerer accept:
d6 hit die.
4 skill points. Add Knowledge (The Planes), Bluff and Diplomacy to class skills.
No material components. Spend XP instead, probably 10 XP per 100 GP cost.
One more spell known per spell level (so know 2 2nd level spells at 4th etc)
Gain a Bloodline ability at 1st, 6th, 11th and 16th level.
Each bloodline has a totally different spell list, and different abilities. Here is the Dragon bloodline...theres also going to be Fey, Celestial, Fiendish, and one for each Element. Other bloodline suggestions are welcome.
Dragon Bloodline Abilities:
1st level: Energy Affinity: Choose one of acid, cold, electricity or fire. You cast spells of this type at +1 caster level, and with a +1 bonus to saving throw DC.
6th level: Energy Substitution: You may cast any spell with the acid, cold, electricity or fire descriptor with the descriptor of your energy affinity. This ability may be used at will, and does not alter the spell slot or casting time of the spell.
11th level: Keen Senses: You gain lowlight vision and Darkvision each out to 60 feet. Additionally, you gain a +4 bonus to Listen, Search and Spot checks.
16th level: Draconic Defenses: You gain immunity to sleep and paralysis effects, and a +2 bonus to saving throws against fear. Additionally, you gain a +4 natural armor bonus to armor class.
Dragon Bloodline Spell List
0th level:
Acid Splash
Daze
Flare
Ghost Sound
Light
Mage Hand
Message
Open/Close
Ray of Frost
Resistance
1st level:
Alarm
Burning Hands
Cause Fear
Comprehend Languages
Colour Spray
Comprehend Languages
Disguise Self
Feather Fall
Endure Elements
Enlarge Person
Hold Portal
Identify
Jump
Mage Armor
Magic Missile
Magic Weapon
Nystul’s Magic Aura
Obscuring Mist
Produce Flame
Protection from Chaos/Evil/Good/Law
Remove Fear
Shield
Shocking Grasp
True Strike
2nd level:
Arcane Lock
Alter Self
Bear’s Endurance
Bull’s Strength
Continual Flame
Darkvision
Detect Thoughts
Eagle’s Splendor
Flaming Sphere
Fog Cloud
Fox’s Cunning
Glitterdust
Gust of Wind
Levitate
Locate Object
Magic Mouth
Melf’s Acid Arrow
Obscure Object
Owl’s Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
Scaleskin*
Scare
Scorching Ray
See Invisibility
Shatter
Spider Climb
Touch of Idiocy
Whispering Wind
3rd level:
Arcane Sight
Bestow Curse
Call Lightning
Clairaudience/Clairvoyance
Daylight
Explosive Runes
Fireball
Flame Arrow
Fly
Gaseous Form
Glyph of Warding
Haste
Invisibility Purge
Keen Edge
Lightning Bolt
Magic Circle Against Chaos/Evil/Good/Law
Magic Weapon, Greater
Nondetection
Protection from Energy
Rage
Sleet Storm
Slow
Tongues
Water Breathing
Wind Wall
Zone of Truth
4th level:
Arcane Eye
Detect Scrying
Dimensional Anchor
Discern Lies
Enlarge Person, Mass
Fear
Fire Shield
Fire Trap
Geas, Lesser
Globe of Invulnerability, Lesser
Ice Storm
Locate Creature
Minor Creation
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Remove Curse
Scrying
Shout
Solid Fog
Stone Shape
Stoneskin
Wall of Fire
Wall of Ice
5th level:
Break Enchantment
Call Lightning Storm
Cloudkill
Cone of Cold
Control Winds
False Vision
Flame Strike (All Fire)
Freedom of Movement
Leomund’s Secret Chest
Major Creation
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Overland Flight
Passwall
Prying Eyes
Sending
Spell Resistance
Symbol of Pain
Symbol of Sleep
True Seeing
Wall of Force
Wall of Stone
6th level:
Acid Fog
Analyze Dweomer
Antimagic Field
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Chain Lightning
Control Water
Eagle’s Splendor, Mass
Fire Seeds
Forbiddance
Geas/Quest
Globe of Invulnerability
Glyph of Warding, Greater
Guards and Wards
Legend Lore
Move Earth
Otiluke’s Freezing Sphere
Owl’s Wisdom, Mass
Repulsion
Symbol of Fear
Symbol of Persuasion
Wall of Iron
Word of Recall
7th level:
Delayed Blast Fireball
Firestorm
Phase Door
Prismatic Spray
Reverse Gravity
Scrying, Greater
Sequester
Spell Turning
Symbol of Stunning
Symbol of Weakness
Vision
8th level:
Antipathy
Dimensional Lock
Discern Location
Incendiary Cloud
Otiluke’s Telekinetic Sphere
Polar Ray
Power Word, Stun
Prismatic Wall
Protection from Spells
Prying Eyes, Greater
Screen
Shout, Greater
Symbol of Insanity
Symbol of Death
Sympathy
9th level:
Freedom
Imprisonment
Meteor Swarm
Mordenkainen’s Disjunction
Prismatic Sphere
Refuge
Shapechange
Weird
Universal Spells:
0th level:
Arcane Mark
Detect Magic
Read Magic
2nd level:
Arcane Lock
3rd level:
Arcane Sight
Dispel Magic
5th level:
Break Enchantment
Permanency
Teleport
6th level:
Analyze Dweomer
Dispel Magic, Greater
7th level:
Arcane Sight, Greater
Limited Wish
Plane Shift
Teleport, Greater
9th level:
Wish
Just like standard Sorcerer accept:
d6 hit die.
4 skill points. Add Knowledge (The Planes), Bluff and Diplomacy to class skills.
No material components. Spend XP instead, probably 10 XP per 100 GP cost.
One more spell known per spell level (so know 2 2nd level spells at 4th etc)
Gain a Bloodline ability at 1st, 6th, 11th and 16th level.
Each bloodline has a totally different spell list, and different abilities. Here is the Dragon bloodline...theres also going to be Fey, Celestial, Fiendish, and one for each Element. Other bloodline suggestions are welcome.
Dragon Bloodline Abilities:
1st level: Energy Affinity: Choose one of acid, cold, electricity or fire. You cast spells of this type at +1 caster level, and with a +1 bonus to saving throw DC.
6th level: Energy Substitution: You may cast any spell with the acid, cold, electricity or fire descriptor with the descriptor of your energy affinity. This ability may be used at will, and does not alter the spell slot or casting time of the spell.
11th level: Keen Senses: You gain lowlight vision and Darkvision each out to 60 feet. Additionally, you gain a +4 bonus to Listen, Search and Spot checks.
16th level: Draconic Defenses: You gain immunity to sleep and paralysis effects, and a +2 bonus to saving throws against fear. Additionally, you gain a +4 natural armor bonus to armor class.
Dragon Bloodline Spell List
0th level:
Acid Splash
Daze
Flare
Ghost Sound
Light
Mage Hand
Message
Open/Close
Ray of Frost
Resistance
1st level:
Alarm
Burning Hands
Cause Fear
Comprehend Languages
Colour Spray
Comprehend Languages
Disguise Self
Feather Fall
Endure Elements
Enlarge Person
Hold Portal
Identify
Jump
Mage Armor
Magic Missile
Magic Weapon
Nystul’s Magic Aura
Obscuring Mist
Produce Flame
Protection from Chaos/Evil/Good/Law
Remove Fear
Shield
Shocking Grasp
True Strike
2nd level:
Arcane Lock
Alter Self
Bear’s Endurance
Bull’s Strength
Continual Flame
Darkvision
Detect Thoughts
Eagle’s Splendor
Flaming Sphere
Fog Cloud
Fox’s Cunning
Glitterdust
Gust of Wind
Levitate
Locate Object
Magic Mouth
Melf’s Acid Arrow
Obscure Object
Owl’s Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
Scaleskin*
Scare
Scorching Ray
See Invisibility
Shatter
Spider Climb
Touch of Idiocy
Whispering Wind
3rd level:
Arcane Sight
Bestow Curse
Call Lightning
Clairaudience/Clairvoyance
Daylight
Explosive Runes
Fireball
Flame Arrow
Fly
Gaseous Form
Glyph of Warding
Haste
Invisibility Purge
Keen Edge
Lightning Bolt
Magic Circle Against Chaos/Evil/Good/Law
Magic Weapon, Greater
Nondetection
Protection from Energy
Rage
Sleet Storm
Slow
Tongues
Water Breathing
Wind Wall
Zone of Truth
4th level:
Arcane Eye
Detect Scrying
Dimensional Anchor
Discern Lies
Enlarge Person, Mass
Fear
Fire Shield
Fire Trap
Geas, Lesser
Globe of Invulnerability, Lesser
Ice Storm
Locate Creature
Minor Creation
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Remove Curse
Scrying
Shout
Solid Fog
Stone Shape
Stoneskin
Wall of Fire
Wall of Ice
5th level:
Break Enchantment
Call Lightning Storm
Cloudkill
Cone of Cold
Control Winds
False Vision
Flame Strike (All Fire)
Freedom of Movement
Leomund’s Secret Chest
Major Creation
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Overland Flight
Passwall
Prying Eyes
Sending
Spell Resistance
Symbol of Pain
Symbol of Sleep
True Seeing
Wall of Force
Wall of Stone
6th level:
Acid Fog
Analyze Dweomer
Antimagic Field
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Chain Lightning
Control Water
Eagle’s Splendor, Mass
Fire Seeds
Forbiddance
Geas/Quest
Globe of Invulnerability
Glyph of Warding, Greater
Guards and Wards
Legend Lore
Move Earth
Otiluke’s Freezing Sphere
Owl’s Wisdom, Mass
Repulsion
Symbol of Fear
Symbol of Persuasion
Wall of Iron
Word of Recall
7th level:
Delayed Blast Fireball
Firestorm
Phase Door
Prismatic Spray
Reverse Gravity
Scrying, Greater
Sequester
Spell Turning
Symbol of Stunning
Symbol of Weakness
Vision
8th level:
Antipathy
Dimensional Lock
Discern Location
Incendiary Cloud
Otiluke’s Telekinetic Sphere
Polar Ray
Power Word, Stun
Prismatic Wall
Protection from Spells
Prying Eyes, Greater
Screen
Shout, Greater
Symbol of Insanity
Symbol of Death
Sympathy
9th level:
Freedom
Imprisonment
Meteor Swarm
Mordenkainen’s Disjunction
Prismatic Sphere
Refuge
Shapechange
Weird
Universal Spells:
0th level:
Arcane Mark
Detect Magic
Read Magic
2nd level:
Arcane Lock
3rd level:
Arcane Sight
Dispel Magic
5th level:
Break Enchantment
Permanency
Teleport
6th level:
Analyze Dweomer
Dispel Magic, Greater
7th level:
Arcane Sight, Greater
Limited Wish
Plane Shift
Teleport, Greater
9th level:
Wish