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Sorcerer Rebalance, Through Flexible Casting And Wizard Spells
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<blockquote data-quote="MoonSong" data-source="post: 7062062" data-attributes="member: 6689464"><p>I've put some work into this problem. I wanted to address three problems: Thematic versatility, Mechanical versatility and Power. So far the class isn't ready yet, but at least this subclass is (I also preserved archetype levels so they remain compatible). There are some obvious flaws like how are you getting radiant damage as a sorcerer, but those are covered by the main class I'm still working on. </p><p></p><p>Oh and in case this one looks familiar is because it obviously is. But hey, it is ten themes in the same space that used to be used by one and there is room to customize with more, it is all mix and match according to taste. </p><p></p><p>[HR][/HR]</p><p><strong>Atavic Scion</strong></p><p>Your innate magic comes from the blood of a supernatural or magical creature that was infused into you or was your ancestor. This power is inherited through bloodlines, but only a few truly manifest the signs of their magical ancestor. </p><p>Supernatural Ancestor</p><p>At 1st level, you choose one magical creature, supernatural creature or dragon as your ancestor. Each creature is associated with one language and one damage type. </p><p></p><table style='width: 100%'><tr><td></td><td>Supernatural Ancestor</td><td></td></tr><tr><td>Ancestor</td><td>Language</td><td>Damage type</td></tr><tr><td>Angel</td><td>Celestial</td><td>Radiant</td></tr><tr><td>Demon</td><td>Abyssal</td><td>Necrotic</td></tr><tr><td>Devil</td><td>Infernal</td><td>Fire</td></tr><tr><td>Djinni</td><td>Auran</td><td>Thunder</td></tr><tr><td>Dragon</td><td>Draconic</td><td>By Color:<br /> Fire (Red, Gold, & Brass)<br /> Lighting (Blue & Bronze), <br /> Cold (Silver & White), <br /> Acid (Black & Copper), <br /> Poison (Green)</td></tr><tr><td>Elemental</td><td>By element:<br /> Aquan (Water), <br /> Auran (Air),<br /> Ignan (Fire), <br /> Terran (Earth)</td><td>By element:<br /> Cold (Air & Water)<br /> Fire (Fire)<br /> Bludgeoning (Earth)</td></tr><tr><td>Efreeti</td><td>Ignan</td><td>Fire</td></tr><tr><td>Fey</td><td>Sylvan</td><td>Psychic</td></tr><tr><td>Marid</td><td>Aquan</td><td>Cold</td></tr><tr><td>Phoenix</td><td>Sylvan</td><td>Fire</td></tr></table><p></p><p></p><p>You know and are fully literate on the language of your ancestor. And when you make a Charisma check to interact with creatures of the same kind as your ancestor, your proficiency bonus is doubled if it applies to the check.<strong></strong></p><p><strong></strong></p><p><strong>Atavic Sign</strong></p><p>The magic flowing through your veins causes physical traits of your ancestors to emerge. At 1st level, you gain one of the following benefits depending on your ancestor: </p><p></p><ul> <li data-xf-list-type="ul">Demon: Your hands are deformed and finish in talon-like claws. Your unarmed strikes deal 1d6+your Strength modifier slashing damage. </li> <li data-xf-list-type="ul">Angel,Fey: You are surrounded by a supernatural aura of beauty that calls attention to you. You have advantage on Charisma(Bluff) and Charisma(Persuasion) checks. </li> <li data-xf-list-type="ul">Devil: Your eyes glow with a reddish light. You have darkvision up to 60', if you already have darkvision, magical darkness doesn't impede it. </li> <li data-xf-list-type="ul">Djinni: Sparks surround you. When you are hit in melee by an enemy, they take 1d6 lightning damage. </li> <li data-xf-list-type="ul">Dragon: Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. </li> <li data-xf-list-type="ul">Efreeti: Your hands are constantly reddish and scalding hot. You learn the Fire Bolt cantrip. </li> <li data-xf-list-type="ul">Elemental: Your body randomly turns into the element of your ancestor and back. You can move through very narrow spaces without squeezing. </li> <li data-xf-list-type="ul">Marid: Gills grow on your neck. You can breath both water and air and have a swim speed of 30 feet. </li> <li data-xf-list-type="ul">Phoenix: Flames move constantly and harmlessly through your body. Fire damage you receive increases your hit points instead, and you can light non-magical fires at-will. </li> </ul><p></p><p><strong>Elemental Affinity</strong></p><p>Starting at 6th level, when you cast a spell that deals damage of the type associated with your supernatural ancestor, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend a 1st-level spell slot to gain resistance to that damage type for 1 hour.</p><p><strong>Atavic Legacy</strong></p><p>At 14th level, you unlock the gift of your ancestor to transcend the limits of your humanoid form. The exact effect depends on your ancestor: </p><p></p><ul> <li data-xf-list-type="ul">Demon, Djinni, Efreeti, Marid: You gain the ability to turn into a cloud of gas, you and your equipment become incorporeal and gain a fly speed of 10 feet, but lose all other means of locomotion. While in this form, you can occupy the same area as another creature and pass through small spaces on solid surfaces. You can enter into this form as a bonus action, and you can dismiss it and return to your physical form as a bonus action. </li> <li data-xf-list-type="ul">Angel, Devil, Dragon, or Phoenix: You gain the ability to sprout a pair of appropriate wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your 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. </li> <li data-xf-list-type="ul">Fey: You transform into an ethereal form of supernatural beauty. In this form, you can freely modify your aspect and your factions. In addition you can teleport up to 30 feet as part of your movement. </li> <li data-xf-list-type="ul">Elemental: Your gain the ability to turn your body into a pure embodiment of your element. While in this form you are immune to damage associated with of your ancestor and poison damage. You can enter into this form as a bonus action, and you can dismiss it and return to your physical form as a bonus action. </li> </ul><p><strong> Ancestral Presence </strong></p><p>Beginning at 18th level, you can channel the spirit of your ancestor. You learn a bonus spell according to your ancestry, this spell doesn't count towards your spells known and is always a sorcerer spell for you. </p><p></p><table style='width: 100%'><tr><td>Ancestor</td><td>Spell</td></tr><tr><td>Angel</td><td>Spirit Guardian</td></tr><tr><td>Demon</td><td>Fear</td></tr><tr><td> Devil</td><td>Bestow Curse</td></tr><tr><td>Djinni</td><td>Wind Wall</td></tr><tr><td>Dragon</td><td>Fear</td></tr><tr><td>Elemental</td><td>Protection from Energy</td></tr><tr><td>Efreeti</td><td>Clairvoyance</td></tr><tr><td>Fey</td><td>Bestow Curse</td></tr><tr><td>Marid</td><td>Clairvoyance</td></tr><tr><td>Phoenix</td><td>Revivify</td></tr></table></blockquote><p></p>
[QUOTE="MoonSong, post: 7062062, member: 6689464"] I've put some work into this problem. I wanted to address three problems: Thematic versatility, Mechanical versatility and Power. So far the class isn't ready yet, but at least this subclass is (I also preserved archetype levels so they remain compatible). There are some obvious flaws like how are you getting radiant damage as a sorcerer, but those are covered by the main class I'm still working on. Oh and in case this one looks familiar is because it obviously is. But hey, it is ten themes in the same space that used to be used by one and there is room to customize with more, it is all mix and match according to taste. [HR][/HR] [B]Atavic Scion[/B] Your innate magic comes from the blood of a supernatural or magical creature that was infused into you or was your ancestor. This power is inherited through bloodlines, but only a few truly manifest the signs of their magical ancestor. Supernatural Ancestor At 1st level, you choose one magical creature, supernatural creature or dragon as your ancestor. Each creature is associated with one language and one damage type. [TABLE="width: 400"] [TR] [TD][/TD] [TD]Supernatural Ancestor[/TD] [TD][/TD] [/TR] [TR] [TD]Ancestor[/TD] [TD]Language[/TD] [TD]Damage type[/TD] [/TR] [TR] [TD]Angel[/TD] [TD]Celestial[/TD] [TD]Radiant[/TD] [/TR] [TR] [TD]Demon[/TD] [TD]Abyssal[/TD] [TD]Necrotic[/TD] [/TR] [TR] [TD]Devil[/TD] [TD]Infernal[/TD] [TD]Fire[/TD] [/TR] [TR] [TD]Djinni[/TD] [TD]Auran[/TD] [TD]Thunder[/TD] [/TR] [TR] [TD]Dragon[/TD] [TD]Draconic[/TD] [TD]By Color: Fire (Red, Gold, & Brass) Lighting (Blue & Bronze), Cold (Silver & White), Acid (Black & Copper), Poison (Green)[/TD] [/TR] [TR] [TD]Elemental[/TD] [TD]By element: Aquan (Water), Auran (Air), Ignan (Fire), Terran (Earth)[/TD] [TD]By element: Cold (Air & Water) Fire (Fire) Bludgeoning (Earth)[/TD] [/TR] [TR] [TD]Efreeti[/TD] [TD]Ignan[/TD] [TD]Fire[/TD] [/TR] [TR] [TD]Fey[/TD] [TD]Sylvan[/TD] [TD]Psychic[/TD] [/TR] [TR] [TD]Marid[/TD] [TD]Aquan[/TD] [TD]Cold[/TD] [/TR] [TR] [TD]Phoenix[/TD] [TD]Sylvan[/TD] [TD]Fire[/TD] [/TR] [/TABLE] You know and are fully literate on the language of your ancestor. And when you make a Charisma check to interact with creatures of the same kind as your ancestor, your proficiency bonus is doubled if it applies to the check.[B] Atavic Sign[/B] The magic flowing through your veins causes physical traits of your ancestors to emerge. At 1st level, you gain one of the following benefits depending on your ancestor: [LIST] [*]Demon: Your hands are deformed and finish in talon-like claws. Your unarmed strikes deal 1d6+your Strength modifier slashing damage. [*]Angel,Fey: You are surrounded by a supernatural aura of beauty that calls attention to you. You have advantage on Charisma(Bluff) and Charisma(Persuasion) checks. [*]Devil: Your eyes glow with a reddish light. You have darkvision up to 60', if you already have darkvision, magical darkness doesn't impede it. [*]Djinni: Sparks surround you. When you are hit in melee by an enemy, they take 1d6 lightning damage. [*]Dragon: Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. [*]Efreeti: Your hands are constantly reddish and scalding hot. You learn the Fire Bolt cantrip. [*]Elemental: Your body randomly turns into the element of your ancestor and back. You can move through very narrow spaces without squeezing. [*]Marid: Gills grow on your neck. You can breath both water and air and have a swim speed of 30 feet. [*]Phoenix: Flames move constantly and harmlessly through your body. Fire damage you receive increases your hit points instead, and you can light non-magical fires at-will. [/LIST] [B]Elemental Affinity[/B] Starting at 6th level, when you cast a spell that deals damage of the type associated with your supernatural ancestor, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend a 1st-level spell slot to gain resistance to that damage type for 1 hour. [B]Atavic Legacy[/B] At 14th level, you unlock the gift of your ancestor to transcend the limits of your humanoid form. The exact effect depends on your ancestor: [LIST] [*]Demon, Djinni, Efreeti, Marid: You gain the ability to turn into a cloud of gas, you and your equipment become incorporeal and gain a fly speed of 10 feet, but lose all other means of locomotion. While in this form, you can occupy the same area as another creature and pass through small spaces on solid surfaces. You can enter into this form as a bonus action, and you can dismiss it and return to your physical form as a bonus action. [*]Angel, Devil, Dragon, or Phoenix: You gain the ability to sprout a pair of appropriate wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your 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. [*]Fey: You transform into an ethereal form of supernatural beauty. In this form, you can freely modify your aspect and your factions. In addition you can teleport up to 30 feet as part of your movement. [*]Elemental: Your gain the ability to turn your body into a pure embodiment of your element. While in this form you are immune to damage associated with of your ancestor and poison damage. You can enter into this form as a bonus action, and you can dismiss it and return to your physical form as a bonus action. [/LIST] [B] Ancestral Presence [/B] Beginning at 18th level, you can channel the spirit of your ancestor. You learn a bonus spell according to your ancestry, this spell doesn't count towards your spells known and is always a sorcerer spell for you. [TABLE="width: 300"] [TR] [TD]Ancestor[/TD] [TD]Spell[/TD] [/TR] [TR] [TD]Angel[/TD] [TD]Spirit Guardian[/TD] [/TR] [TR] [TD]Demon[/TD] [TD]Fear[/TD] [/TR] [TR] [TD] Devil[/TD] [TD]Bestow Curse[/TD] [/TR] [TR] [TD]Djinni[/TD] [TD]Wind Wall[/TD] [/TR] [TR] [TD]Dragon[/TD] [TD]Fear[/TD] [/TR] [TR] [TD]Elemental[/TD] [TD]Protection from Energy[/TD] [/TR] [TR] [TD]Efreeti[/TD] [TD]Clairvoyance[/TD] [/TR] [TR] [TD]Fey[/TD] [TD]Bestow Curse[/TD] [/TR] [TR] [TD]Marid[/TD] [TD]Clairvoyance[/TD] [/TR] [TR] [TD]Phoenix[/TD] [TD]Revivify[/TD] [/TR] [/TABLE] [/QUOTE]
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