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Companion thread to 5E Survivor - Subclasses (Part X: Sorcerers)
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<blockquote data-quote="CleverNickName" data-source="post: 8806687" data-attributes="member: 50987"><p>Why limit yourself to just Angels? I think that with a little elbow grease, the Divine Soul can be a great baseline for other outsider-themed bloodlines.</p><p></p><p>Like, just by changing the name and flavor text, you can get:</p><p>[SPOILER=What if Devils?]</p><p><strong><span style="font-size: 26px">Sorcerer: <span style="color: rgb(41, 105, 176)">Infernal</span> Soul</span></strong></p><p><em>Sometimes the spark of magic that fuels a sorcerer comes from <span style="color: rgb(41, 105, 176)">an infernal</span> source that glimmers within the soul. Having such a <span style="color: rgb(41, 105, 176)">cursed</span> soul is a sign that your innate magic might come from a distant but powerful familial connection to <span style="color: rgb(41, 105, 176)">an infernal</span> being. Perhaps your ancestor was <span style="color: rgb(41, 105, 176)">a devil</span>, transformed into a mortal and sent to fight <span style="color: rgb(41, 105, 176)">on behalf of of a Duke of Hell.</span> Or your birth might align with an ancient prophecy, marking you as a servant of the <span style="color: rgb(41, 105, 176)">fell </span>gods or a chosen vessel of <span style="color: rgb(41, 105, 176)">infernal</span> magic.</em></p><p><em></em></p><p><em><span style="color: rgb(41, 105, 176)">An Infernal</span> Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands <span style="color: rgb(41, 105, 176)">blasphemous</span> power, these sorcerers can undermine the existing order by claiming a direct tie to <span style="color: rgb(41, 105, 176)">Hell itself</span>.</em></p><p><em></em></p><p><em>In some cultures, only those who can claim the power of <span style="color: rgb(41, 105, 176)">an Infernal</span> Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.</em></p><p><span style="font-size: 12px"><em>(Source: Xanathar's Guide to Everything)</em></span></p><p></p><p><span style="font-size: 18px">Infernal Magic</span></p><p>Your link to <span style="color: rgb(41, 105, 176)">Hell</span> allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p></p><p>In addition, choose an affinity for the source of your <span style="color: rgb(41, 105, 176)">infernal</span> power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p><p></p><p style="margin-left: 20px">Good: <em>Cure Wounds</em></p> <p style="margin-left: 20px">Evil: <em>Inflict Wounds</em></p> <p style="margin-left: 20px">Law: <em>Bless</em></p> <p style="margin-left: 20px">Chaos: <em>Bane</em></p> <p style="margin-left: 20px">Neutrality: <em>Protection from Evil and Good</em></p><p></p><p><span style="font-size: 18px">Favored by the <span style="color: rgb(41, 105, 176)">Fallen</span></span></p><p>Starting at 1st level, <span style="color: rgb(41, 105, 176)">infernal</span> power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><span style="font-size: 18px">Empowered <span style="color: rgb(41, 105, 176)">Affliction</span></span></p><p>Starting at 6th level, the <span style="color: rgb(41, 105, 176)">infernal</span> energy coursing through you can empower <span style="color: rgb(41, 105, 176)">damaging</span> spells. Whenever you or an ally within 5 feet of you rolls dice to determine the <span style="color: rgb(41, 105, 176)">the amount of damage a spell causes</span>, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.</p><p></p><p><span style="font-size: 18px">Infernal Form</span></p><p>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.</p><p></p><p>The affinity you chose for your Infernal Magic feature determines the appearance of the spectral wings: <span style="color: rgb(41, 105, 176)">raven</span> wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</p><p></p><p><span style="font-size: 18px">Unearthly Recovery</span></p><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER]</p><p></p><p>And if you also change the spells and abilities, you can get:</p><p>[SPOILER=What if Archfey?]</p><p><strong>Sorcerer: <span style="color: rgb(41, 105, 176)">Feyborn</span> Soul</strong></p><p><em>Sometimes the spark of magic that fuels a sorcerer comes from <span style="color: rgb(41, 105, 176)">a capricious and mysterious </span>source <span style="color: rgb(41, 105, 176)">from the Feywild</span>. Having such a soul is a sign that your innate magic might come from a distant but powerful familial connection to <span style="color: rgb(41, 105, 176)">an Archfey, a faerie, or other feywild </span>being. Perhaps your ancestor was <span style="color: rgb(41, 105, 176)">a Knight of the Seelie Court</span>, transformed into a mortal and sent to fight <span style="color: rgb(41, 105, 176)">in the name of Queen Titania.</span> Or your birth might align with an ancient prophecy, marking you as a servant of the <span style="color: rgb(41, 105, 176)">archfey</span> or a chosen vessel of <span style="color: rgb(41, 105, 176)">wild</span> magic.</em></p><p><em></em></p><p><em><span style="color: rgb(41, 105, 176)">A Feyborn</span> Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands <span style="color: rgb(41, 105, 176)">otherworldly</span> power, these sorcerers can undermine the existing order by claiming a direct tie to <span style="color: rgb(41, 105, 176)">The Feywild itself</span>.</em></p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Feyborn</span> Magic</span></p><p>Your link to the<span style="color: rgb(41, 105, 176)">Feywild</span> allows you to learn spells normally associated with the <span style="color: rgb(41, 105, 176)">druid</span> class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the <span style="color: rgb(41, 105, 176)">druid</span> spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p></p><p>In addition, choose an affinity for the source of your <span style="color: rgb(41, 105, 176)">Feyborn</span> power: <span style="color: rgb(41, 105, 176)">the Seelie Court, the Unseelie Court, the Wild Hunt, or the Court of Roses.</span> You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.</p><p></p><p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Seelie Court: <em>Charm Person</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Unseelie Court: <em>Fog Cloud</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">The Wild Hunt: <em>Hunter's Mark</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">The Court of Roses: </span><em><span style="color: rgb(41, 105, 176)">Entangle</span></em></p><p></p><p><span style="font-size: 18px">Favored by the <span style="color: rgb(41, 105, 176)">Archfey</span></span></p><p>Starting at 1st level, <span style="color: rgb(41, 105, 176)">the power of the Archfey</span> guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><span style="font-size: 18px">Empowered <span style="color: rgb(41, 105, 176)">Enchantment</span></span></p><p>Starting at 6th level, the <span style="color: rgb(41, 105, 176)">feywild</span> energy coursing through you can empower <span style="color: rgb(41, 105, 176)">enchantment</span> spells. Whenever you or an ally within 5 feet of you <span style="color: rgb(41, 105, 176)">casts an Enchantment spell of 1st level or higher</span>, you can spend 1 sorcery point to <span style="color: rgb(41, 105, 176)">have that spell affect one additional creature</span>, provided you aren't incapacitated. You can use this feature only once per turn.</p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Faerie</span> Form</span></p><p>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.</p><p></p><p>The affinity you chose for your Feyborn Magic feature determines the appearance of the spectral wings: <span style="color: rgb(41, 105, 176)">dragonfly wings for the Seelie Court, wasp wings for the Unseelie court, falcon wings for the Wild Hunt, and bee wings for the Court of Roses.</span></p><p></p><p><span style="font-size: 18px">Unearthly Recovery</span></p><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER]</p><p>[SPOILER=What if Elementals?]</p><p><strong>Sorcerer: <span style="color: rgb(41, 105, 176)">Elemental</span> Soul</strong></p><p><em>Sometimes the spark of magic that fuels a sorcerer comes from <span style="color: rgb(41, 105, 176)">a powerful being from one of the Elemental Planes. </span>Having such a soul is a sign that your innate magic might come from a distant but powerful familial connection to <span style="color: rgb(41, 105, 176)">an effrit, marid, or other powerful elemental </span>being. Perhaps your ancestor was <span style="color: rgb(41, 105, 176)">a djinn</span>, transformed into a mortal <span style="color: rgb(41, 105, 176)">from a carefully-worded wish.</span> Or your birth might align with an ancient prophecy, marking you as a servant of the <span style="color: rgb(41, 105, 176)">Dao Lords of the Plane of Earth.</span></em></p><p><em><span style="color: rgb(41, 105, 176)"></span></em></p><p><em><span style="color: rgb(41, 105, 176)">An Elemental</span> Soul, with natural <span style="color: rgb(41, 105, 176)">arcane power</span>, is seen as a threat by some religious hierarchies. As an outsider who commands <span style="color: rgb(41, 105, 176)">elemental</span> power, these sorcerers can undermine the existing order by claiming a direct tie to <span style="color: rgb(41, 105, 176)">The Elemental Chaos itself</span>.</em></p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Elemental</span> Magic</span></p><p>Choose an affinity for the source of your <span style="color: rgb(41, 105, 176)">Elemental </span>power: <span style="color: rgb(41, 105, 176)">the Plane of Air, the Plane of Earth, the Plane of Fire, or the Plane of Water. </span>You learn <span style="color: rgb(41, 105, 176)">the <em>Absorb Elements</em> spell, as well as</span> additional spells based on that affinity, as shown below. <span style="color: rgb(41, 105, 176)">They are</span> sorcerer spells for you, but don't count against your number of sorcerer spells known.</p><p></p><p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Plane of Air: <em>Thunderwave, Feather Fall</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Plane of Earth: <em>Catapult, Earth Tremor</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Plane of Fire: <em>Burning Hands, Faerie Fire</em></span></p> <p style="margin-left: 20px"><span style="color: rgb(41, 105, 176)">Plane of Water: </span><em><span style="color: rgb(41, 105, 176)">Fog Cloud, Ice Knife</span></em></p><p></p><p><span style="font-size: 18px">Favored by the <span style="color: rgb(41, 105, 176)">Elements</span></span></p><p>Starting at 1st level, <span style="color: rgb(41, 105, 176)">the power of elemental magic</span> guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><span style="font-size: 18px">Empowered <span style="color: rgb(41, 105, 176)">Elements</span></span></p><p>Starting at 6th level, the <span style="color: rgb(41, 105, 176)">elemental</span> energy coursing through you can empower <span style="color: rgb(41, 105, 176)">enchantment</span> spells. Whenever you or an ally within 5 feet of you rolls dice to determine <span style="color: rgb(41, 105, 176)">the amount of damage a spell causes</span>, you can spend 1 sorcery point to <span style="color: rgb(41, 105, 176)">change the damage type to your chosen element: acid damage for the Plane of Earth, cold damage for the Plane of Water, lightning damage for the Plane of Air, and fire damage for the Plane of Fire.</span> You can use this feature only once per turn.</p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Elemental </span>Form</span></p><p>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.</p><p></p><p>The affinity you chose for your <span style="color: rgb(41, 105, 176)">Elemental</span> Magic feature determines the appearance of the spectral wings: <span style="color: rgb(41, 105, 176)">flames for the Plane of Fire, clouds for the Plane of Air, dust for the Plane of Earth, and seafoam for the Plane of Water.</span></p><p></p><p><span style="font-size: 18px">Unearthly Recovery</span></p><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER]</p><p>[SPOILER=What if Cthulhu?]</p><p><strong>Sorcerer: Aberrant Soul</strong></p><p><em>Sometimes the spark of magic that fuels a sorcerer comes from a capricious and mysterious source from <span style="color: rgb(41, 105, 176)">the distant and incomprehensible Outer Planes.</span> Having such a soul is a sign that your innate magic might come from <span style="color: #2969b0">one of the Great Old Ones, great and terrible primordial beings</span>.</em></p><p></p><p><span style="color: rgb(41, 105, 176)">Aberrant</span> Magic</p><p>Your link to the Outer Planes allows you to learn spells normally associated with the <span style="color: rgb(41, 105, 176)">warlock</span> class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the <span style="color: rgb(41, 105, 176)">warlock</span> spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p></p><p>In addition, you learn the <span style="color: rgb(41, 105, 176)"><em>Arms of Hadar</em> and <em>Hex</em> spells. These are </span>sorcerer spells for you, and they don't count against your number of sorcerer spells known. If you later replace one of these spells, you must replace it with a spell from the warlock spell list.</p><p></p><p>Favored by the <span style="color: rgb(41, 105, 176)">Old Ones</span></p><p>Starting at 1st level, the power of the <span style="color: rgb(41, 105, 176)">Old Ones </span>guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p>Empowered Aberrations</p><p>Starting at 6th level, the dark energy coursing through you can empower enchantment spells. Whenever you or an ally within 5 feet of you rolls dice to determine <span style="color: rgb(41, 105, 176)">the amount of damage a spell causes, you can spend 1 sorcery point to reroll one of those damage dice. </span>You can use this feature only once per turn. You can use this feature only once per turn.</p><p></p><p><span style="color: rgb(41, 105, 176)">Aberrant</span> Form</p><p>Starting at 14th level, you can use a bonus action to manifest a pair of shadowy, spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.</p><p></p><p>Unearthly Recovery</p><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER]</p><p></p><p>The Divine Soul sorcerer is pretty dull as-written, IMO, but it makes a very good chassis for building better campaign-specific options. So I'm downvoting it for how it's written, but not for what it could become.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8806687, member: 50987"] Why limit yourself to just Angels? I think that with a little elbow grease, the Divine Soul can be a great baseline for other outsider-themed bloodlines. Like, just by changing the name and flavor text, you can get: [SPOILER=What if Devils?] [B][SIZE=7]Sorcerer: [COLOR=rgb(41, 105, 176)]Infernal[/COLOR] Soul[/SIZE][/B] [I]Sometimes the spark of magic that fuels a sorcerer comes from [COLOR=rgb(41, 105, 176)]an infernal[/COLOR] source that glimmers within the soul. Having such a [COLOR=rgb(41, 105, 176)]cursed[/COLOR] soul is a sign that your innate magic might come from a distant but powerful familial connection to [COLOR=rgb(41, 105, 176)]an infernal[/COLOR] being. Perhaps your ancestor was [COLOR=rgb(41, 105, 176)]a devil[/COLOR], transformed into a mortal and sent to fight [COLOR=rgb(41, 105, 176)]on behalf of of a Duke of Hell.[/COLOR] Or your birth might align with an ancient prophecy, marking you as a servant of the [COLOR=rgb(41, 105, 176)]fell [/COLOR]gods or a chosen vessel of [COLOR=rgb(41, 105, 176)]infernal[/COLOR] magic. [COLOR=rgb(41, 105, 176)]An Infernal[/COLOR] Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands [COLOR=rgb(41, 105, 176)]blasphemous[/COLOR] power, these sorcerers can undermine the existing order by claiming a direct tie to [COLOR=rgb(41, 105, 176)]Hell itself[/COLOR]. In some cultures, only those who can claim the power of [COLOR=rgb(41, 105, 176)]an Infernal[/COLOR] Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.[/I] [SIZE=3][I](Source: Xanathar's Guide to Everything)[/I][/SIZE] [SIZE=5]Infernal Magic[/SIZE] Your link to [COLOR=rgb(41, 105, 176)]Hell[/COLOR] allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your [COLOR=rgb(41, 105, 176)]infernal[/COLOR] power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. [INDENT]Good: [I]Cure Wounds[/I][/INDENT] [INDENT]Evil: [I]Inflict Wounds[/I][/INDENT] [INDENT]Law: [I]Bless[/I][/INDENT] [INDENT]Chaos: [I]Bane[/I][/INDENT] [INDENT]Neutrality: [I]Protection from Evil and Good[/I][/INDENT] [SIZE=5]Favored by the [COLOR=rgb(41, 105, 176)]Fallen[/COLOR][/SIZE] Starting at 1st level, [COLOR=rgb(41, 105, 176)]infernal[/COLOR] power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. [SIZE=5]Empowered [COLOR=rgb(41, 105, 176)]Affliction[/COLOR][/SIZE] Starting at 6th level, the [COLOR=rgb(41, 105, 176)]infernal[/COLOR] energy coursing through you can empower [COLOR=rgb(41, 105, 176)]damaging[/COLOR] spells. Whenever you or an ally within 5 feet of you rolls dice to determine the [COLOR=rgb(41, 105, 176)]the amount of damage a spell causes[/COLOR], you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn. [SIZE=5]Infernal Form[/SIZE] Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Infernal Magic feature determines the appearance of the spectral wings: [COLOR=rgb(41, 105, 176)]raven[/COLOR] wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. [SIZE=5]Unearthly Recovery[/SIZE] At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER] And if you also change the spells and abilities, you can get: [SPOILER=What if Archfey?] [B]Sorcerer: [COLOR=rgb(41, 105, 176)]Feyborn[/COLOR] Soul[/B] [I]Sometimes the spark of magic that fuels a sorcerer comes from [COLOR=rgb(41, 105, 176)]a capricious and mysterious [/COLOR]source [COLOR=rgb(41, 105, 176)]from the Feywild[/COLOR]. Having such a soul is a sign that your innate magic might come from a distant but powerful familial connection to [COLOR=rgb(41, 105, 176)]an Archfey, a faerie, or other feywild [/COLOR]being. Perhaps your ancestor was [COLOR=rgb(41, 105, 176)]a Knight of the Seelie Court[/COLOR], transformed into a mortal and sent to fight [COLOR=rgb(41, 105, 176)]in the name of Queen Titania.[/COLOR] Or your birth might align with an ancient prophecy, marking you as a servant of the [COLOR=rgb(41, 105, 176)]archfey[/COLOR] or a chosen vessel of [COLOR=rgb(41, 105, 176)]wild[/COLOR] magic. [COLOR=rgb(41, 105, 176)]A Feyborn[/COLOR] Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands [COLOR=rgb(41, 105, 176)]otherworldly[/COLOR] power, these sorcerers can undermine the existing order by claiming a direct tie to [COLOR=rgb(41, 105, 176)]The Feywild itself[/COLOR].[/I] [SIZE=5][COLOR=rgb(41, 105, 176)]Feyborn[/COLOR] Magic[/SIZE] Your link to the[COLOR=rgb(41, 105, 176)]Feywild[/COLOR] allows you to learn spells normally associated with the [COLOR=rgb(41, 105, 176)]druid[/COLOR] class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the [COLOR=rgb(41, 105, 176)]druid[/COLOR] spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your [COLOR=rgb(41, 105, 176)]Feyborn[/COLOR] power: [COLOR=rgb(41, 105, 176)]the Seelie Court, the Unseelie Court, the Wild Hunt, or the Court of Roses.[/COLOR] You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list. [INDENT][COLOR=rgb(41, 105, 176)]Seelie Court: [I]Charm Person[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]Unseelie Court: [I]Fog Cloud[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]The Wild Hunt: [I]Hunter's Mark[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]The Court of Roses: [/COLOR][I][COLOR=rgb(41, 105, 176)]Entangle[/COLOR][/I][/INDENT] [SIZE=5]Favored by the [COLOR=rgb(41, 105, 176)]Archfey[/COLOR][/SIZE] Starting at 1st level, [COLOR=rgb(41, 105, 176)]the power of the Archfey[/COLOR] guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. [SIZE=5]Empowered [COLOR=rgb(41, 105, 176)]Enchantment[/COLOR][/SIZE] Starting at 6th level, the [COLOR=rgb(41, 105, 176)]feywild[/COLOR] energy coursing through you can empower [COLOR=rgb(41, 105, 176)]enchantment[/COLOR] spells. Whenever you or an ally within 5 feet of you [COLOR=rgb(41, 105, 176)]casts an Enchantment spell of 1st level or higher[/COLOR], you can spend 1 sorcery point to [COLOR=rgb(41, 105, 176)]have that spell affect one additional creature[/COLOR], provided you aren't incapacitated. You can use this feature only once per turn. [SIZE=5][COLOR=rgb(41, 105, 176)]Faerie[/COLOR] Form[/SIZE] Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Feyborn Magic feature determines the appearance of the spectral wings: [COLOR=rgb(41, 105, 176)]dragonfly wings for the Seelie Court, wasp wings for the Unseelie court, falcon wings for the Wild Hunt, and bee wings for the Court of Roses.[/COLOR] [SIZE=5]Unearthly Recovery[/SIZE] At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER] [SPOILER=What if Elementals?] [B]Sorcerer: [COLOR=rgb(41, 105, 176)]Elemental[/COLOR] Soul[/B] [I]Sometimes the spark of magic that fuels a sorcerer comes from [COLOR=rgb(41, 105, 176)]a powerful being from one of the Elemental Planes. [/COLOR]Having such a soul is a sign that your innate magic might come from a distant but powerful familial connection to [COLOR=rgb(41, 105, 176)]an effrit, marid, or other powerful elemental [/COLOR]being. Perhaps your ancestor was [COLOR=rgb(41, 105, 176)]a djinn[/COLOR], transformed into a mortal [COLOR=rgb(41, 105, 176)]from a carefully-worded wish.[/COLOR] Or your birth might align with an ancient prophecy, marking you as a servant of the [COLOR=rgb(41, 105, 176)]Dao Lords of the Plane of Earth. An Elemental[/COLOR] Soul, with natural [COLOR=rgb(41, 105, 176)]arcane power[/COLOR], is seen as a threat by some religious hierarchies. As an outsider who commands [COLOR=rgb(41, 105, 176)]elemental[/COLOR] power, these sorcerers can undermine the existing order by claiming a direct tie to [COLOR=rgb(41, 105, 176)]The Elemental Chaos itself[/COLOR].[/I] [SIZE=5][COLOR=rgb(41, 105, 176)]Elemental[/COLOR] Magic[/SIZE] Choose an affinity for the source of your [COLOR=rgb(41, 105, 176)]Elemental [/COLOR]power: [COLOR=rgb(41, 105, 176)]the Plane of Air, the Plane of Earth, the Plane of Fire, or the Plane of Water. [/COLOR]You learn [COLOR=rgb(41, 105, 176)]the [I]Absorb Elements[/I] spell, as well as[/COLOR] additional spells based on that affinity, as shown below. [COLOR=rgb(41, 105, 176)]They are[/COLOR] sorcerer spells for you, but don't count against your number of sorcerer spells known. [INDENT][COLOR=rgb(41, 105, 176)]Plane of Air: [I]Thunderwave, Feather Fall[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]Plane of Earth: [I]Catapult, Earth Tremor[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]Plane of Fire: [I]Burning Hands, Faerie Fire[/I][/COLOR][/INDENT] [INDENT][COLOR=rgb(41, 105, 176)]Plane of Water: [/COLOR][I][COLOR=rgb(41, 105, 176)]Fog Cloud, Ice Knife[/COLOR][/I][/INDENT] [SIZE=5]Favored by the [COLOR=rgb(41, 105, 176)]Elements[/COLOR][/SIZE] Starting at 1st level, [COLOR=rgb(41, 105, 176)]the power of elemental magic[/COLOR] guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. [SIZE=5]Empowered [COLOR=rgb(41, 105, 176)]Elements[/COLOR][/SIZE] Starting at 6th level, the [COLOR=rgb(41, 105, 176)]elemental[/COLOR] energy coursing through you can empower [COLOR=rgb(41, 105, 176)]enchantment[/COLOR] spells. Whenever you or an ally within 5 feet of you rolls dice to determine [COLOR=rgb(41, 105, 176)]the amount of damage a spell causes[/COLOR], you can spend 1 sorcery point to [COLOR=rgb(41, 105, 176)]change the damage type to your chosen element: acid damage for the Plane of Earth, cold damage for the Plane of Water, lightning damage for the Plane of Air, and fire damage for the Plane of Fire.[/COLOR] You can use this feature only once per turn. [SIZE=5][COLOR=rgb(41, 105, 176)]Elemental [/COLOR]Form[/SIZE] Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your [COLOR=rgb(41, 105, 176)]Elemental[/COLOR] Magic feature determines the appearance of the spectral wings: [COLOR=rgb(41, 105, 176)]flames for the Plane of Fire, clouds for the Plane of Air, dust for the Plane of Earth, and seafoam for the Plane of Water.[/COLOR] [SIZE=5]Unearthly Recovery[/SIZE] At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER] [SPOILER=What if Cthulhu?] [B]Sorcerer: Aberrant Soul[/B] [I]Sometimes the spark of magic that fuels a sorcerer comes from a capricious and mysterious source from [COLOR=rgb(41, 105, 176)]the distant and incomprehensible Outer Planes.[/COLOR] Having such a soul is a sign that your innate magic might come from [COLOR=#2969b0]one of the Great Old Ones, great and terrible primordial beings[/COLOR].[/I] [COLOR=rgb(41, 105, 176)]Aberrant[/COLOR] Magic Your link to the Outer Planes allows you to learn spells normally associated with the [COLOR=rgb(41, 105, 176)]warlock[/COLOR] class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the [COLOR=rgb(41, 105, 176)]warlock[/COLOR] spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, you learn the [COLOR=rgb(41, 105, 176)][I]Arms of Hadar[/I] and [I]Hex[/I] spells. These are [/COLOR]sorcerer spells for you, and they don't count against your number of sorcerer spells known. If you later replace one of these spells, you must replace it with a spell from the warlock spell list. Favored by the [COLOR=rgb(41, 105, 176)]Old Ones[/COLOR] Starting at 1st level, the power of the [COLOR=rgb(41, 105, 176)]Old Ones [/COLOR]guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. Empowered Aberrations Starting at 6th level, the dark energy coursing through you can empower enchantment spells. Whenever you or an ally within 5 feet of you rolls dice to determine [COLOR=rgb(41, 105, 176)]the amount of damage a spell causes, you can spend 1 sorcery point to reroll one of those damage dice. [/COLOR]You can use this feature only once per turn. You can use this feature only once per turn. [COLOR=rgb(41, 105, 176)]Aberrant[/COLOR] Form Starting at 14th level, you can use a bonus action to manifest a pair of shadowy, spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER] The Divine Soul sorcerer is pretty dull as-written, IMO, but it makes a very good chassis for building better campaign-specific options. So I'm downvoting it for how it's written, but not for what it could become. [/QUOTE]
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Companion thread to 5E Survivor - Subclasses (Part X: Sorcerers)
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