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Favored Soul Re-balance
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<blockquote data-quote="AlmirEldignor" data-source="post: 6655327" data-attributes="member: 6795736"><p>Here's the favored Soul sorcerer variant my players use, its worked out well so far as balance goes (It's set up as a bloodline type thing, cause thats what sorcerers do, but it could easily be reflavoured to be its own thing)</p><p></p><p>Favored Soul</p><p></p><p>Base Class Sorcerer</p><p></p><p>Divine Magic</p><p>Your magic is being channeled through a divine being. You get your spells from the cleric spell list instead of the sorcerer spell list. All other aspects of spellcasting remain unchanged.</p><p></p><p>Spellcasting Focus</p><p>You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Sorcery spells</p><p></p><p>Angelic Bloodline</p><p>Your innate magic comes from celestial magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a celestial or who might even have claimed a celestial parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.</p><p></p><p>Bonus Proficiencies</p><p>At 1st level, you gain proficiency with Medium armor and Shields.</p><p></p><p>Angelic Ancestor</p><p>At 1st level, you choose one type of Angel as your ancestor. </p><p><strong>Deva</strong> When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Planetar</strong> While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Solar</strong> You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p>Angelic Ancestry</p><p>You can speak, read, and write celestial. Additionally, whenever you make a Charisma check when interacting with celestial, your proficiency bonus is doubled if it applies to the check.</p><p></p><p>Angelic Resilience</p><p>As magic flows through your body, it causes physical traits of your celestial ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. </p><p></p><p>Divine Favor</p><p>Starting at 6th level</p><p>Divine Touch (Deva) when you cast a spell that restores hit points, add your Charisma modifier to the amount healed.</p><p>Wrathful Strike (Planetar) you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>Radiant Affinity (Solar) when you cast a spell that deals radiant damage, add your Charisma modifier to that damage.</p><p></p><p>Angelic Wings</p><p>At 14th level, you gain the ability to sprout a pair of angel 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. </p><p></p><p>Angelic Presence</p><p>Beginning at 18th level, you can channel the dread presence of your divine ancestor, 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 or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn 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.</p><p></p><p>METAMAGICS</p><p>Empowered Heal- You may spend 1 Sorcery point whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your charisma modifier + the spell’s level.</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6655327, member: 6795736"] Here's the favored Soul sorcerer variant my players use, its worked out well so far as balance goes (It's set up as a bloodline type thing, cause thats what sorcerers do, but it could easily be reflavoured to be its own thing) Favored Soul Base Class Sorcerer Divine Magic Your magic is being channeled through a divine being. You get your spells from the cleric spell list instead of the sorcerer spell list. All other aspects of spellcasting remain unchanged. Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Sorcery spells Angelic Bloodline Your innate magic comes from celestial magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a celestial or who might even have claimed a celestial parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. Bonus Proficiencies At 1st level, you gain proficiency with Medium armor and Shields. Angelic Ancestor At 1st level, you choose one type of Angel as your ancestor. [B]Deva[/B] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. [B]Planetar[/B] While you are wearing armor, you gain a +1 bonus to AC. [B]Solar[/B] You gain a +2 bonus to attack rolls you make with ranged weapons. Angelic Ancestry You can speak, read, and write celestial. Additionally, whenever you make a Charisma check when interacting with celestial, your proficiency bonus is doubled if it applies to the check. Angelic Resilience As magic flows through your body, it causes physical traits of your celestial ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Divine Favor Starting at 6th level Divine Touch (Deva) when you cast a spell that restores hit points, add your Charisma modifier to the amount healed. Wrathful Strike (Planetar) you can attack twice, instead of once, whenever you take the Attack action on your turn. Radiant Affinity (Solar) when you cast a spell that deals radiant damage, add your Charisma modifier to that damage. Angelic Wings At 14th level, you gain the ability to sprout a pair of angel 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. Angelic Presence Beginning at 18th level, you can channel the dread presence of your divine ancestor, 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 or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn 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. METAMAGICS Empowered Heal- You may spend 1 Sorcery point whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your charisma modifier + the spell’s level. [/QUOTE]
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