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 Additional Sorceror Bloodlines

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Join date : 2010-01-20
Age : 27

PostSubject: Additional Sorceror Bloodlines   Wed Jul 01, 2015 12:29 pm

Divine Bloodline
YOUR BLOODLINE HAS BEEN TOUCHED BY A GOD. BE IT A BENEVOLENT, CELESTIAL DEITY OR A HATEFUL GOD OF DEATH, THAT DIVINE BLOOD FLOWS THROUGH YOUR VEINS AND EMPOWERS YOUR ABILITIES.

Divine Spells
Due to your divine ancestry, you can cast additional spells that are not from the Sorcerer spell list. The following spells are added to your Sorcerer spell list.

1 - Cure Wounds, Bless
3 - Calm Emotions, Silence
5 - Mass Healing Word, Speak With Dead
7 - Death Ward, Guardian of Faith
9 - Mass Cure Wounds, Hallow

Celestial Grace
Starting when you choose this origin at 1st level, you may move without provoking opportunity attacks. You can also hover one foot off the ground, and move at your normal move speed. If you take the Dash action, you lose this feature until the end of your next turn. Upon selecting this bloodline at level 1, choose a god. If that god is of good alignment, your Divine Power ability will do radiant damage. If that god is evil, it will do necrotic damage. If that god is neutral, you may choose, but the choice is permanent.

Voice of Command
Starting at 6th level, your bloodline begins to manifest itself in your appearance and bearing. You body now glows, lighting up to 10ft from yourself. You gain both the Prestidigitation and the Thaumaturgy cantrips. You also add half of your proficiency to Persuasion, Insight, and Intimidation. If you are already proficient, you add the half on top of your usual proficiency.

Divine Power
Starting at 14th level, you learn a new use for your metamagic. You learn the Divine Spell metamagic.
Divine Spell. When you cast a spell that deals damage, you may spend 1 sorcery point to deal radiant or necrotic damage with the spell instead of any other damage type. You can use Divine Spell even if you have already used a different Metamagic option during the casting of the spell.

Touch of the Divine
Starting at 12th level, your godly blood begins to show more clearly. You sprout wings suitable to the deity you are descended from, giving you a fly speed equal to your walking speed. You gain expertise in the Persuasion and Intimidation skills.

Demonic Bloodline
THE INTENSE HATE OF YOUR ANCESTORS BURNS DEEP INSIDE OF YOU. A POWERFUL TANAR'RI SIRED YOUR ANCESTOR. YOU TAP INTO THIS POWER TO TRANSFORM YOUR BODY INTO AN ENGINE OF DESTRUCTION. BUT AT WHAT COST?

Demonic Transformation
Starting when you choose this origin at 1st level, your skin takes on a demonic hue. You gain resistance to fire and acid. Your hands can become vicious claws, your nails hardening into black talons. You deal 1d6 unarmed damage. Your claws count as magical weapons. You do not add your proficiency bonus to these attacks. Your skin hardens and turns a deep red. Your eyes glow a bright red. You gain +1 to AC.

Diabolic Strength
Also at 1st level, you gain proficiency in light armor, medium armor, and martial weapons. Additionally, at 1st level, your hit point maximum increases by one, and increases by 1 again whenever you take levels in this class.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hellfire Step
Starting at 10th level, you may use your action to teleport up to 30 feet. A cloud of fiery brimstone appears where you teleport to, giving creatures attacking you with ranged attacks disadvantage until the end of your next turn or until you move from the space you teleported to, whichever comes first. You can use this ability a number of times a day equal to

Advanced Demonic Transformation
Starting at 14th level, you gain the ability to call upon demonic wings. As a standard action, you can manifest wings and gain a fly speed equal to your normal speed for 1 minute per sorcerer lvl. Due to your demonic blood, your skin becomes slightly more durable, your AC increases again by 1. The damage your claws deal increases to 2d6. You are now proficient with your claws.

Unholy Smite
Starting at 18th level, when you have spent at least 10 sorcery points on your Demonic Heritage feature, you can use your bonus action when you hit a creature with a melee attack. The creature must make a Wisdom saving throw or become frightened of you until the end of the next turn. You can spend an additional 4 sorcery points to deal a bonus 2d6 fire and 2d6 necrotic damage on the attack.
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