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| #1KilanTolshiSep 21, 2014 14:15:12 | The 5th ed. PHB makes mention of "sorcerors claim different origins for their innate magic", but then (quite disappointingly for me) only gives two examples of such origins and their benefits... I am a big casual gamer and recently enjoy many AL games, but some of my favorite characters have sorceric origins outside the basic parameters, and there are still many viable options beyond simply a draconic bloodline or wild magic. Here are a few examples, and of course things I'd like to actually see usable in some AL games...
Necrotic origin: for my necrotic sorceror he was born of a lich (or vampire) who was pregnant with him when they turned, infusing his blood with necrotic energies (he gets only the benefits of the origin, not of the undead race he was born from). This can also happen from a failed attempt to make one undead (infected with mummy rot and survived), or maybe having lived their life on unhallowed (or haunted) grounds. benefits would include: unlife: character registers as being undead to anything that detects undead, and other undead initially see him as being undead as well, can also be targeted by spells/abilities that specifically target (or have additional bonuses) against undead, but character receives advantage on saves vs. those effects. Necrotic field: within 5 ft of character plant life tends to wither and die within minutes, when casting spells of necromancy school, can add charisma bonus as a bonus to damage (or for created undead as a bonus hp to their hit die). Death is Life: any entity that falls to 0 or less hp within character's necrotic field gives the character a temporary hp bonus equal to their charisma bonus (minimum 1). if it was a necromancy spell or effect done by the character which caused this the bonus is doubled. Strength of the dead: Character may expend 2 sorcery points to channel his necrotic blood, granting him the strength of the dead for 1 round. While in effect character receives advantage on any strength related roll or check.
Fey Bloodline: for 5th edition I would think this would be very similar to a warlock's pact with an archfey, only as natural abilities for the sorceror instead of gifts from the archfey.
Elemental Infusion: for whatever reason your blood is infused with the power of a specific primal element (electrical [air], acid [earth], fire, or ice [water]). character would have: Elemental affinity (see draconic origin) spells not originally of the chosen primal element do not receive this damage bonus unless 1 sorcery point is used when cast, Infused magic: all magic spells which deal one of the primal elements form of damage now instead deal the damage type (and effect) of the caster's Elemental Infusion. secondary effects also change over, i.e. a fireball would become an ice nova, crystallizing instead of igniting unworn or carried items(fire and lightning ignite, ice crystallizes, and acid adds splash damage[extra 5 ft. radius of half damage on failed save, null damage on save]. Character may spend 1 sorcery point to instead cast the normal version of the spell. Elemental barrier: character can spend 2 sorcery points to call up a barrier of their primal element. this barrier lasts a number of rounds equal to their charisma modifier. Air: those entering within 5 ft of character or starting turn there must make a strength save or be pushed back 5 ft. and unable to move again until their next turn (but may still take other actions). Fire: entities entering or starting turn within 5 ft are buffeted by waves of heat and must make a constitution save or take damage equal to character's charisma modifier. Ice: same as fire but cold damage instead. Earth: character's skin becomes encrusted in stone, adding charisma bonus to AC if unarmored, half bonus if armored or under some other armor enhancing effect.
and there could be many many others of course, but these are the three I've had players ask to have as their origin (or played as myself) the most often. |
| #2IxidorRSSep 24, 2014 6:58:05 |
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| #3MechatarrasqueSep 29, 2014 9:59:44 | I like the elemental infusion bloodline.
I was thinking for necrotic maybe something more vampire-like, since there is a desire to play a vampire among some players. Just spitballing: Undead life is good. Maybe something like "while concentrating, you can substitute your charisma bonus for your strength or dexterity bonus" at mid levels, and something like cast conjure woodland beings at higher level (children of the night). |
| #4TsuliaOct 14, 2014 23:20:58 | I have a feeling if they release another "Arcane power" you'll get some of the missing Bloodlines. When I try 5th; I just hope enough books have been released to play something I'd enjoy roleplaying - mechanically. |
| #5BRJNOct 24, 2014 19:07:17 | I thought the 4e Warlocks were introduced too early. How many sources of a Pact are there - hundreds of distinct ones maybe? We got three, one of which (dual-stat Star'Lock) was mechanically incompetent and dangerous to play. For 5e they are not repeating that mistake with Sorcerers. I approve. I would not mind seeing a future release of a softcover book detailing maybe a dozen more Sorcerer origins. Dragon, Fey, Elemental, Shadow, Infernal, Abyssal (may look a lot alike), Natural World (working like my v4 caster druid), semi-Divine (think Disney's Hercules), &c. |
| #6biotech66Nov 17, 2014 11:12:44 | My turn to step up. I posted this on my blog Throat Punch Games Daily Punch 11-10-14 Netherese Shade Sorcerer |