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| #1Raez_DaevanAug 19, 2014 11:42:56 | Let's share some ideas of what other sorcerous origins we can come up with. My guess it'll be quite some time until we get official ones.
Some starting ideas of my own:
Fey Bloodline
Increased movement? Limited teleportation?
Heightened senses?
Speak to plants and animals?
Add a few druid spells to spells known instead of sorceror spells? (may be broken, but bard gets similar)
Divine Bloodline (decended from a god or demigod)
Increased durability? (may step on the toes of the draconic bloodline)
Advantage on death saves? (may be too powerful)
Add a few cleric spells to spells known instead of sorceror spells? (may be broken, but bard gets similar)
Abberant Bloodline (Cthulhu, you ARE the father!)
Resist mind-altering powers?
Chance to go mad for a short time?
Mutate body for short time? |
| #2Raez_DaevanAug 21, 2014 7:52:01 | Here's one I've come up with.
Fey Bloodline
Fey Ancestor Your fey heritage lends you some of the benefits of your ancestors. At 1st level, when not wearing armor, your base walking speed is increased by 10 feet. Additionally, you can communicate with plants and animals, but can only pass basic ideas and feelings back and forth.
Fey Spellcaster Your fey heritage links you to nature. When choosing spells known, you may choose spells from the druid spell list. Only half your spells known, round down, may be from the druid spell list.
Fey Transposition Starting at 6th level, on your turn, you may spend 1 sorcery point to teleport half your base walking speed (round down) instead of moving normally. This distance can be increased to your whole base walking speed by spending 2 sorcery points instead of one.
Fey Resilience Starting at 14th level, you become immune to disease. You also have advantage on saving throws to resist poisons and charms.
Eyes of the Fey Starting at 18th level, your eyes are transformed into those of your ancestor. You have advantage on saves ability checks and skill rolls to see through illusions and disguises. You also treat invisible creatures as not being invisible.
What do people think? Are there any shenanigans with spell points being spent on druid spells? |
| (Reply to #2)Redbeard2 |
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| #4Thoughts_My_AimAug 21, 2014 15:02:05 | I'd be a bit concerned about Fey Bloodline sorcery overlapping with Feypact Warlocks, at least in terms of flavour (particularly since it seems to be flavour-canon that sorcerer bloodlines can result from pacts and warlock pacts can result from bloodlines), but I do agree that the current bloodlines are a bit lacklustre.
I'd like to see elemental lines, and I'd like to see a version of Wild Magic that was a bit more "I am a vessel for barely-constrained mystical energy" and a bit less "lol! Now you are a ficus!". |
| #5AtheosisAug 21, 2014 15:04:58 | I agree that elemental bloodlines would make a lot of sense. |
| #6Raez_DaevanAug 21, 2014 17:15:12 | Here's a different version of the fey bloodline, for those who want more focus on enchantment and illusion magic.
Fey Bloodline V.2
Fey Ancestor Your fey heritage lends you some of the benefits of your ancestors. At 1st level, when not wearing armor, your base walking speed is increased by 10 feet. Additionally, you can communicate with plants and animals, but can only pass basic ideas and feelings back and forth.
Fey Spellcaster At 1st level, your fey heritage makes your illusion and enchantment spells more potent. If a target of your illusion or enchantment spells fails their save to resist its effects, they have disadvantage on the next saving throw they make. Spells that allow a save each turn to end an effect aren’t affected by this ability. (Or else every save after the first would be at disadvantage).
Fey Transposition Starting at 6th level, on your turn, you may spend 1 sorcery point to teleport half your base walking speed (round down) instead of moving normally. This distance can be increased to your whole base walking speed by spending 2 sorcery points instead of one.
Improved Fey Spellcaster Starting at 14th level, if a target of one of your enchantment or illusion spells makes their save to resist the spell’s effect, you regain a number of sorcery points equal to half the spell’s level (round down). This ability cannot give you more sorcery points than the maximum you can have for your sorcerer level.
One With The Fey Starting at 18th level, you are transformed into a fey creature. You are now considered a fey for all spells and effects (making you immune to hold person, but can be affected by hold monster for example). You no longer age and are immune to aging effects. You can go twice as long as normal without air, food or drink, and no longer need to sleep.
Is this better, or was the first one better? Maybe a mix of the two? |
| #7Raez_DaevanAug 21, 2014 18:01:47 | Aberrant Bloodline
Warped Mind At 1st level you have advantage on all saves against mind-affecting spells and abilities.
Warped Body At 1st level you grow tentacle-like appendages. They count as melee weapons with finesse and reach that do 1d6 damage on a hit. You may use your appendages to make opportunity attacks.
Unleash The Madness Starting at 6th level you may tap into your inner crazy. When you cast a spell, you may give yourself advantage on the attack, or give the target disadvantage on the save. Once you use this ability, you must take a short or long rest before you can use it again.
Strange Anatomy Starting at 14th level your body warps even further. Once per turn, you can turn a critical hit against you into a regular hit. In addition, you may spend 5 sorcery points to gain resistance to slashing, piercing and bludgeoning damage for 1 minute.
Infectious Madness Starting at 18th level, when a target of one of your spells fails its save, another target within 20 feet of the first target is also affected by the spell even if not normally within the range of the spell. In addition, you are now immune to mind-affecting spells and abilities. |