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| #1Danny_MontannyAug 24, 2015 16:26:02 | Simething I posted on a thread in the DM section asking advice on a Hag origin. Thought I'd share it here as well. Lemme know what you think!
Hag's CorruptionYour innate magic comes from the mingling of your blood or that of your ancestors with a vile Hag. Through some miracle, the transformation that should've turned you or an ancestor into the horrible creature never took place. Though the female child escaped their cruel fate, the Hag's blood will forever taint their bloodline. Horrid VisageWhen you gain this origin at 1st level, the magical activation of your blood has left you mildly disfigured. You take on some physical traits of the Hag, most notably their withered frame and warty skin. This transformation has made you an opposing sight to behold. You gain proficiency in the Intimidation skill and can double your proficiency bonus when you're not disguised in any way, or against creatures that can see through your Illusory Apperance (see below). Illusory AppearanceThe magic in your blood has allowed you to cloak yourself in illusion to hide your disfigured form. Starting at 1st level, you can cast Disguise Self without using a spell slot and its duration is increased to 8 hours. You can use this feature a number of times per long rest equal to 1/2 your Sorcerer level (rounded up) + your Charisma modifier. Blood MagicStarting at 6th level, as a bonus action, you can ingest a small amount of blood from a living creature to establish a magical link between you and the creature. If you don't have any of its blood already, you can use your action to make a melee spell attack against the creature and on a successful hit draw some its blood. The magical link remains so long as you maintain concentration (as if you were casting a concentration spell) on it. Your spell attack rolls against the creature have advantage and the creature suffers disadvantage on saving throws against your spells as long as the link is maintained. Once you use this feature, you can't use it again until you finish a short or long rest. Nightmare PresenceAt 14th level, your appearance temporarily shifts to that of the grotesque Night Hag when you use your Sorcerous powers. Whenever you spend sorcery points to use your Metamagic, this uncontrollable visual change takes effect and lasts until the end of your turn. Any creature that sees the transformation and is within 30 feet of you must succeed on a Wisdom saving throw or be caught in the grip of a horrible nightmare. A creature can use their reaction to avert their gaze when they see you casting a spell. Creatures that fail their saving throw are incapacitated for 1 minute, and can repeat the saving throw at the end of each of their turns. A creature that succeeds on a saving throw is immune to your Nightmare Presence for 24 hours. Death GlareBy 18th level your tainted blood has awoken one of the Hag's most deadly abilities, the Death Glare. As an action, you can spend 5 sorcery points to target a creature that you can see, is incapacitated by your Nightmare Presence, and is within 30 feet of you. The target's nightmare intensifies and it must succeed on Wisdom saving throw or be reduced to 0 hit points as its mind is consumed by the horrifying dream. Any creature immune to psychic damage is immune to this ability. Once you use this feature, you can't use it again until you complete a long rest. |
| #2jaappletonAug 24, 2015 16:34:54 | I'm sorry. Maybe I'm immature. But if I'm magical because of someones taint... That person needs to wash more. |
| (Reply to #2)Danny_Montanny |
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| #4Kron-KarnAug 24, 2015 17:51:28 | Ya when I read it the first time taint is what suck out to me as well......other than that I think it's a cool concept.....very powerful but I dont think it crosses the line of op.......what I'm most impressed about is the flavour of this bloodline.....the Warlock class is cool and all but I felt it didn't totally fill the niece of a witch.......this I feel gets closer |
| (Reply to #4)Danny_Montanny |
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| #6Kron-KarnAug 24, 2015 20:58:48 | Iv got the book infront of me now and it seems as though you may be a touch op.
Consider at first lv giving them a claw Att when horid vistage is active. Maybe as a bonus action you can have your nails grow and do 1d8+str. At 5th lv bump it to 2d8+str and so on. And much like chill touch have the damage non healable.
Then consider changing blood magic so when you hit a creature with a claw Att you harvest some blood and use it to cast your next Spell. it gains disadvantage on saves against your spells untill the end of your next turn much like Eldrich Strike
Next think about moving death glare to the 14th lv and have it do psychic damage much like hurl threw hell. Also have it use a number of sorcery points.
Lastly move terrifying presence to 18th lv and have it use sorcery points much like draconic presence. I liked the synergy you had between death glare and terrifying presence and they were powerful but not op cause creatures had plenty of chances to get out of it but I couldn't find anything else in the phb like it.
You may want to not have the ability triggered when you use metamagic either. That means in theory in a turn you could blast two fire balls with quicken then also incapacitate them all. By having the abilities fueld by sorcery points you are making flexible casting more risky. |
| #7Danny_MontannyAug 25, 2015 4:24:53 | Horrid Vissage is always "active". It's just what you look like. You will always have proficiency in Intimidation. You just don't get the double bonus unless the creature you're trying to Intimidate can see you without any sort of disguise. Adding melee attack to the class isn't what I wanted, and it makes it so activating Blood Magic is more of a risk.
Attaching Blood Magic to a melee attack that does damage breaks the feel of the abstractions that are involved in combat. Hitting an AC doesn't mean you physically hit and taking damage doesn't mean you physically take damage. I'm gonna swap the drawing blood melee spell attack to an action so it's more of a cost to set up.
Terrifying Presence won't work when you use Flexible Casting, so there's no risk there, only when you use Metamagic. So you have a choice, use sorcery points for more spell slots or risk changing. I think I'm gonna drop the end to 24 hours so your allies can be effected more often, making it a bigger risk to balance. Also, there's no theory where they blast two Fireballs with the Quicken Metamagic, as you can only cast a cantrip as your action on the same turn you use a spel with the casting time of a bonus action. What about adding a line that says a creature can use their reaction to avert their gaze when they see you casting a spell?
There is no ability in the PHB like Death Glare, it's taken from the Monster Manual. I suppose I could limit the hit points to 100 like Power Word Kill to bring it into balance with that. Though making it connected to Terrifying Presence keeps it true to its form and limits it in its own right. I could also add a sorcery point cost to amp it up if it needs more balance. |
| #8Danny_MontannyAug 25, 2015 4:37:24 | Some edits were made with the ideas from the above post and a name change to Terrifying Presence. It should feel a little more balanced. |
| #9Kron-KarnAug 25, 2015 7:19:04 | I think those tweeks really helped. My only remaining major issue is still how Terrifying Presence is activated. Either I'm miss under standing what you wrote or IV been playing the sorcerer wrong. I know in a regular turn you can lets say cast spiritual weapon as a bonus action then you can only cast a cantrips with your remaining action like Sacred flame but as a sorcerer can you not cast fireball as an action then spend 2 points to quicken a fireball as your bonus action? So even if I am wrong about how quicken works I think having Terrifying Presence not having an action cost is op. I think as an action spend points to activate. It stays active for a minute. After the initial save on your turn (so you would need to change how creatures are imune to it) creatures can avert their gaze to Att you but that gives them disadvantage. |
| #10MechatarrasqueAug 25, 2015 7:21:32 | This is really cool. |
| (Reply to #9)Danny_Montanny |
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| #12Kron-KarnAug 25, 2015 8:44:43 | Ahhhhh ok I for some reason was thinking that only baddies were effected. The only reason I suggested the 1 minute time limit was if it was an effect you could turn on or off. If it's uncontrollable then its not needed. Ha....well that makes quicken alot suckyer than I thought |
| #13daspianAug 25, 2015 8:46:48 | Illusory AppearanceThe magic in your blood has allowed you to cloak yourself in illusion to hide your disfigured form. Starting at 1st level, you can cast Disguise Self with an increased duration of 8 hours. You can use this feature a number of times per long rest equal to 1/2 your Sorcerer level (rounded up) + your Charisma modifier.
i would almost say have the following: Starting at 1st level, you can cast Disguise Self at-will without expending a spell slot, idk but imo i feel casting disguise self at-will without expending a spell slot ain't that OP *shrug*
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| (Reply to #13)Danny_Montanny |
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