Extra Anchovies
2014-09-06, 04:06 PM
Yay! My first homebrew!
The Legacy Sorcerer
Part 1: Making the most boring class table into one of the most interesting ones
Level
BAB
Fortitude
Reflex
Will
Special
1
0
0
0
2
Summon Familiar, Sorcerous Legacy
2
1
0
0
3
Sorcerous Path (Least)
3
1
1
1
3
Ancestor's Mark (Least)
4
2
1
1
4
Bonus Feat (Heritage)
5
2
1
1
4
Ancestor's Gift (Least)
6
3
2
2
5
7
3
2
2
5
Bonus Feat (Heritage or Metamagic)
8
4
2
2
6
Sorcerous Path (Lesser)
9
4
3
3
6
10
5
3
3
7
Ancestor's Gift (Lesser), Bonus Feat (Heritage)
11
5
3
3
7
Ancestor's Mark (Lesser)
12
6/1
4
4
8
13
6/1
4
4
8
Bonus Feat (Heritage or Metamagic)
14
7/2
4
4
9
Sorcerous Path (Greater), Unlimited Cantrip Use
15
7/2
5
5
9
Ancestor's Gift (Greater)
16
8/3
5
5
10
Bonus Feat (Heritage)
17
8/3
5
5
10
18
9/4
6
6
11
19
9/4
6
6
11
Ancestor's Mark (Greater), Bonus Feat (Heritage or Metamagic)
20
10/5
6
6
12
Ancestor's Gift (Legacy)
Level
1
2
3
4
5
6
7
8
9
1
2
2
3
3
4
2
4
5
3
5
6
4
2
6
6
5
3
7
6
6
4
2
8
6
6
5
3
9
6
6
6
4
2
10
6
6
6
5
3
11
6
6
6
5
4
2
12
6
6
6
5
5
3
13
6
6
6
5
5
4
2
14
6
6
6
5
5
5
3
15
6
6
6
5
5
5
4
2
16
6
6
6
5
5
5
4
3
17
6
6
6
5
5
5
4
4
2
18
6
6
6
5
5
5
4
4
3
19
6
6
6
5
5
5
4
4
4
20
6
6
6
5
5
5
4
4
4
Note: "L" indicates the spell granted by a sorcerer's chosen Legacy Path, and "S" indicates the spell granted by a sorcerer's chosen Sorcerous Path.
Level
1
2
3
4
5
6
7
8
9
1
L
2
L+S
3
L+S
L
4
L+S
L+S
5
L+S+1
L+S
L
6
L+S+1
L+S
L+S
7
L+S+1
L+S+1
L+S
L
8
L+S+1
L+S+1
L+S
L+S
9
L+S+2
L+S+1
L+S+1
L+S
L
10
L+S+2
L+S+1
L+S+1
L+S
L+S
11
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
12
L+S+2
L+S+2
L+S+1
L+S+
L+S
L+S
13
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
14
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
15
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
16
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
17
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
18
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
19
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
20
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
Class Feature Descriptions
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any
Hit Die: d4
Class Skills: The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). The sorcerer also gains class skills based on their selected legacy; see Sorcerous Legacies, below.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.
(Note: fluff is normal text, crunch is bold)
At 1st level, a sorcerer learns to awaken to latent magical potential in their blood, granted to them by having a being of great power in their ancestry, usually many generations removed. They must choose one sorcerous legacy; their choice of sorcerous legacy cannot ever be changed by any means (whether mundane or magical), even if they are drained of all of their levels of sorcerer and proceed to take the first level of sorcerer again. The exact nature of this ancestor varies from sorcerer to sorcerer, but almost all sorcerous ancestors fall into five types:
Draconic: the draconic sorcerer is descended from a dragon (and thus from one or more half-dragons as well). These are the most common sorcerous ancestors, as dragons of all types occasionally choose human mates. Due to the long lifespan of a dragon, a sorcerer’s draconic ancestor may still be alive by the time they awaken their magical potential, and some draconic sorcerers seek to be reunited with the source of their power. Draconic sorcerers are often drawn to dragon-centric prestige classes such as the Dragon Disciple, and can be of any alignment. They gain Knowledge (History) as a class skill. Draconic sorcerers also gain Draconic Heritage as a bonus feat at 1st level. Some of the class features they gain are dependent on the type of dragon they choose for their Draconic Heritage feat, such as the spells they learn.
Fiendish: sometime in the past, an ancestor of the fiendish sorcerer consorted with beings from the Lower Planes, either gaining a fiend’s power for themselves or producing offspring with devilish or demonic traits. Fiends are almost always willing to bargain with mortals (as long as the fiend comes out on top), so fiends are only slightly less common than dragons as sorcerous ancestors. Although the final destination of this ancestor’s soul is hardly in doubt, sorcerers with fiendish ancestry need not be evil. Fiendish sorcerers often seek other magical powers, and many attempt to further unlock the powers given to them by the Lower Planes by taking levels in the Warlock class. They can be of any alignment and gain Knowledge (The Planes) as a class skill. Fiendish sorcerers gain Fiendish Heritage as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
Fey: The fey are capricious entities, and some fey that are capable of mating with humanoids will take a mortal lover long enough to produce a child and then run off to never return. These “spirit children” are seen as a shameful thing for a family to harbor, but sometimes one will survive long enough to produce offspring of its own. The children of a half-fey are much more likely to find a place in society than their parents, and after many generations are nearly indistinguishable from normal members of their race. These descendants may, however, still be able to awaken the powers of their faery ancestors. Fey sorcerers are challenging to define, as their personalities and traits vary greatly depending on their ancestor and upbringing. Despite the generally chaotic nature of their ancestors, they can be of any alignment. Fey sorcerers gain Knowledge (Nature) as a class skill and gain Fey Heritage as a bonus feat at 1st level.
Celestial: Just as fiends sometimes offer power to mortals or produce offspring with them, beings from the Upper Planes may grant boons to mortals or even take them as lovers. The half-celestial children of such pairings go on to produce children of their own, usually with other mortals of their race. Celestial sorcerers are the eventual result of this dilution of celestial blood, but do not necessarily follow in the footsteps of their forebears. They can be of any alignment, and gain Knowledge (Religion) as a class skill. Celestial sorcerers gain Celestial Heritage (see post 3) as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
Farspawn: Horrific though it may be, the unknowable entities inhabiting the Far Realms sometimes manifest on the Material Plane and use a mortal (whether willing or unwilling) as the vessel for a child. The rare few of these half-farspawn who survive to adulthood (most are slain either by their parents or by other members of the community in which they live) live secluded lives, hiding from those who seek to destroy them. Occasionally, they will find an accepting community, and there will have a chance to live a normal life, possibly raising a family. After many generations, the mark of the Outer Gods is diluted enough that they may pass as fully mortal, but its bearers nonetheless still hold the potential to become farspawn sorcerers. Farspawn sorcerers can be of any alignment and gain Knowledge (The Planes) as a class skill; they often pursue prestige classes that put them back in touch with the source of their power, such as the Alienist. Farspawn sorcerers gain Aberration Blood as a bonus feat at 1st level.
Other Sorcerous Legacies could exist; whether they do, and where they draw their power from, is up to the DM to determine.
Legacy Path: The nature of a sorcerer's magical ancestor has a great deal of influence not only on their physical qualities but on their magic as well. Each sorcerous legacy has a sequence of nine spells associated with it, one of each from 1st to 9th level. The first spell a sorcerer learns of each spell level must be the one indicated in their chosen legacy’s spell list.
Sorcerous Path: Regardless of its source, the innate magic wielded by sorcerers has some underlying similarities; thus, a sorcerer with one type of ancestry can learn some of the magic granted by the other ancestries.
At 2nd level, a sorcerer chooses one legacy path other than the one chosen at 1st level; this newly chosen path is their Least Sorcerous Path. When they learn their second 1st-level spell, they must learn the spell of that level from their Least Sorcerous Path's list. Their second 2nd-level spell learned and their second 3rd-level spell known must also be the spells indicated on their Least Sorcerous Path's list.
At 8th level, a sorcerer chooses another legacy path, which may be either the path chosen at 2nd level or an entirely new path; this newly chosen path is their Lesser Sorcerous Path. When they learn their second 4th-level spell, they must learn the spell of that level from their Lesser Sorcerous Path's list. Their second 5th-level spell learned and their second 6th-level spell known must also be the spells indicated on their Lesser Sorcerous Path's list.
At 14th level, a sorcerer chooses another legacy path; they may choose one of the paths they have already selected, or may choose an entirely new path. This newly chosen path is their Greater Sorcerous Path. When they learn their second 7th-level spell, they must learn the spell of that level from their Greater Sorcerous Path's list. Their second 8th-level spell learned and their second 9th-level spell known must also be the spells indicated on their Greater Sorcerous Path's list.
The third spell they learn of each spell level, along with any further spells learned of each level, are chosen from the sorcerer/wizard spell list as normal. The spells associated with each legacy path (and thus also with each sorcerous path) are described in part 2.
At 3rd level, a sorcerer undergoes a slight physical change that denotes them as "different" from other members of their race due to their ancestry. At 11th level, their Ancestor's Mark becomes more pronounced, and at 19th level it grows stronger still. The Ancestor's Marks are as follows:
Draconic: Natural armor increases by 2 at 3rd, 11th, and 19th levels (total increase of +6)
Fiendish: +1 insight bonus to attack rolls (+2 at 11th level, +3 at 19th level)
Fey: +1 insight bonus to Reflex saves (+2 at 11th level, +3 at 19th level)
Celestial: +1 insight bonus to Will saves (+2 at 11th level, +3 at 19th level)
Farspawn: +1 insight bonus to Fortitude saves (+2 at 11th level, +3 at 19th level)
However, these benefits are accompanied by somewhat exaggerated features that make a sorcerer appear more akin to the ancestral source of their power. The exact nature of the changes in appearance are up to the sorcerer's player to determine, but they all nonetheless make it harder to disguise a sorcerer's inherently magical nature. A sorcerer takes a -1 circumstance penalty to Disguise checks at 3rd level; this penalty increases to -2 at 11th level and -3 at 19th level.
The sorcerer gains bonus feats at 1st, 4th, 7th, 10th, 13th, 16th, and 19th level. At first level their bonus feat must be the one named in the description of their chosen Sorcerous Legacy. At 4th, 10th, and 16th level, their bonus feat must be a feat that has their 1st level bonus feat as a prerequisite. At 7th, 13th, and 19th level, their bonus feat must be either a metamagic feat or a feat that has their 1st level bonus feat as a prerequisite. They must meet all prerequisites other than alignment prerequisites for a bonus feat in order to select it. For example, a chaotic good Fiendish Legacy Sorcerer could select Fiendish Resistance at 4th level despite its requiring a nongood alignment, but they could not select Fiendish Presence until they were of at least character level 6th.
Starting at 5th level, the magical nature of a sorcerer's soul begins to truly take shape, in the form of a number of abilities that bring them closer to their progenitors. These gifts increase in power at 10th, 15th, and 20th levels. The Ancestor's Gifts are as follows:
Draconic: a progression of qualities possessed by the dragon type, including resistance (and eventually immunity to) the energy type of their chosen dragon
Fiendish: stuff that gives them traits similar to Tanar'ri or Baatezu, depending on whether they are chaotic or lawful
Fey: stuff that makes them more similar to fey
Celestial: stuff that makes them more similar to eladrins or archons
Aberrant: stuff that makes them more similar to aberrations
Stuff I want help with:
1. 1st- through 6th-level spells for each Legacy Path
2. Whether the Ancestor's Gift ability should be in there, and what abilities it should provide
3. Maybe doing something with the PHBII Celestial Sorcerer Heritage feat chain
4. Reworking the spells known progression, maybe.
Note: Yeah, there aren't 0-level spells on here. I just haven't added them yet; they don't matter enough.
special thanks to:
Mcdt2 for feedback on the initial spells known progressions, and general early support
Zaydos for the 1st-6th level spells (yes, all of them)
The Legacy Sorcerer
Part 1: Making the most boring class table into one of the most interesting ones
Level
BAB
Fortitude
Reflex
Will
Special
1
0
0
0
2
Summon Familiar, Sorcerous Legacy
2
1
0
0
3
Sorcerous Path (Least)
3
1
1
1
3
Ancestor's Mark (Least)
4
2
1
1
4
Bonus Feat (Heritage)
5
2
1
1
4
Ancestor's Gift (Least)
6
3
2
2
5
7
3
2
2
5
Bonus Feat (Heritage or Metamagic)
8
4
2
2
6
Sorcerous Path (Lesser)
9
4
3
3
6
10
5
3
3
7
Ancestor's Gift (Lesser), Bonus Feat (Heritage)
11
5
3
3
7
Ancestor's Mark (Lesser)
12
6/1
4
4
8
13
6/1
4
4
8
Bonus Feat (Heritage or Metamagic)
14
7/2
4
4
9
Sorcerous Path (Greater), Unlimited Cantrip Use
15
7/2
5
5
9
Ancestor's Gift (Greater)
16
8/3
5
5
10
Bonus Feat (Heritage)
17
8/3
5
5
10
18
9/4
6
6
11
19
9/4
6
6
11
Ancestor's Mark (Greater), Bonus Feat (Heritage or Metamagic)
20
10/5
6
6
12
Ancestor's Gift (Legacy)
Level
1
2
3
4
5
6
7
8
9
1
2
2
3
3
4
2
4
5
3
5
6
4
2
6
6
5
3
7
6
6
4
2
8
6
6
5
3
9
6
6
6
4
2
10
6
6
6
5
3
11
6
6
6
5
4
2
12
6
6
6
5
5
3
13
6
6
6
5
5
4
2
14
6
6
6
5
5
5
3
15
6
6
6
5
5
5
4
2
16
6
6
6
5
5
5
4
3
17
6
6
6
5
5
5
4
4
2
18
6
6
6
5
5
5
4
4
3
19
6
6
6
5
5
5
4
4
4
20
6
6
6
5
5
5
4
4
4
Note: "L" indicates the spell granted by a sorcerer's chosen Legacy Path, and "S" indicates the spell granted by a sorcerer's chosen Sorcerous Path.
Level
1
2
3
4
5
6
7
8
9
1
L
2
L+S
3
L+S
L
4
L+S
L+S
5
L+S+1
L+S
L
6
L+S+1
L+S
L+S
7
L+S+1
L+S+1
L+S
L
8
L+S+1
L+S+1
L+S
L+S
9
L+S+2
L+S+1
L+S+1
L+S
L
10
L+S+2
L+S+1
L+S+1
L+S
L+S
11
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
12
L+S+2
L+S+2
L+S+1
L+S+
L+S
L+S
13
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
14
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
15
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
16
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
17
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L
18
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
19
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
20
L+S+4
L+S+3
L+S+3
L+S+2
L+S+2
L+S+1
L+S+1
L+S
L+S
Class Feature Descriptions
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any
Hit Die: d4
Class Skills: The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). The sorcerer also gains class skills based on their selected legacy; see Sorcerous Legacies, below.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.
(Note: fluff is normal text, crunch is bold)
At 1st level, a sorcerer learns to awaken to latent magical potential in their blood, granted to them by having a being of great power in their ancestry, usually many generations removed. They must choose one sorcerous legacy; their choice of sorcerous legacy cannot ever be changed by any means (whether mundane or magical), even if they are drained of all of their levels of sorcerer and proceed to take the first level of sorcerer again. The exact nature of this ancestor varies from sorcerer to sorcerer, but almost all sorcerous ancestors fall into five types:
Draconic: the draconic sorcerer is descended from a dragon (and thus from one or more half-dragons as well). These are the most common sorcerous ancestors, as dragons of all types occasionally choose human mates. Due to the long lifespan of a dragon, a sorcerer’s draconic ancestor may still be alive by the time they awaken their magical potential, and some draconic sorcerers seek to be reunited with the source of their power. Draconic sorcerers are often drawn to dragon-centric prestige classes such as the Dragon Disciple, and can be of any alignment. They gain Knowledge (History) as a class skill. Draconic sorcerers also gain Draconic Heritage as a bonus feat at 1st level. Some of the class features they gain are dependent on the type of dragon they choose for their Draconic Heritage feat, such as the spells they learn.
Fiendish: sometime in the past, an ancestor of the fiendish sorcerer consorted with beings from the Lower Planes, either gaining a fiend’s power for themselves or producing offspring with devilish or demonic traits. Fiends are almost always willing to bargain with mortals (as long as the fiend comes out on top), so fiends are only slightly less common than dragons as sorcerous ancestors. Although the final destination of this ancestor’s soul is hardly in doubt, sorcerers with fiendish ancestry need not be evil. Fiendish sorcerers often seek other magical powers, and many attempt to further unlock the powers given to them by the Lower Planes by taking levels in the Warlock class. They can be of any alignment and gain Knowledge (The Planes) as a class skill. Fiendish sorcerers gain Fiendish Heritage as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
Fey: The fey are capricious entities, and some fey that are capable of mating with humanoids will take a mortal lover long enough to produce a child and then run off to never return. These “spirit children” are seen as a shameful thing for a family to harbor, but sometimes one will survive long enough to produce offspring of its own. The children of a half-fey are much more likely to find a place in society than their parents, and after many generations are nearly indistinguishable from normal members of their race. These descendants may, however, still be able to awaken the powers of their faery ancestors. Fey sorcerers are challenging to define, as their personalities and traits vary greatly depending on their ancestor and upbringing. Despite the generally chaotic nature of their ancestors, they can be of any alignment. Fey sorcerers gain Knowledge (Nature) as a class skill and gain Fey Heritage as a bonus feat at 1st level.
Celestial: Just as fiends sometimes offer power to mortals or produce offspring with them, beings from the Upper Planes may grant boons to mortals or even take them as lovers. The half-celestial children of such pairings go on to produce children of their own, usually with other mortals of their race. Celestial sorcerers are the eventual result of this dilution of celestial blood, but do not necessarily follow in the footsteps of their forebears. They can be of any alignment, and gain Knowledge (Religion) as a class skill. Celestial sorcerers gain Celestial Heritage (see post 3) as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
Farspawn: Horrific though it may be, the unknowable entities inhabiting the Far Realms sometimes manifest on the Material Plane and use a mortal (whether willing or unwilling) as the vessel for a child. The rare few of these half-farspawn who survive to adulthood (most are slain either by their parents or by other members of the community in which they live) live secluded lives, hiding from those who seek to destroy them. Occasionally, they will find an accepting community, and there will have a chance to live a normal life, possibly raising a family. After many generations, the mark of the Outer Gods is diluted enough that they may pass as fully mortal, but its bearers nonetheless still hold the potential to become farspawn sorcerers. Farspawn sorcerers can be of any alignment and gain Knowledge (The Planes) as a class skill; they often pursue prestige classes that put them back in touch with the source of their power, such as the Alienist. Farspawn sorcerers gain Aberration Blood as a bonus feat at 1st level.
Other Sorcerous Legacies could exist; whether they do, and where they draw their power from, is up to the DM to determine.
Legacy Path: The nature of a sorcerer's magical ancestor has a great deal of influence not only on their physical qualities but on their magic as well. Each sorcerous legacy has a sequence of nine spells associated with it, one of each from 1st to 9th level. The first spell a sorcerer learns of each spell level must be the one indicated in their chosen legacy’s spell list.
Sorcerous Path: Regardless of its source, the innate magic wielded by sorcerers has some underlying similarities; thus, a sorcerer with one type of ancestry can learn some of the magic granted by the other ancestries.
At 2nd level, a sorcerer chooses one legacy path other than the one chosen at 1st level; this newly chosen path is their Least Sorcerous Path. When they learn their second 1st-level spell, they must learn the spell of that level from their Least Sorcerous Path's list. Their second 2nd-level spell learned and their second 3rd-level spell known must also be the spells indicated on their Least Sorcerous Path's list.
At 8th level, a sorcerer chooses another legacy path, which may be either the path chosen at 2nd level or an entirely new path; this newly chosen path is their Lesser Sorcerous Path. When they learn their second 4th-level spell, they must learn the spell of that level from their Lesser Sorcerous Path's list. Their second 5th-level spell learned and their second 6th-level spell known must also be the spells indicated on their Lesser Sorcerous Path's list.
At 14th level, a sorcerer chooses another legacy path; they may choose one of the paths they have already selected, or may choose an entirely new path. This newly chosen path is their Greater Sorcerous Path. When they learn their second 7th-level spell, they must learn the spell of that level from their Greater Sorcerous Path's list. Their second 8th-level spell learned and their second 9th-level spell known must also be the spells indicated on their Greater Sorcerous Path's list.
The third spell they learn of each spell level, along with any further spells learned of each level, are chosen from the sorcerer/wizard spell list as normal. The spells associated with each legacy path (and thus also with each sorcerous path) are described in part 2.
At 3rd level, a sorcerer undergoes a slight physical change that denotes them as "different" from other members of their race due to their ancestry. At 11th level, their Ancestor's Mark becomes more pronounced, and at 19th level it grows stronger still. The Ancestor's Marks are as follows:
Draconic: Natural armor increases by 2 at 3rd, 11th, and 19th levels (total increase of +6)
Fiendish: +1 insight bonus to attack rolls (+2 at 11th level, +3 at 19th level)
Fey: +1 insight bonus to Reflex saves (+2 at 11th level, +3 at 19th level)
Celestial: +1 insight bonus to Will saves (+2 at 11th level, +3 at 19th level)
Farspawn: +1 insight bonus to Fortitude saves (+2 at 11th level, +3 at 19th level)
However, these benefits are accompanied by somewhat exaggerated features that make a sorcerer appear more akin to the ancestral source of their power. The exact nature of the changes in appearance are up to the sorcerer's player to determine, but they all nonetheless make it harder to disguise a sorcerer's inherently magical nature. A sorcerer takes a -1 circumstance penalty to Disguise checks at 3rd level; this penalty increases to -2 at 11th level and -3 at 19th level.
The sorcerer gains bonus feats at 1st, 4th, 7th, 10th, 13th, 16th, and 19th level. At first level their bonus feat must be the one named in the description of their chosen Sorcerous Legacy. At 4th, 10th, and 16th level, their bonus feat must be a feat that has their 1st level bonus feat as a prerequisite. At 7th, 13th, and 19th level, their bonus feat must be either a metamagic feat or a feat that has their 1st level bonus feat as a prerequisite. They must meet all prerequisites other than alignment prerequisites for a bonus feat in order to select it. For example, a chaotic good Fiendish Legacy Sorcerer could select Fiendish Resistance at 4th level despite its requiring a nongood alignment, but they could not select Fiendish Presence until they were of at least character level 6th.
Starting at 5th level, the magical nature of a sorcerer's soul begins to truly take shape, in the form of a number of abilities that bring them closer to their progenitors. These gifts increase in power at 10th, 15th, and 20th levels. The Ancestor's Gifts are as follows:
Draconic: a progression of qualities possessed by the dragon type, including resistance (and eventually immunity to) the energy type of their chosen dragon
Fiendish: stuff that gives them traits similar to Tanar'ri or Baatezu, depending on whether they are chaotic or lawful
Fey: stuff that makes them more similar to fey
Celestial: stuff that makes them more similar to eladrins or archons
Aberrant: stuff that makes them more similar to aberrations
Stuff I want help with:
1. 1st- through 6th-level spells for each Legacy Path
2. Whether the Ancestor's Gift ability should be in there, and what abilities it should provide
3. Maybe doing something with the PHBII Celestial Sorcerer Heritage feat chain
4. Reworking the spells known progression, maybe.
Note: Yeah, there aren't 0-level spells on here. I just haven't added them yet; they don't matter enough.
special thanks to:
Mcdt2 for feedback on the initial spells known progressions, and general early support
Zaydos for the 1st-6th level spells (yes, all of them)