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View Full Version : D&D 5e/Next A smattering of Sorcerous Origins (PEACH)



Falco1029
2015-04-28, 04:44 PM
These are all Sorcerous Origin options I've thrown together, took me a few hours. Most are meant to draw on past editions (mainly 3.5) as inspiration, a way to update mechanics, though the first is just something I wanted to see as an option.

Below each one is an optional set of bonus spells known, similar to the bonus granted by Unearthed Arcana origins, as well as extra comments in case of those origins that might need further tweaking if you use those. You may or may not want to replace one of the level one origin features with gaining bonus spells.


Not quite a bloodline, Sorcerers like you that manifest the Taint of Undeath (sometimes called Tainted Sorcerers) have absorbed some degree of necrotic energy, either because of ancestry, the influence of some form of intelligent undead, or even simply through spending enough time in desecrated or otherwise unholy locations. Unlike the studied nature of a Necromancer, Tainted Sorcerers rarely focus on creating undead of their own, instead using more raw, unfocused forms of entropic power.

Tainted Form
At 1st level, the necrotic energy that suffuses your form also offers you some level of protection against similar manifestations. You have resistance against necrotic damage.
In addition, that same power provides you with an unearthly vigor. You gain the ability to cast False Life as a 1st level spell at will. This doesn't count against your spells known, nor does it require spell slots, though it may not be cast at a higher level unless learned normally.

Undead Sympathy
While the unnatural spark within you doesn't make you undead, it does grant you a sort of affinity with those beings. At 1st level, less intelligent undead that normally will instinctively attack living beings will not attack you simply for being alive, although they still will follow their creator's orders as normal, defend themselves, and may still attack your companions.
More intelligent undead are similarly affected, and your proficiency bonus doubles with regards to Charisma checks made to interact with them, if it applies.

Necrotic Affinity
Starting at 6th level, whenever you cast a spell that deals necrotic damage, add your Charisma modifier to that damage. In addition, by spending 1 Sorcery Point when casting such a spell, you can ignore Resistance to necrotic damage caused by it.

Vampiric Siphon
Upon reaching 14th level, whenever you cast a spell that deals necrotic damage, you can spend a number of Sorcery points equal to the spell's level to regain hit points equal to half the damage dealt by the spell to a single target.

Disrupt Life
Beginning at 18th level, when targeted by an attack or spell by a hostile character within 30 feet, you can use your reaction to force them to make a Constitution save against your spell save DC. On a failed save, they take 6d6 necrotic damage (which can be enhanced by Necrotic Affinity), and on a successful save they take half that amount.




Sorcerer Level
Spells


1st
Inflict Wounds, Bane


3rd
Ray of Enfeeblement, See Invisibility


5th
Feign Death, Vampiric Touch


7th
Blight, Phantasmal Killer


9th
Contagion


Other changes: Since the Sorcerer now has Vampiric Touch, you may want to consider changing Vampiric Siphon to 'Vampiric Drain', which allows you to spend Sorcery points equal to spell level to lower the target's maximum hitpoints by half the total damage dealt, until they take a long rest.
Notes: I know Sorcerers don't have a ton of Necromancy spells, but there's enough to make the features here useful, I figured. I've also found it odd that Sorcerers don't get vampiric touch, which is why I added Vampiric Siphon.




A bit of an odd Origin, Stalwart Sorcerers are less well understood than most others. Some say they learn to channel the power harnessed from the spirits of their ancestors that fought in famous battles, while others claim that raw martial energy can be harnessed towards arcane ends, instead of the primal displays barbarians are known for, or the ki manifestations associated with monks. Whatever the truth, you are one of those casters that has learned to balance both martial prowess and arcane mastery.

Battle Hardened
At 1st level, whether you've actually seen battle before or not, your body instinctively responds as if you have, muscle reflex seeming to form out of nowhere, bones hardening, and overall physicality improving. Your maximum hit points improve by 2, and 2 again whenever you gain a level in this class. In addition, you become proficient with simple weapons and light armor.

Combat Casting
You're innately aware of battlefield conditions, at 1st level, able to alter your spellcasting to suit the current situation. When making a spell attack roll, you never have disadvantage due to making a ranged attack within 5 feet of a hostile creature, nor from the target being prone.

Spell Surge
Starting at 6th level, you become able to harness the residual energy of your spells to push yourself beyond your normal limits for a moment. Once per turn, when you cast a spell of at least 2nd level with a casting time of 1 action, you may spend a Sorcery point to take a Dodge, Dash, Disengage, Hide, or Use an Object action.

Tactical Control
Beginning at 14th level, you learn to better shape and control your spells, molding them to the battlefield. When casting a spell that affects a line, cone, or sphere, you may use a bonus action to do one of the following (round down to the nearest 5ft, where needed):
•Change a line into a cone with half the range (a 100 foot line becomes a 50 foot cone, for instance), a sphere with equal range but a radius of one fifth the size (a 100 foot line can be cast up to 100 feet away and affects a 20 foot radius), or a number of 10 foot cubes equal to 1/20 the range that must be connected, at an equal range.
•Change a cone into a line with twice the range (a 60 foot cone becomes a 120 foot line, for instance), a sphere with twice the range but a radius of one third the size (a 60 foot cone becomes a 20 foot sphere up to 120 feet away), or a number of 10 foot cubes equal to 1/10 the range that must be connected, up to one twice the normal range away.
•Change a sphere into a line originating from the caster with a range of five times the sphere's radius (a 20 foot sphere becomes a 100 foot line), a cone with a range of three times the sphere's radius (a 20 foot sphere becomes a 50 foot cone), or a number of 10 foot cubes equal to 1/2 the radius that must be connected.
In addition, whenever an ally of yours would take half damage from a successful save against one of your spells, if you want, they take no damage instead.

Unroutable
A proper battlefield controller is never dissuaded from his duty. When you reach 18th level, whenever you're targeted by an attack or effect that would cause the Charmed, Frightened, Prone, or Restrained conditions, you have advantage on the saving throw or ability check against it. By spending a sorcery point, you may also gain advantage for a round to saves and checks against effects that would cause the Blinded, Deafened, Grappled, Paralyzed, and Stunned conditions.




Sorcerer Level
Spells


1st
Armor of Agathys, Grease


3rd
Mirror Image, Web


5th
Beacon of Hope, Spirit Guardians


7th
Aura of Purity, Dimension Door


9th
Destructive Wave


This one took some thought, as only the first level was really obvious from what a Stalwart Sorcerer was in 3.5. I tried to go a route a little different from an eldritch knight, drawing more on a Sorcerer's spells having more malleability, and I also wanted it to mesh well with metamagic (The 14th level adds on that extra effect mainly to make careful spell worth it, for instance).




While some claim lineage from powerful dragons or aspects of uncontrolled magic itself, you manifest powers from ancient pacts, damned bloodlines, or mysterious benefactors. This doesn't mean you've ever actually seen a demon or devil, however; many find themselves manifesting their powers from their blood, even in the cases of an ancestor making a pact instead of actually being a fiend. Many won't trust a Fiend-Blooded sorcerer, but thankfully there's little in the way of obvious signs of such an origin.

Fiendish Heritage
At 1st level, you choose whether your heritage is chosen from either Demons, Yugoloths, or Devils, and this choice will be used by features you gain later.
You can speak, read, and write either Infernal or Abyssal for free. In addition, when making a Charisma check with regards to interaction with a Fiend of any sort, your proficiency bonus is doubled, if it would apply.

Blood Calls to Blood
The hellish power coursing through you begins to manifest as soon as your magic does, but in generally subtle ways. Starting at 1st level, you gain advantage on saves against any powers used by Fiends of any sort.
You also gain the ability to cast Find Familiar once, with the normal required components, though the familiar called must be a Fiend. This ability is regained after taking a long rest.

Smiting Spell
Beginning at 6th level, you gain the ability to channel raw hellish power into your damaging spells. Upon casting a spell that does damage, you may add your level + charisma modifier to the damage dealt to all targets. Once you use this feature, you must finish a short or long rest before you can use it again.
You can also spend a sorcery point to gain an advantage based on your heritage:
•If you have a tie to Demons, you gain resistance to cold and lightning for one hour.
•With a heritage drawn from Yugoloths, you gain resistance to acid and poison for one hour.
•Finally, if related to Devils, you gain resistance to bludgeoning, piercing, and slashing damage that isn't magical for one hour.

Damned Legacy
At 14th level, you gain further power from your heritage, gaining a new ability based on where your heritage comes from.
•If you're related to Demons, your benefit can vary as much as those chaotic spawn do. You gain an extra Ability Score increase (which works exactly as the class feature of the same name, including being usable for a Feat if that option is used).
•Those drawing power from Yugoloths gain their penchant for moving around the battlefield. By spending 1 sorcery point in combat, you may magically teleport yourself and any equipment you're carrying to an unoccupied space within 60 feet. Outside of combat, the sorcery point cost rises to 3.
•Infernal spawns learn to make pacts like so many Devils are known for. Whenever you and another target make a formal agreement, you may spend 2 sorcery points to "seal" it. Any attempts to work against the letter of the agreement causes a disadvantage on any related rolls.

Fiendish Exaltation
Upon reaching 18th level, you unlock the final secrets buried within your lineage. You no longer need to spend a sorcery point to benefit from the resistances gained at 6th level, you gain darkvision out to 60 feet (or improve existing darkvision by 60 feet) that works even in magical darkness, and you gain complete immunity to poison. You may also use your Smiting spell a second time before needing to rest to regain it.




Sorcerer Level
Spells


1st
Find Familiar*, Hellish Rebuke


3rd
Darkness, Enthrall


5th
Bestow Curse, Fear


7th
Banishment, Wall of Fire


9th
Planar Binding**


*May only summon a Fiend.
**Works only on Celestials and Fiends
Other Changes: Obviously, by gaining Find Familiar, they don't need the feature that grants it. That can be replaced by a 13 + Dex bonus AC, akin to Dragon Bloodline, as an easy option.
This was mostly a simple conversion, though I added in the ability to define your heritage for a few key benefits. I do realize there's some parallels to Draconic Bloodline, but I'm alright with that, given the material drawn from. I'll fully admit I wasn't sure what I could give Demonic types at 14th level as demons vary a lot and have no real universal abilities.




Whether you've learned to tap into the Shadow Weave of Faerun, have the blood of Fey in your veins, or have learned to resonate with illusions and enchantment some other way, you're a master at manipulating the minds and senses of others. Unlike a bard, you're not very likely to take the spotlight when doing so, and unlike an Arcane Trickster, you rely more on raw talent than practiced methodologies, instead relying on natural talent combined with a subtle touch.

Roguish Talent
At 1st level, you've found that you have a knack for dealing with more mundane forms of trickery. You gain proficiency with Thieves' Tools.
In addition, you've learned Thieves' Cant, the secret mix of dialect, jargon, code, and symbols utilized by Rogues. You can understand and convey messages in it, though conveying something in Thieves' Cant takes four times as long as speaking plainly. You can similarly understand and create related symbols that mark an area with simple information, such as whether it's the territory of a thieves' guild, or if those within are easy marks.

Cloaked Casting
Much like rogues learn to strike at weak points, you've learned to utilize a foe's distraction or your own tactical advantage to more reliably utilize your spells. Beginning at 1st level, against a target you can see that can't see you, or that has an enemy within 5 feet of them that isn't incapacitated, you multiply your proficiency bonus by 1.5 (round down) for your spell save DC and/or spell attack roll. This benefit also applies if they would have disadvantage on the saving throw against the spell.

Surprise Casting
Starting at 6th level, you learn to distract foes from your true intentions, making it that much easier to cast spells against them. Using a bonus action, you can force an opponent within 5 feet to make a Wisdom save. On a failure, they have disadvantage on the next save they make against a spell you cast, or you gain advantage on the next spell attack roll made against them, though either must be made within the next round.

Instinctual Control
Upon reaching 14th level, you become better able to keep control of illusions you form and individuals you enchant. When casting an Enchantment or Illusion spell that requires concentration, you may spend a number of Sorcery points equal to the spell's level to make it so that spell lasts until either its normal maximum duration, or 24 hours, whichever is shorter, even if you break concentration on it. After using this ability, you must take a long rest before you may use it again.

Overcome
At 18th level, when you use Surprise Casting on a creature with magic resistance, that resistance is ignored for the next spell cast against them. In addition, by spending a number of Sorcery Points equal to the level of the spell cast, you can ignore Charm immunity, although the duration of that spell is reduced to an hour if it would normally last longer.




Sorcerer Level
Spells


1st
Charm Person, Disguise Self


3rd
Blur, Suggestion


5th
Alter Self, Major Image


7th
Greater Invisibility, Hallucinatory Terrain


9th
Dominate Person


Again, mostly a conversion. Did my best to make them not simply be another bard or arcane trickster.




The natural movements of the cosmos itself is where you draw your power from, giving your spells an unshakeable cadence. You may have simply been born under the right alignment of the stars, or perhaps one of the celestial bodies themselves shines down upon your lineage, but in either case, your magic becomes as reliable and certain as the changing of the tides themselves.

Soul of the Cosmic Cycle
Your soul goes through the same phases as the moon, stars, and planet itself, aligning to a different aspect of the cosmos at different times. Starting at 1st level, whenever you finish a short or long rest, you may choose from the cosmic phases below, which provides benefits that will increase as you progress through this class. In addition, the first time you take damage greater than your charisma modifier in combat, the phase increases to the next one (or goes back to the first if at the third), and you may also increase the phase whenever you use the last spell slot you have for any given spell level.
1) Phase of the Sun: You gain a +2 bonus to initiative, have proficiency in Medicine if you don't already, and treat your proficiency bonus as 1 higher for it if you do.
2) Phase of the Moon: You gain proficiency in Deception and Stealth if you don't already, and treat your proficiency bonus as 1 higher for them if you do.
3) Phase of the Stars: You gain proficiency in Insight and Perception if you don't already, and treat your proficiency bonus as 1 higher for them if you do.

Cosmic Persistence
At 1st level, you take on the unshakeable nature of the cosmos. Your unarmored AC becomes 10 + your con modifier + your dex modifier. If you have the ability to wear light armor, you can also replace your dex modifier with your con modifier with regards to AC in light armor.

Cosmic Power
Starting at 6th level, you gain additional benefits depending on what Phase you're currently in.
1) Phase of the Sun: At the start of each turn, you may use a bonus action to cause fire or radiant damage (your choice) equal to your Charisma modifier to all hostile creatures within 5 feet of you. You may also spend 1 Sorcery point to gain resistance to cold damage for 1 hour.
2) Phase of the Moon: You gain a bonus to AC equal to the number of conscious hostile creatures within 5 feet of you at the start of each turn, which lasts until the start of your next turn. You may also spend 1 Sorcery point to gain resistance to psychic damage for 1 hour.
3) Phase of the Stars: Whenever an enemy's attack misses you, you may spend 1 Sorcery point to teleport 5 feet multiplied by your Charisma modifier. You may also spend 1 Sorcery point to gain resistance to radiant damage for 1 hour.

Phase Focus
Upon reaching 14th level, you may choose one of the following enhancements as you focus more specifically on a single phase. Your unarmored AC also becomes 12 + Con mod + Dex mod when you're in the focused phase, and the resistance gained by spending a Sorcery point lasts until your next short or long rest.
•Blazing Sun: When using a bonus action to cause fire or radiant damage at the start of your turn due to the Phase of the Sun, the range extended to 10 feet, and the damage is doubled.
•Watching Moon: When in the Phase of the Moon, whenever a hostile creature within 10 feet of you fails a saving throw for any reason, they take radiant damage equal to your Charisma modifier.
•Distant Stars: When in the Phase of the Stars, you may spend a sorcery point to teleport after being attacked whether the attack succeeds or fails, and the range is doubled.

Celestial Mastery
When you reach 18th level, you have a far more masterful level of control over your current phase. At the start of each of your turns, you may select which phase you're in, and may use reaction when you would normally be forced to change phase due to damage taken to avoid doing so. In addition, you automatically have the resistance related to each Phase without spending a Sorcery point, while in that phase.




Sorcerer Level
Spells


1st
Faerie Fire, Guiding Bolt


3rd
Augury*, Moon Beam


5th
Clairvoyance, Daylight


7th
Divination*, Otiluke's Resilient Sphere


9th
Wall of Force


*The spell uses astrological methods, but is mechanically unchanged.

Again, per request! Did my best to keep to the feel of the cosmic cycles.




Most Sorcerers draw their power from within the great wheel, calling upon the strength of an outsider, the elemental fury of a dragon, or the chaotic primordial nature of creation itself. You, however, manifest magic from someplace else, some place unknowable to the humanoid mind. Some may call it the Far Realm, others may call it simply the space outside the Wheel, while the rest simply refuse to acknowledge it altogether.

Old One's Mind
While you have no direct connection to the entities within the Far Realm, at 1st level you have taken the first steps into incorporating their way of understanding the universe (and what's outside of it). You can understand any communication from an aberration or similar entity, no matter what language they speak, whether spoken, written, or telepathically projected into your mind. In addition, if you want, you can be understood similarly by such beings when you communicate with them.

Broken Soul
Your very soul is touched by an eldritch energy, twisted in a way that makes it difficult to target. You have advantage on saving throws against any spells that would Charm you, Dominate you, or alter your soul in any way. In addition, any Aberration ability that does not affect other Aberrations does not affect you either.

Torn Reality
At 6th level, by spending a Sorcery point, you can create a miniature rift into the Far Realm, not capable of drawing anyone in, but instead allowing something to reach out, generally a tentacle, clawed digits, or similarly obscene appendage. This appendage remains in the spot summoned and attempts to Restrain the closest creature to it within 10 feet (you decide the target if several are equidistant), using your spell attack bonus for its Strength check. It lasts until dismissed as an action, or until another rift is summoned with the same ability.

Call upon the Darkness
You can, at 14th level, create a more prominent rift to the Far Realm (thankfully still only one way), drawing forth one of the foul aberrations from within its depths. You may choose between two possible targets. Either any Aberration of Challenge Rating equal to half your level or lower is summoned, or a number of Dretch-like creatures equal to your level (use the Dretch's statistics, except it's an Aberration), under your control. Either one will remain in this realm for an hour, and you must maintain concentration to keep control over them. However, if you lose concentration, they don't disappear, they simply are no longer commanded by you, and may act as they wish for the duration. After using this ability, you must take a long rest before you can use it again.

Eyes of the Ancients
When you reach 18th level, something about you almost seems to break the minds of those who look too close. By spending 3 Sorcery points, you can cast Eyebite on yourself, without needing to maintain Concentration on it. During this time, you also benefit from truesight out to 120 feet.




Sorcerer Level
Spells


1st
Arms of Hadar, Dissonant Whispers


3rd
Crown of Madness, Phantasmal Force


5th
Hunger of Hadar, Spirit Guardians


7th
Confusion, Evard's Black Tentacles


9th
Dream


As also requested. Did my best to give them a separate feel from Great Old One warlocks, making it more about the realm itself (and its lesser inhabitants) than a patron entity.




Most practitioners of Arcane magic require intense study and practice, relying on intense formulation and rigid spell structure. Even those with magical blood in their veins, claiming the lineage of Dragons or raw entropy still must tax themselves rather greatly. You, however, are an archmage, and draw arcane power from the fabric of the universe itself, not gaining it form any single source, but rather, the raw arcane substance underlying all things. Sometimes called the 'Arcane Bloodline' by others, you know better than to think your power relies on something so simple as ancestry.

Arcane Blood
Your attunement to the magical substance of the world is substantial, and your senses resonate closely with it. At 1st level, you gain Detect Magic as a cantrip, following all rules for them, and this is in addition to your normal cantrips known. In addition, you gain the ability to convert spell slots to sorcery points without needing to use a bonus action, including at first level (treat this as having a maximum of 1 sorcery points, but it doesn't automatically replenish after a long rest).

High Arcana
At 1st, 6th, 14th, and 18th level, an archmage can choose one of the following special abilities, which will generally require Sorcery points to use. While similar to Metamagic, they can be used in conjunction with Metamagic and each other unless otherwise stated.

Abjurant Armor: Whenever you cast a spell that either increases your unarmored AC or provides another bonus to it, you may spend a number of Sorcery points depending on its duration to increase the benefit by +2 (so, Mage Armor would make your AC equal to 15 + Dex bonus, for instance).
1 minute or less: 1 point
1 hour or less: 2 points
1 day or less: 3 points
1 week or less: 5 points
Anything greater/Until dispelled: 10 points

Arcane Boost: You gain the ability to burn arcane energy to empower your spells. You may spend a number of spell points up to half your character level (round up) as a bonus action to do one of the following, which lasts one round, upon casting any spell.
*Gain a bonus on spell attack rolls equal to the points spent.
*Gain a bonus on one spell's damage roll equal to double the points spent.
*Gain a bonus to AC equal to the points spent.
*Gain advantage on one saving throw per three points spent (round down).
*Gain resistance to a single type of damage per two points spent (round down).

Arcane Fire: The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. This has a range of 120 feet, uses a ranged spell attack to land, and does 1d10 radiant damage + 1d10 more per sorcery point spent. The maximum number of Sorcery points that can be spent is equal to half your character level, rounded up.

Innate Spellcaster: Choose a first level spell from the Sorcerer list, whether you know it or not. You may cast that spell innately at the cost of 1 Sorcery point, without it counting as a Spell Known. If taken at 14th level, this may be a 2nd level spell instead, costing 2 points to cast. If taken at 18th level, it may be a 3rd level spell, costing 3 points to cast.

Mastery of Counterspelling: When using Counterspell, you may spend a number of Sorcery points to increase its effective spell level by the number of points spent, though to no higher level than the Sorcerer has spell slots for. This requires the Counterspell spell to function.

Spell Power: By spending a number of Sorcery points equal to the level of the spell being cast, the Sorcerer may cast the spell as if one spell level higher (maximum of 9) without using up a higher level spell slot.




Sorcerer Level
Spells


1st
Identify, Mage Armor


3rd
Magic Weapon, Nystul's Magic Aura


5th
Counterspell, Glyph of Warding


7th
Fabricate, Mordenkainen's Private Sanctum


9th
Bigby's Hand


Based on the prestige class of the same name. The idea was that instead of replacing spell slots, it makes it more appealing to convert spell slots to sorcery points, which are needed for the High Arcana instead. You'll note I snuck a few Abjurant Champion features in as High Arcana options, since otherwise Metamagic takes up some of the old ones.




In many ways a counterpart to the Archmages, you are an Incantatrix, able to draw not upon the underlying fabric of residual magic in the world, but on energy very similar to that released by existing spells, calling upon these remnants and the font of energy that wells up within yourself and others to weave it into new, unique forms, becoming a master of metamagic. Many also find they have an innate aptitude towards dealing with extraplanar threats, calling on more local magics to cancel and destroy those called upon by such beings.

Focused Studies
Much like a Wizard, you tend to focus more on a specific school, learning best how to stretch spells of that classification to their limit. Choose one spell school. At 1st level, you gain the non-savant benefit that a Wizard of 2nd level would gain from that school. For instance, choosing Abjuration would grant you access to Arcane Ward. In any case where it mentions a Wizard trait (like Wizard spell save DC), use your own equivalent instead.

Bonus Metamagic
As an Incantatrix, you have an innate mastery with warping the effects of spells. You gain your first Metamagic at 1st level, and this is in addition to what you would get at later levels. In addition, your maximum Sorcery Points are increased by 1, including at 1st level (meaning you gain Font of Magic one level earlier, effectively, but with only 1 point at 1st level).

Cooperative Metamagic
Starting at 6th level, you may enhance the spells cast not only by yourself, but by your allies as well. When within 5 feet of an allied spellcaster, when they cast a spell, you may use your reaction to enhance that spell with a Metamagic option, requiring the normal number of Sorcery points. Once you have done so, you may not use this ability again until you have taken a short rest.

Seize Concentration
Upon reaching 14th level, you gain the ability to wrest control of a spell that requires concentration from another spellcaster, by harnessing its energy for your own. If the target is willing, you automatically gain control of the spell. If not, you must succeed on an ability check using your spellcasting ability, with a DC equal to 10 + the spell's level. If the target was willing or that roll is successful, you treat the spell as if you cast it, with all of the usual mechanics for a concentration based spell, although if applicable, the original caster's spell attack and spell save DC are used. The original caster can be affected by their own spell, but they have advantage on any saves against its effects, if applicable. Once you have used this ability, you must take a short rest to use it again.

Improved Metamagic
When you reach 18th level, you have mastered the use of your metamagic to the point where it comes almost naturally to you. You gain another Metamagic option, and in addition, any metamagic you use costs you one less Sorcery point, to a minimum of 0, although if this lowers it to 0, the new minimum becomes 1 for any metamagic used afterward until you take a long rest.




Sorcerer Level
Spells


1st
Detect Magic, Protection from Evil and Good


3rd
Phantasmal Force, See Invisibility


5th
Dispel Magic, Magic Circle


7th
Banishment, Mordenkainen's Faithful Hound


9th
Dispel Evil and Good

Note: I know their spells don't really scream 'Incantatrix', except for the anti-other-plane stuff. Another option might be that in games where other Origins gain bonus spells, give them an additional two more metamagic options, one at 5th level and one at 9th, instead of more spells known. That brings them to 7 out of 8, so there's still decision making, if only just barely.Leaned more on their 3.5 version than 3.0, as you can likely tell, though some of the anti-planar stuff can be seen in their spell bonuses, if you use them, below.




Many look to elves, dragonborn, or the various plane touched races when thinking about races that have an innate knack for magic. But some humans, too, have a more innate spark, whether due to the tug of destiny, or simply an unleashing of the raw potential within the human spirit. You're either one of those humans yourself, or have one somewhere in your ancestry, coloring your bloodline like a dragon does for a Draconic sorcerer.

Oratory Gift
While the elves are known for their lyrical speeches, and halflings can weave a story that touches on every detail of an event, humans are well known for those tales that draw you to the edge of your seat, weaving a sense of excitement through a simple (and usually fairly boastful) tale. At level one, you gain proficiency in Perform, and are considered 'proficient' in Oratory as a type of 'instrument'.
This same forceful nature is reflected on the other end of the scale, too, especially on those that have experienced your raw Sorcerous might. You double your proficiency bonus for Intimidate checks (if it applies) on anyone who has been adversely affected by one of your spells within the past day. Adversely affected can include damage, a negative condition, or anything else the DM considers appropriate. Simply charming someone generally does not count.

Student of Humanity
More than just simply studied, you have an innate knack and understanding for the ways, means, and contributions of humanity. On any Intelligence or Wisdom check that has to do with humans, human history, human dominated locations, or something otherwise created by humans, you may also add your Charisma modifier to the check. In circumstances where there's a mix of other races, it must be contributed to by humans as a majority (For instance, you would gain the bonus to research human nobility, or even a mixed lineage of humans and elves where humans make up a larger percentage than half elves or elves, if elves were the majority you would not gain the bonus).

Heroic Echo
At 6th level, you can cast a reflection of your own heroic nature and capabilities on those around you. Whenever you cast a spell with a target of 'Self', you may pay 1 Sorcery point per spell level to have it also affect an ally you can perceive. This counts as an extra target for the same spell, mechanically, so you maintain Concentration for both where appropriate, and dispelling it on yourself also affects the other target.

Heroic Inspiration
At 14th level, your raw charisma and force of personality can inspire allies as easily as it demoralizes enemies. For 2 Sorcery points, you may use a bonus action to use Bardic Inspiration as if a Bard with a level equal to your Sorcerer level. Alternatively, you may spend 1 Sorcery point to use a bonus action to make a Charisma (Intimidate) check against an opponent within 60 feet (benefiting from Oratory gift if it applies), causing them to gain Disadvantage on their next attack roll or ability check against you or your allies if the result exceeds their passive Insight.

Immortal Legend
An 18th legend Imperious Sorcerer like yourself becomes sustained by the legend you've created for yourself and the adoration of the knowing public. You no longer need to eat or drink, suffer no drawbacks of old age, age at either 1/4 the normal rate if nonhuman or 1/10 normal rate if you're a human, and cannot be magically aged. In addition, you may cast Death Ward once without using a spell slot. After doing so, you must undergo a long rest before you can cast it again.





Sorcerer Level
Spells


1st
Bless, Heroism


3rd
Aid, Enthrall


5th
Fear, Beacon of Hope


7th
Freedom of Movement, Aura of Purity


9th
Geas


I wanted a purely human origin, and so I took a bit of inspiration from Pathfinder for this one.




Many know what happens when one is able to spontaneously tap into the source of magic itself, giving birth to an archmage, wild magic user, or incantatrix, depending on how it's utilized. But what happens when another arcane magic user, such as a powerful Wizard, attempts to pass along their capabilities more directly and blatantly, blessing a birth with arcane might or performing experiments on formerly mundane individuals? What sort of powers might come of it. That's a question you can answer, as whether you were granted this power early or late into your life, you've gained the ability to harness the same Arcane power your benefactor does.

Arcane Tradition
You gain access to an Arcane Tradition, similar to a Wizard; this is usually the same one as your benefactor practiced, although differences have been known to occur. Choose any Wizard tradition. At 1st level, you gain access to the 2nd level tradition features. At 6th level, you gain access to any 6th level features. At 14th level, you gain access to either the 10th level or 14th level features (your choice). In all cases, any reference to a spell book only applies to your ritual book (see below), and you replace any reference to 'Wizard' features with your own equivalent (Wizard spells become Sorcerer spells, for instance). If you'd normally be able to add a named spell to your spellbook that's not a ritual, you instead gain it as a spell known, for free.

Spellcaster's Utility
At 1st level, you have an instinctive grasp of slower, more careful magic, and so gain the Ritual Caster feat for free, even if you don't meet the prerequisites, but may only select Wizard or Sorcerer as the chosen class. Any Sorcerer spells you know that have the ritual tag are automatically added to your ritual book, if on the appropriate class list.
In addition, at 1st level and every other level up until 17th, you may select one Wizard spell and add it to your spells known, treating it as a Sorcerer spell for you. These are similarly added to your ritual book, if they have the ritual tag.

Spell Mastery
Similar to a Wizard, at 18th level you've gained mastery over some of your more basic spells. Choose a 1st level spell and a 2nd level spell that you know. You may cast those spells at their lowest level without expending a spell slot, though must expend a spell slot as normal if you want to cast them at a higher level. You may change these mastered spells after a long rest and an hour of meditation, but they must always be spells you currently know.

An idea I had for those that feel Sorcerers should be a bit closer to Wizards in this edition, like in 3.5, while simultaneously not making it some sort of 'studied' sorcerer (as incantatrix already covers the more practiced origin). This one is balanced more directly against a favored soul or storm sorcerer; the spells known increase is baked right into it. I know granting spells known past 5th level is unheard of thus far, but I couldn't think of a better way to 'share' the wizard's spell list.




The following is bonus spells for the origins in the Players Handbook, for further options!




Sorcerer Level
Spells


1st
Burning Hands*, Identify


3rd
Enlarge/Reduce, Aganazzar’s ScorcherEE*


5th
Fireball/Lightning Bolt/Sleet Storm/Stinking Cloud**, Fly


7th
Fire Shield*, Elemental Bane***


9th
Cone of Cold*, Hold Monster


*: Replace damage type with the Draconic Heritage's. Spells that don't deal fire damage can't catch things on fire, but those that do usually can.
**: Choose the spell that matches your heritage's damage. Stinking Cloud is for Poison. Acid uses Fireball but with acid damage.
***: Works only for the heritage's dragon type, unless the spell is known from other sources. Poison works the same as other elements.
Note: I gave them an extra 5th level spell because of a lack of overall utility, and low amount of 'new' spells.




Sorcerer Level
Spells


1st
Color Spray, Chromatic Orb*


3rd
Crown of Madness, Nystul's Magic Aura


5th
Blink, Gaseous Form


7th
Confusion, Freedom of Movement


9th
Animate Objects


*When casting, roll 1d6, the result is which element it takes the form of (Numbered by order of listing)

Falco1029
2015-04-28, 04:47 PM
Updates
4/28/2015 - Added Storm and Cosmic magic.
4/29/2015 - Added Far Touched
5/3/2015 - Reworded Cloaked Casting
5/4/2015 - Added optional bonus spell lists
5/6/2015 - Added Archmage and Incantatrix
6/26/2015 - Added Imperious Bloodline, removed Storm as it was kind of extraneous with Unearthed Arcana
7/23/2015 - Tweaked 18th level Imperious Bloodline feature.
8/03/2015 - Moved bonus spells beneath their origin.
8/24/2015 - Added Bestowed Arcana origin

The_Doctor
2015-04-28, 05:04 PM
This is great. One request though, could you please do the Storm and Cosmic bloodlines from 4e?

Specific critiques to come later.

Falco1029
2015-04-28, 07:20 PM
This is great. One request though, could you please do the Storm and Cosmic bloodlines from 4e?

Specific critiques to come later.

Done! I'm not that great with 4th edition, but I translated the mechanics as best I could, hope you like them.

MReav
2015-04-28, 10:48 PM
I've got a couple of ideas:

I'm throwing them out there but I don't really have a full idea on all of them.



The power of the Elements runs through your veins. Unlike the chaotic Wild Mages, however, your magic is kept under control. Possibly you call a genie or other elemental as your ancestor, or you simply had a more controlled exposure to other planes, but whatever the case may be, your magic is more your own.

Notes:
This was inspired by the Elementalist Sorcerer in Heroes of the Elemental Chaos. But for simplicity's sake I made it a hack of the draconic bloodline.

Draconic Ancestry becomes Elemental Attunement, switching Draconic with Primordial and your Charisma checks bonuses change from dragons to Elementals.

Draconic Resilience becomes Elemental Resilience and is likely the same, or swap it out for an AC equal to 10 + Con + Dex.

Elemental Affinity is also largely unchanged.

Dragon Wings might change to something depending on your Elemental Type (flight for Air, Earth Walk for Earth, Teleportation for fire, Swim Speed for Water) or they can all get flight, just manifested in different ways (Air gets a wind updraft, fire gets a fiery updraft, water takes the properties of clouds, and Earth is magnetically repulsed).

Draconic Presence is the only one I don't have a solid idea for, since the a dragon's fear aura doesn't really apply to Elementals.
Another idea:



Your ancestors were powerful spellcasters. They might not have been sorcerers like you, but something got passed along, possibly mutated and now magic is in your blood as much as it was in their minds.

Notes:
No idea what mechanics to use, but I do have some ideas regarding boosting Metamagic effects.



Your magic is powered by dreams. You often keep a dream journal to help you make sense of your dreams and even grant you insights into magic. By studying your dream journal before your sleep and preparing specialized foci, you can catch these fleeting dreams into magical talismans.

Notes:
This variant lets the sorcerer have a few extra spells, and swap them around like a wizard does. However, this only applies to the very limited extra bonus spells. Please note that extra spells for Sorcerers has had a precedent set in the Favoured Soul.

Falco1029
2015-04-29, 01:23 PM
I've got a couple of ideas:

I'm throwing them out there but I don't really have a full idea on all of them.



The power of the Elements runs through your veins. Unlike the chaotic Wild Mages, however, your magic is kept under control. Possibly you call a genie or other elemental as your ancestor, or you simply had a more controlled exposure to other planes, but whatever the case may be, your magic is more your own.

Notes:
This was inspired by the Elementalist Sorcerer in Heroes of the Elemental Chaos. But for simplicity's sake I made it a hack of the draconic bloodline.

Draconic Ancestry becomes Elemental Attunement, switching Draconic with Primordial and your Charisma checks bonuses change from dragons to Elementals.

Draconic Resilience becomes Elemental Resilience and is likely the same, or swap it out for an AC equal to 10 + Con + Dex.

Elemental Affinity is also largely unchanged.

Dragon Wings might change to something depending on your Elemental Type (flight for Air, Earth Walk for Earth, Teleportation for fire, Swim Speed for Water) or they can all get flight, just manifested in different ways (Air gets a wind updraft, fire gets a fiery updraft, water takes the properties of clouds, and Earth is magnetically repulsed).

Draconic Presence is the only one I don't have a solid idea for, since the a dragon's fear aura doesn't really apply to Elementals.
Another idea:



Your ancestors were powerful spellcasters. They might not have been sorcerers like you, but something got passed along, possibly mutated and now magic is in your blood as much as it was in their minds.

Notes:
No idea what mechanics to use, but I do have some ideas regarding boosting Metamagic effects.



Your magic is powered by dreams. You often keep a dream journal to help you make sense of your dreams and even grant you insights into magic. By studying your dream journal before your sleep and preparing specialized foci, you can catch these fleeting dreams into magical talismans.

Notes:
This variant lets the sorcerer have a few extra spells, and swap them around like a wizard does. However, this only applies to the very limited extra bonus spells. Please note that extra spells for Sorcerers has had a precedent set in the Favoured Soul.

Elementalist seems simple enough, no reason not to just reflavor something that exists if it works for you. As for the 18th level, maybe something like an elemental aura depending on your type of elemental; water forces hostile creatures to hold their breath near you, air gives disadvantage to ranged attacks, fire deals damage and risks igniting clothing (needing a dex save, perhaps), and earth makes a much larger area difficult terrain that allies can ignore. Would likely be cheaper, Sorcery point wise, due to the overall less impressive effect, and might need further tweaking, that's just off the top of my head.

Arcane bloodline I'd suggest giving them the equivalent of the Ritual Caster feat with regards to Wizard spells as their level one benefit, but maybe allow them to substitute Charisma for the usual Intelligence there. Further up the line, maybe promise some amount of sorcery point restoration earlier than you'd normally get it? As for improving metamagic, something as simple as letting you use two metamagic enhancements to a spell instead of one can actually be pretty useful in some combinations.

The_Doctor
2015-04-29, 03:24 PM
Thanks! I really like it. I'll have to bring it to my DM to see what he thinks.


One last request (I hope you don't mind) could you do a H.P. Lovecraft-ish one (Cthulhu, Hastur, The King in Yellow, etc.) please?

Falco1029
2015-04-29, 05:11 PM
Thanks! I really like it. I'll have to bring it to my DM to see what he thinks.


One last request (I hope you don't mind) could you do a H.P. Lovecraft-ish one (Cthulhu, Hastur, The King in Yellow, etc.) please?

Done! Hope it works for you.

eleazzaar
2015-04-30, 07:20 PM
Cloaked Casting
Much like rogues learn to strike at weak points, you've learned to utilize a foe's distraction or your own tactical advantage to more reliably utilize your spells. Beginning at 1st level, against a target you can see that can't see you, or that has an enemy within 5 feet of them that isn't incapacitated, your spell save DC and spell attack roll are both increased by +1. This benefit also applies if they would have disadvantage on the saving throw against the spell.

Surprise Casting
Starting at 6th level, you learn to distract foes from your true intentions, making it that much easier to cast spells against them. Using a bonus action, you can force an opponent within 5 feet to make a Wisdom save. On a failure, they have disadvantage on the next save they make against a spell you cast, or you gain advantage on the next spell attack roll made against them, though either must be made within the next round. In addition, the benefit of Cloaked Casting increases to +2.


While these are fairly faithful to the original, getting conditional +1s and +2, is the kind of thing 5e generally avoids.

What stands out to me about the 3.5 Beguiler is the rather large selection of at-will enchantment and illusion spells. Perhaps it would be more in the spirit of the Beguiler and 5e to give them additional spells know from theses schools, instead of one or both of these?

Falco1029
2015-04-30, 09:56 PM
While these are fairly faithful to the original, getting conditional +1s and +2, is the kind of thing 5e generally avoids.

What stands out to me about the 3.5 Beguiler is the rather large selection of at-will enchantment and illusion spells. Perhaps it would be more in the spirit of the Beguiler and 5e to give them additional spells know from theses schools, instead of one or both of these?

I've been trying to avoid doing too much in the way of spells known for these Origins, even though, yes, I know the Unearthed Arcana article did it for Favored Souls. That said, I did have the same thought about the bonuses when making it, but couldn't think of a better way to do it within the system, as I did want to stay faithful. The only other common benefit is advantage/disadvantage, which i tied into surprise casting already. While I don't want to do spells known, if there was any advice about something else that could be done for cloaked casting, I'd be all for it.

Theodoxus
2015-05-01, 07:54 AM
Why not make cloaked casting akin to sneak (since you're using the same mechanics anyway) and let any spell cast with that benefit deal additional damage (+Cha mod) - its a common rule, though getting it at 1st is unique, it's also something the caster would have to work at to get. Especially if they aren't MC into rogue where hiding isn't as easy, and limiting AOE if an ally is in melee.

Falco1029
2015-05-01, 02:05 PM
Why not make cloaked casting akin to sneak (since you're using the same mechanics anyway) and let any spell cast with that benefit deal additional damage (+Cha mod) - its a common rule, though getting it at 1st is unique, it's also something the caster would have to work at to get. Especially if they aren't MC into rogue where hiding isn't as easy, and limiting AOE if an ally is in melee.

The problem there is that then they become focused on attack spells instead of enchantment/illusion.

What about multiplying the proficiency bonus by 1.5? Doubling it already exists as a class feature for other things, but is a bit much. Could have it round up, meaning you'd get +1, +2, +2, +3, +3 depending on your prof bonus at the time, essentially giving the same sort of progression.

eleazzaar
2015-05-02, 10:44 AM
The problem there is that then they become focused on attack spells instead of enchantment/illusion.

What if they didn't have attack spells? Instead they were entirely, or mostly limited to illusion & enchantment spells?

Getting more spells known in exchange for being limited to a couple schools would probably be a reasonable trade, and would feel much more like a beguiler

Samhaim
2015-05-03, 04:47 AM
I have been waiting to have the free time necessary to give my feedback to this awesome post! I drool pretty much every time a new archetype is posted!



Not quite a bloodline, Sorcerers like you that manifest the Taint of Undeath (sometimes called Tainted Sorcerers) have absorbed some degree of necrotic energy, either because of ancestry, the influence of some form of intelligent undead, or even simply through spending enough time in desecrated or otherwise unholy locations. Unlike the studied nature of a Necromancer, Tainted Sorcerers rarely focus on creating undead of their own, instead using more raw, unfocused forms of entropic power.

Tainted Form
At 1st level, the necrotic energy that suffuses your form also offers you some level of protection against similar manifestations. You have resistance against necrotic damage.
In addition, that same power provides you with an unearthly vigor. You gain the ability to cast False Life as a 1st level spell at will. This doesn't count against your spells known, nor does it require spell slots, though it may not be cast at a higher level unless learned normally.

Undead Sympathy
While the unnatural spark within you doesn't make you undead, it does grant you a sort of affinity with those beings. At 1st level, less intelligent undead that normally will instinctively attack living beings will not attack you simply for being alive, although they still will follow their creator's orders as normal, defend themselves, and may still attack your companions.
More intelligent undead are similarly affected, and your proficiency bonus doubles with regards to Charisma checks made to interact with them, if it applies.

Necrotic Affinity
Starting at 6th level, whenever you cast a spell that deals necrotic damage, add your Charisma modifier to that damage. In addition, by spending 1 Sorcery Point when casting such a spell, you can ignore Resistance to necrotic damage caused by it.

Vampiric Siphon
Upon reaching 14th level, whenever you cast a spell that deals necrotic damage, you can spend a number of Sorcery points equal to the spell's level to regain hit points equal to half the damage dealt by the spell.

Disrupt Life
Beginning at 18th level, when targeted by an attack or spell by a hostile character within 30 feet, you can use your reaction to force them to make a Constitution save against your spell save DC. On a failed save, they take 6d6 necrotic damage (which can be enhanced by Necrotic Affinity), and on a successful save they take half that amount.

Notes: I know Sorcerers don't have a ton of Necromancy spells, but there's enough to make the features here useful, I figured. I've also found it odd that Sorcerers don't get vampiric touch, which is why I added Vampiric Siphon.


False Life Instead of giving false life as an at will , I would perhaps have worked with the 5e death mechanics (I initially thought about advantage on death saving throws, but that seemed a bit much). Perhaps doubling the amount of damage necessary for instant death?

Undead Sympathy Perfect

Necrotic Affinity I would perhaps added the feature of being able to change a spell's damage type for necrotic in exchange of SP (2-3), thus widening the array of spells that benefit from this feature.

Vampiric Siphon Again, fantastic! Perhaps, instead of going for a self healing effect, I would've used a weakening effect (not really sure what kinda of malus, but something relating to "withering" for sure :smallbiggrin:)

Disrupt Life I believe that inflicting 6d6 with no action and just because you have been targeted (hence, with very little limits) might be a bit overpowered :smalleek:




A bit of an odd Origin, Stalwart Sorcerers are less well understood than most others. Some say they learn to channel the power harnessed from the spirits of their ancestors that fought in famous battles, while others claim that raw martial energy can be harnessed towards arcane ends, instead of the primal displays barbarians are known for, or the ki manifestations associated with monks. Whatever the truth, you are one of those casters that has learned to balance both martial prowess and arcane mastery.

Battle Hardened
At 1st level, whether you've actually seen battle before or not, your body instinctively responds as if you have, muscle reflex seeming to form out of nowhere, bones hardening, and overall physicality improving. Your maximum hit points improve by 2, and 2 again whenever you gain a level in this class. In addition, you become proficient with simple weapons and light armor.

Combat Casting
You're innately aware of battlefield conditions, at 1st level, able to alter your spellcasting to suit the current situation. When making a spell attack roll, you never have disadvantage due to making a ranged attack within 5 feet of a hostile creature, nor from the target being prone.

Spell Surge
Starting at 6th level, you become able to harness the residual energy of your spells to push yourself beyond your normal limits for a moment. Once per turn, when you cast a spell of at least 2nd level with a casting time of 1 action, you may spend a Sorcery point to take a Dodge, Dash, Disengage, Hide, or Use an Object action.

Tactical Control
Beginning at 14th level, you learn to better shape and control your spells, molding them to the battlefield. When casting a spell that affects a line, cone, or sphere, you may use a bonus action to do one of the following (round down to the nearest 5ft, where needed):
•Change a line into a cone with half the range (a 100 foot line becomes a 50 foot cone, for instance), a sphere with equal range but a radius of one fifth the size (a 100 foot line can be cast up to 100 feet away and affects a 20 foot radius), or a number of 10 foot cubes equal to 1/20 the range that must be connected, at an equal range.
•Change a cone into a line with twice the range (a 60 foot cone becomes a 120 foot line, for instance), a sphere with twice the range but a radius of one third the size (a 60 foot cone becomes a 20 foot sphere up to 120 feet away), or a number of 10 foot cubes equal to 1/10 the range that must be connected, up to one twice the normal range away.
•Change a sphere into a line originating from the caster with a range of five times the sphere's radius (a 20 foot sphere becomes a 100 foot line), a cone with a range of three times the sphere's radius (a 20 foot sphere becomes a 50 foot cone), or a number of 10 foot cubes equal to 1/2 the radius that must be connected.
In addition, whenever an ally of yours would take half damage from a successful save against one of your spells, if you want, they take no damage instead.

Unroutable
A proper battlefield controller is never dissuaded from his duty. When you reach 18th level, whenever you're targeted by an attack or effect that would cause the Charmed, Frightened, Prone, or Restrained conditions, you have advantage on the saving throw against it. By spending a sorcery point, you may also gain advantage for a round to saves and checks against effects that would cause the Blinded, Deafened, Grappled, Paralyzed, and Stunned conditions.



Not a big fan of this one (I do not get the theme I must admit), but I must say that Tactical Control is one of the coolest features I have ever seen (I believe it needs to cost something, though)!

Since it is a lot of stuff, I will comment on the others later (time allowing)

PotatoGolem
2015-05-03, 12:49 PM
Really like the Fiend-Blooded. One question on the 6th level ability: can you only spend the point to gain resistance as part of your smite, or is that a separate ability? As worded, it seems like the first, but the second seems much more useful.

Also, the devilish 14th level ability is really bad. How often are you going to bargain with someone that you later have to make rolls against? It's super flavorful and cool, but it's WAY weaker than the other two paths.

Overall though, I really like it, and I'd allow it in my games.

Falco1029
2015-05-03, 04:49 PM
What if they didn't have attack spells? Instead they were entirely, or mostly limited to illusion & enchantment spells?

Getting more spells known in exchange for being limited to a couple schools would probably be a reasonable trade, and would feel much more like a beguiler

I'll think on it, maybe see if I can run a short game to test it out, see how either option plays.



I have been waiting to have the free time necessary to give my feedback to this awesome post! I drool pretty much every time a new archetype is posted!


False Life Instead of giving false life as an at will , I would perhaps have worked with the 5e death mechanics (I initially thought about advantage on death saving throws, but that seemed a bit much). Perhaps doubling the amount of damage necessary for instant death?

That seems a bit weak, honestly. I've played in several games and have yet to have instant death really come up for PCs. A few extra hit points tends to make a lot more of a difference, even at high levels.



Necrotic Affinity I would perhaps added the feature of being able to change a spell's damage type for necrotic in exchange of SP (2-3), thus widening the array of spells that benefit from this feature.
I like that, but I dunno if it might be too potent with the rest of it, since that'd be 3 bonuses for one level. What do people think? I suppose I could try tying it in to the resistance ignoring (You can spend X sorc points to change other damage to necrotic, and in addition can spend 1 more to have a necrotic spell ignore resistance).



Vampiric Siphon Again, fantastic! Perhaps, instead of going for a self healing effect, I would've used a weakening effect (not really sure what kinda of malus, but something relating to "withering" for sure :smallbiggrin:)
Like I had mentioned, one of my main reasons for this ability was a Sorcerer's lack of Vampiric touch as an option.


Disrupt Life I believe that inflicting 6d6 with no action and just because you have been targeted (hence, with very little limits) might be a bit overpowered :smalleek:
Well, it's only one target per turn because it uses your reaction, which at 18th level doesn't seem that much worse than dealing an attack of opportunity otherwise (obviously it applies more often, though).




Not a big fan of this one (I do not get the theme I must admit), but I must say that Tactical Control is one of the coolest features I have ever seen (I believe it needs to cost something, though)!

Since it is a lot of stuff, I will comment on the others later (time allowing)

It's meant to be a battle-oriented sorcerer, a combat map controller sort of thing. As for Tactical Control, it costs your bonus action, which means no spending slots for Sorcery points, or whatever else you might use a bonus action for. I don't think it's quite worth a sorcery point since it comes at 14th level




Really like the Fiend-Blooded. One question on the 6th level ability: can you only spend the point to gain resistance as part of your smite, or is that a separate ability? As worded, it seems like the first, but the second seems much more useful.

Also, the devilish 14th level ability is really bad. How often are you going to bargain with someone that you later have to make rolls against? It's super flavorful and cool, but it's WAY weaker than the other two paths.

Overall though, I really like it, and I'd allow it in my games.

You can gain the resistance separately

The 14th level ability is one of those roleplaying ones that depends on the campaign. I know in one I've played there's been enough betrayal and lying that it'd be an incredibly useful ability to have. But maybe if I change it so it doesn't need to be a formal agreement? Like, you can just bind someone to their word either way?

Flashy
2015-05-03, 09:50 PM
The 14th level ability is one of those roleplaying ones that depends on the campaign. I know in one I've played there's been enough betrayal and lying that it'd be an incredibly useful ability to have. But maybe if I change it so it doesn't need to be a formal agreement? Like, you can just bind someone to their word either way?

I love this idea as a whole and I love the proposed change. I would play that to death, in the right campaign.

MReav
2015-05-04, 12:12 PM
Unearthed Arcana came out with a Storm Magic variant. (http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf)

Falco1029
2015-05-04, 03:02 PM
Unearthed Arcana came out with a Storm Magic variant. (http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf)

Man, what is it with Unearthed Arcana Sorcerers getting all of those bonus spells? That alone makes the variants overpowered compared to the core ones. That said, it also removes some of the weakness of the Sorcerer, which is a good thing, I just think that if this is the route they plan to go in actual supplements they need to update Dragon and Wild magic to also give spells known.

EDIT: Makes me want to consider appending something to my first post, an add on that gives both my lists and the core ones a set of bonus spells if people want to go that route, but that can otherwise be ignored, since I don't want to make spells known a default thing for these.

Wartex1
2015-05-04, 03:10 PM
There's actually a topic in the DnD 5E sub forum that's working on that now.

Falco1029
2015-05-04, 05:28 PM
There's actually a topic in the DnD 5E sub forum that's working on that now.

Oh, well, I just went and updated my own lists, including those two.


EDIT: Also added on the Archmage and the Incantatrix origins!

Falco1029
2015-06-26, 04:22 PM
Alright, i know I haven't gotten further feedback, but I decided to add on the Imperious Bloodline anyway.

PotatoGolem
2015-06-27, 12:32 PM
Imperious Bloodline is a bit weak. Both 1st-level abilities are essentially ribbons, as is the capstone. Heroic Echo is a slightly more limited twin spell, so it's obviously good, but the rest of the abilities feel lackluster.

Falco1029
2015-06-27, 02:24 PM
Imperious Bloodline is a bit weak. Both 1st-level abilities are essentially ribbons, as is the capstone. Heroic Echo is a slightly more limited twin spell, so it's obviously good, but the rest of the abilities feel lackluster.

I've never really considered it to be a ribbon if it actually affects your stats, but do you have any suggestions for ways to improve them a bit?

As for Heroic Echo, I specifically made it that way so it could work well alongside Twinned as a choice, because twinned doesn't allow Self targeted spells to be used.

PotatoGolem
2015-06-27, 07:24 PM
It's a ribbon because it's a boost to certain skills in a narrow range of circumstances.That's not going to come up all that frequently in lots of campaigns. It's like favored terrain- it IS useful when you're in a circumstance it applies to, but it's very circumstantial.

If you're talking about the 18th level ability, I'm not sure how it's not a ribbon. This may just be me, but I've never played a game or heard of a game where death of old age was a serious concern for the players. Not needing to eat or drink is also a total ribbon at that level- you'll have ways to get food and drink.

Princess
2015-07-22, 12:45 PM
The Devil capstone is awesome :)

Just a thought, though - wouldn't Incantatrix, assuming you got the idea from the 3.5 PrC, make more sense as a Wizard tradition that adds meta-magic?

Falco1029
2015-07-22, 04:21 PM
It's a ribbon because it's a boost to certain skills in a narrow range of circumstances.That's not going to come up all that frequently in lots of campaigns. It's like favored terrain- it IS useful when you're in a circumstance it applies to, but it's very circumstantial.

If you're talking about the 18th level ability, I'm not sure how it's not a ribbon. This may just be me, but I've never played a game or heard of a game where death of old age was a serious concern for the players. Not needing to eat or drink is also a total ribbon at that level- you'll have ways to get food and drink.

Well, again, do you have any suggestions for alternatives?


The Devil capstone is awesome :)

Just a thought, though - wouldn't Incantatrix, assuming you got the idea from the 3.5 PrC, make more sense as a Wizard tradition that adds meta-magic?

Well, in 3.5, Incantatrixes were individuals (both wizards and sorcerers, and even the occasional bard) that were already capable of metamagic but then delved further into the study of it. Since Wizards aren't capable of metamagic to begin with, it actually makes more sense, in my mind, for them to be a Sorcerer archetype than a wizard one.

And on a slightly bitter note, the Wizard doesn't need metamagic, it has every other advantage there is over the Sorcerer. So while others can feel free to do what they will, homebrew-wise, there will never be a wizard archetype from me that involves metamagic.

Flashy
2015-07-22, 07:03 PM
And on a slightly bitter note, the Wizard doesn't need metamagic, it has every other advantage there is over to the Sorcerer. So while others can feel free to do what they will, homebrew-wise, there will never be a wizard archetype from me that involves metamagic.

Agreed. Metamagic is the sorcerer's thing this edition, it'd be like giving a non-fighter more than one extra attack.

Falco1029
2015-07-23, 06:14 AM
Exactly.

As for the Imperious Bloodline, I added on something with a bit more 'non-ribbon' use; they can cast Death Ward on themself once per long rest for free, and made the 'no aging' thing automatic but only slowed instead of stopped (I realized the spending points to last a week is a bit clunky).

Princess
2015-07-23, 11:09 AM
I'm very familiar with Incantatrix in 3.5. My point was more about flavor though - while sorcerers could be them, the class was based on studying meta-magic in depth and didn't really have the flavor of an "inborn heritage" per se. There isn't a better way to incorporate them into 5e yet, though, so I suppose I understand your approach.

The balance issues created by giving meta-magic back to Wizards is a very good point, however.

Falco1029
2015-07-23, 11:27 AM
I'm very familiar with Incantatrix in 3.5. My point was more about flavor though - while sorcerers could be them, the class was based on studying meta-magic in depth and didn't really have the flavor of an "inborn heritage" per se. There isn't a better way to incorporate them into 5e yet, though, so I suppose I understand your approach.

The balance issues created by giving meta-magic back to Wizards is a very good point, however.

I can understand that point. I suppose my approach could best be explained that an incantatrix, archmage, and any other 'arcane' type bloodline are all sides of the same 'power source' and it comes down to application and utilization of it. An incantatrix DOES study their metamagic, even as a Sorcerer, and thus their taking up a school like a wizard (to a minor degree), and the experimental applications of said metamagic.

EDIT; And yes, admittedly Archmage is also a 'studious' origin (I was actually planning to write them out as a Wizard archetype too with a slightly different mechanic), so I don't really have another example of my own amongst my origins. But regardless, the main point is that Wild Magic might be in the same general category, as could more 'pure' arcane bloodlines of some kind.

Kryx
2015-07-24, 01:49 AM
Any interest in mapping out the extra 10 spells known bases on storm/favored soul?

Even if you don't use that model that WotC seems to be moving toward it would be nice for those that do.

Falco1029
2015-08-02, 11:16 PM
Any interest in mapping out the extra 10 spells known bases on storm/favored soul?

Even if you don't use that model that WotC seems to be moving toward it would be nice for those that do.

Just noticed this post, sorry, but anyway if you scroll down to the bottom I have bonus spells and similar options to put any of the bloodlines on the level of the bonus spell ones.

Kryx
2015-08-03, 03:10 AM
Ah, can't believe I missed those. Might I suggest including them in each origin instead of at the bottom?

Falco1029
2015-08-03, 03:54 AM
Ah, can't believe I missed those. Might I suggest including them in each origin instead of at the bottom?

Well, I put them separately at the bottom since they're meant to be optional add ons. But I suppose I can just put them in separate spoilers by each one, yeah.

Falco1029
2015-08-24, 02:39 PM
Added a new bloodline, the Bestowed Arcana origin, the idea being IC that a Sorcerer was created by the ministrations of a Wizard, giving them access to the tradition features of a wizard, a few wizard spells, rituals, and eventually spell mastery.

The idea here OOCly is to bring Sorcerer a little closer to the 3.5 idea of them being just more spontaneous Wizards, without just fully rewriting the class. If you don't like that, then don't use it! (I'm already well aware that there are people that like things the way they are, and this isn't the place for such arguments).