giblfiz
2018-11-02, 01:44 AM
Sorcerous Origin: Favored of the Ancestors
Ancestral Champion:
Your innate magic comes from the attention and aid of many of your deceased ancestors. Perhaps you are the last of your line, the rightful king, or simply belong to clan who's ancestral spirits are very active. The attention of the ancestors depends both on blood and on circumstance, so it is as likely as not that your parents were not ancestral champions themselves.
Lessons of the elders:
Since your birth your ancestors have taught and trained you in your dreams, preparing you for a life of heroics. You gain proficiency in light and medium armor, with shields, and with simple and martial weapons.
Whispers of the Ancestors:
At level 6 the ghosts of your forefathers will speak openly with you, and share their accumulated wisdom. You gain advantage on all history skill checks. Additionally you gain the spells Detect Magic, Identify, and Augury. These spells do not count against your known spell total, cannot be swapped out, and can be cast without material components.
Wrath of the Ancestors:
At 14th level, your ancestors will manifest to protect and aid you in combat. You can call on them as a bonus action on your turn, and they will remain until you dismiss them as a bonus action on your turn.
They produce an effect similar to the "Spirit Guardians" but your guardians have the spectral form of your ancestors. This effect does not require concentration.
Aid of the Ancestors:
Beginning at 18th level, The spirits of your forebears will channel magic for you even when you are unable to yourself. They are invested in your success and willing to intervene directly on your behalf.
In effect you may cast any spell you know and would be normally be able to regardless of status effects. This spell must select you as the target. Additionally if you are dead, and you have the components required on your person, you may cast Revivify, or Raise Dead.
My primary concerns regarding balance, and justifications regarding them are:
1) medium armor and a shield for level 1 will give this caster class one of the strongest AC's of the pure casters. This does however seem *about* the same as 1hp per level plus natural AC +3, and feels thematically about right.
2) There are warnings against giving sorcerers extra spells, but honestly I don't feel like the grab bag of non-combat utility spells is going to throw things off too much. This feels a lot weaker than existing lv6 origin abilities
3) Spirit Guardians and Fly are both 3rd level spells, subing one for the other as an origin ability feels fair. I would say fly is generally more useful, particularly for a squishy caster.
4) Aid of the Ancestors feels like the thing that is most likely to have unforeseen abuse potential on this list. I also really like it thematically and feel like most of the other origin lv 18s are pretty disappointing.
5) I feel like getting the equivalent of "unseen servant" in here somewhere might be thematically appropriate
I would really appriciate thoughts and feedback
Ancestral Champion:
Your innate magic comes from the attention and aid of many of your deceased ancestors. Perhaps you are the last of your line, the rightful king, or simply belong to clan who's ancestral spirits are very active. The attention of the ancestors depends both on blood and on circumstance, so it is as likely as not that your parents were not ancestral champions themselves.
Lessons of the elders:
Since your birth your ancestors have taught and trained you in your dreams, preparing you for a life of heroics. You gain proficiency in light and medium armor, with shields, and with simple and martial weapons.
Whispers of the Ancestors:
At level 6 the ghosts of your forefathers will speak openly with you, and share their accumulated wisdom. You gain advantage on all history skill checks. Additionally you gain the spells Detect Magic, Identify, and Augury. These spells do not count against your known spell total, cannot be swapped out, and can be cast without material components.
Wrath of the Ancestors:
At 14th level, your ancestors will manifest to protect and aid you in combat. You can call on them as a bonus action on your turn, and they will remain until you dismiss them as a bonus action on your turn.
They produce an effect similar to the "Spirit Guardians" but your guardians have the spectral form of your ancestors. This effect does not require concentration.
Aid of the Ancestors:
Beginning at 18th level, The spirits of your forebears will channel magic for you even when you are unable to yourself. They are invested in your success and willing to intervene directly on your behalf.
In effect you may cast any spell you know and would be normally be able to regardless of status effects. This spell must select you as the target. Additionally if you are dead, and you have the components required on your person, you may cast Revivify, or Raise Dead.
My primary concerns regarding balance, and justifications regarding them are:
1) medium armor and a shield for level 1 will give this caster class one of the strongest AC's of the pure casters. This does however seem *about* the same as 1hp per level plus natural AC +3, and feels thematically about right.
2) There are warnings against giving sorcerers extra spells, but honestly I don't feel like the grab bag of non-combat utility spells is going to throw things off too much. This feels a lot weaker than existing lv6 origin abilities
3) Spirit Guardians and Fly are both 3rd level spells, subing one for the other as an origin ability feels fair. I would say fly is generally more useful, particularly for a squishy caster.
4) Aid of the Ancestors feels like the thing that is most likely to have unforeseen abuse potential on this list. I also really like it thematically and feel like most of the other origin lv 18s are pretty disappointing.
5) I feel like getting the equivalent of "unseen servant" in here somewhere might be thematically appropriate
I would really appriciate thoughts and feedback