The original plan was to design it in detail for the Birthright setting, using the divine bloodlines (an importat feature of the setting) to give another option to Sorcerer.
However, you can use the actual version in almost any setting.
It's a beta version, and your comments and suggestions are welcomed.
Sorcerous Origin: Divine Blood
Your innate magic comes from divine blood that runs into your veins.
Your divine origins trace back to a time where gods where walking among mortals
or are the last traces of ancient gods now long dead. Sometimes you’re directly
an offspring between a god and a mortal. Your divine bloodline can be established
and well known in your world as well as obscure.
Divine Secrets
At 1st level choose two first-level spells on the Cleric spell list. You
cast those spells at their lowest level. Once you cast them you must finish a
long rest before you can cast them again. Your spellcasting ability for those
spells is Charisma.
Divine Powers
Choose one of the 6 ability scores. From 1st level, when
you’re making a roll for saving throw or an ability check or an attack, you can
draw your inner divine powers to temporarily rise the ability score chosen to
22 (+6). After the roll, the ability score returns to its original score. At 14th
level you can rise the ability score to 24 (+7). You must finish a short or
long rest before you can use this feature again.
Powerful Spells
You can spend 1 Sorcery point to add you Charisma modifier to the damage
of any spell you cast. At 18th level you can spend 1 sorcery point
up to your Charisma modifier to add to your spell damage a die per sorcery
point spent.
Divine Travel
Choose one of the deity of your world’s pantheon. At 14th level,
as an action, you can travel to its own plane of residence. You can stay there
as long as you decide to come back to you prime material plane, taking another
action. You must finish a long rest before you can use this feature again.
Divine Miracle
At 18th level whenever you fail a roll
for saving throw or ability check or attack you can instantly decide to succeed instead. You must finish a short o long rest before you can use this feature
again.
Bye.
The DM.
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