giovedì 23 giugno 2016

A New Sorcerous Origin: Divine Blood

I'm tinkering on a new sorcerous origin for D&D 5ht edition.


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.