Base Class: Sorcerer
Quetzalcoatl Bloodline is rare but there are known people of the Quetzal race with the bloodline of the Great Creator God Quetzalcoatl. Quetzalcoatl is the God of Creation who gave life to the Quetzal race, a select few have been imbued with this bloodline which allows them to heal, create new spells, restore life and even create new moments in time.
Quetzalcoatl Spells
1st-level Quetzalcoatl Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Quetzalcoatl Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Quetzalcoatl Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | healing word, shield of faith, spare the dying |
| 3rd | pass without trace, spiritual weapon |
| 5th | call lightning, revivify |
| 7th | greater invisibility, resilient sphere |
| 9th | passwall, wall of force |
Cantrip Fusion
1st-level Quetzalcoatl Bloodline feature
You are able to Cast a Cantrip as a Bonus Action, you cast 1 cantrip and double its effects and/or damage. Damage is doubled and duration of effects are doubled. You can use this feature a number of times equal to your proficiency bonus per long rest.
Spell Creation
6th-level Quetzalcoatl Bloodline feature
As an Action, you combine two spells and create 1 never before seen spell that you are able to cast within this Action. You can use this feature a number of times equal to your proficiency bonus per long rest. You still expend both spell slots even though you are casting it as one spell. If you run out of uses and want to activate Spell Creation again before a long rest you must spend 4 sorcery points. You cannot Quicken Spell this feature in order to use it as a Bonus Action. The two spells you use must be different spells and neither of them can be Cantrips. Spell Creation needs to follow the rules below:
- The Casting Times of each spell must be 1 Action in order to combine them and each spell will keep its original Duration.
- You are not allowed to use Spell Creation on two spells that require concentration(unless you have a Summonoid available to keep concentration on one spell for you).
- You must select and use one Range between the two spells. If the range chosen is "self" then the spell will originate from you and have no damage or negative effects dealt to you.
- If two Area of Effect spells meant to target enemies are combined, they will both originate in the same point and you can adjust the areas of those spells how you like.
- If at least one spell has a range of Touch you must be able to touch a creature in order to cast both spells.
- You are only able to combine spells with unlimited range with other spells that have unlimited range.
- Counterspell will need to beat the lowest level Spell that was used with your Spell Creation ability and if successful both spells will cancel.
Create Defenses
6th-level Quetzalcoatl Bloodline feature
As a Reaction, you can Create a Barrier of Defense that will give you resistance to one of the following Damage types for 1 hour: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing or thunder. You can use this feature a number of times equal to half your proficiency bonus rounded down per long rest. If you run out of uses and want to activate Create Defenses again before a long rest you must spend 5 sorcery points.
When you reach certain levels in this class, the Defenses you create increase in potency:
- At 14th level you also choose one of the following Conditions when you select your Damage type resistance; Charmed, Frightened, Grappled, Death Saves, Paralyzed, Petrified, Poisoned, Restrained or Stunned and gain advantage when making a saving throw for that Condition for 1 hour.
- At 18th level the Condition Resistance you select instead becomes an immunity for 1 hour(for Death Saves you simply auto stabilize).
If you use this feature again before the hour is over you will drop all resistances and immunities and gain the new ones.
Arial Assault
14th-level Quetzalcoatl feature
As an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields once per long rest. Your flying speed is equal to your walking speed for 1 hour. If you want to activate Arial Assault again before a long rest or want to extend your current hour for an additional hour you can use a level 3 Spell Slot or higher, or 5 sorcery points for each additional hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.
Create Time
18th-level Quetzalcoatl Bloodline feature
The power of Creation wells up inside of you. You don't bend or warp time but instead create a whole moment in time. As a Reaction, you can use your Create Time ability to give any ally that is within 120ft of you an additional Turn that they can choose to use at any time after one of their turns within the next minute. You cannot give yourself this feature.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/25/2023 8:34:13 AM
|
10
|
1
|
1.0
|
Coming Soon
|
|
|
7/28/2023 8:55:36 PM
|
2
|
1
|
3.0
|
Coming Soon
|
|
|
8/4/2023 4:26:50 AM
|
2
|
0
|
3.5
|
Coming Soon
|
|
|
8/16/2023 6:30:38 AM
|
2
|
0
|
4.0
|
Coming Soon
|
Comments