Base Class: Sorcerer
These sorcerers have inherited the long-lost bloodline of one of the long-forgotten demigods of the Zodiac. These were celestials born from the heavens themselves and their births left star constellations in the night sky. Little is known about these forgotten entities. There is more myth surrounding them than recorded facts. For game play purposes the last of these entities would have perished long before the existence of any of the current deities in a campaign setting. The myths behind these entities would spread through rumors, legends, and old songs.
The sorcerer who inherits this subclass will be discovering that they carry the bloodline of one of these ancient demigods. They will have to practice their arcana with mentors who do not fully understand their power, or by some means of self-discovery.
Magic of the Zodiac
3rd level Progeny of the Zodiac feature
The Progeny of the Zodiac gains Dancing Lights as a bonus Cantrip, Magic Missile as a bonus 1st level spell, and Magic Weapon as a bonus 2nd level spell.. They also gain their choice between Fire Bolt, Sorcerous Burst, or Starry Wisp as a bonus cantrip. These spells do not count against their total known spells. When the Progeny reaches an appropriate Sorcerer level, they will have access to the spells listed in the Zodiac's Spells Table.
| Sorcerer Level | Spells |
|---|---|
| 3 | Animal Messenger, Locate Animals or Plants |
| 5 | Conjure Animals, Sending |
| 9 | Commune, Rary's Telepathic Bond |
| 13 | Conjure Celestial |
Fire Bolt
Fire Bolt
Sorcerous Burst
Sorcerous Burst
Starry Wisp
Starry Wisp
Progeny Awakening
3rd level Progeny of the Zodiac feature
Your birthright powers have begun to awaken. All of a sudden the sorcerer can speak celestial, knows a musical instrument of their choice, and has 60-feet of darkvision, and their magic's accuracy has improved by 1.
If the sorcerer already had a form of darkvision, it will be improved by 60-feet.
Ancestral Acclimation
6th level Progeny of the Zodiac feature
The sorcerer's bloodline becomes more revealed as a scarred symbol of the Zodiac has formed somewhere on their body. This symbol reveals the sorcerer's connection to the Zodiac bloodline. They will be able to choose one of the Zodiac ancestral bloodlines and they will gain the arcane powers granted by that bloodline.
Aquarius Bloodline
The sorcerer has chosen the Aquarius Bloodline. This Zodiac chose a crest of woman pouring water. This Zodiac represents being at peace with the elements around you. Those amongst this bloodline gain the following:
- They get the primordial language for free
- They get the Transmute Spell metamagic ability for free
- They are going to get a number of "Aquarius Blessings" equal to their proficiency bonus between long rests. They can use these Aquarius Blessings (and their reaction) to reduce the damage caused by any acid, cold, fire, lightning, or thunder, to a single individual they can see within 60-feet. When used these Aquarius Blessings will reduce the damage by 2d8+ (Charisma Modifier) points of damage.
If the sorcerer already has the Transmute Spell metamagic ability, they may select another in its place. Aquarius Blessings cannot reduce the damage of an attack to less than 0 damage.
Aries Bloodline
The sorcerer has chosen the Aries Bloodline. This Zodiac chose a crest of a ram. This Zodiac represents an aggressive and fierce warrior. Those amongst this bloodline gain the following:
- The Shocking Grasp cantrip without it counting against their known spells
- They will add their Charisma Modifier to their initiative rolls
- They will gain 6 hit points upon acclimating to the Aries Bloodline and will gain one additional hit point for every additional sorcerer level thereafter.
If the sorcerer already has the Shocking Grasp cantrip, they may select another in its place.
Cancer Bloodline
The sorcerer has chosen the Cancer Bloodline. This Zodiac chose a crest of a thick-shelled crab. This Zodiac represents resilience. Those amongst this bloodline gain the following:
- The Acid Splash cantrip without it counting against their known spells
- A base armor class of 13 (plus dexterity modifier) when not wearing armor
- They can no longer be surprised, nor do they suffer any penalties from enemies who attack them from behind to gain a "flanking" advantage.
If the sorcerer already has the Acid Splash cantrip, they may select another in its place. If the sorcerer already has a base unarmed armor class greater than 13, the greater armor will dominate over the weaker.
Capricorn Bloodline
The sorcerer has chosen the Capricorn Bloodline. This Zodiac chose a crest of a ram with a fish's tail instead of rear legs. This Zodiac represents a shrewd and savvy negotiator. Those amongst this bloodline gain the following:
- The Vicious Mockery cantrip without it counting against their known spells
- Proficiency in two Sorcerer-based skills of the sorcerer's choice
- They gain Detect Thoughts spell (without it counting against their known spells) and the ability to cast it subtly by spending a single sorcery point.
If the sorcerer already has the Vicious Mockery cantrip, they may select another in its place. If the sorcerer wishing to cast Detect Thought using a spell slot, the casting will still require verbal, somatic, and material components. The spell is component free when casting with a sorcery point. Both methods have a duration of only a minute.
Gemini Bloodline
The sorcerer has chosen the Gemini Bloodline. This Zodiac chose a crest of twins. This Zodiac represents bravery and dedication, because the sorcerer will be from the bloodline of the twin that survived the Dioscuri (Polydeuces.) Those amongst this bloodline gain the following:
- The Resistance cantrip without it counting against their known spells
- Advantage on all saves vs. fear attacks
- They gain False Life spell (without it counting against their known spells) and the ability to cast it subtly by spending a single sorcery point.
If the sorcerer already has the Resistance cantrip, they may select another in its place. If the sorcerer wishing to cast False Life using a spell slot, the casting will still require verbal, somatic, and material components. The spell is component free when casting with a sorcery point. Both methods have a duration of only a minute even if the temporary hit points have not been depleted.
Leo Bloodline
The sorcerer has chosen the Leo Bloodline. This Zodiac chose a crest of lion's head. This Zodiac represents being a powerful master of your domain. Those amongst this bloodline gain the following:
- They get the True Strike cantrip without it counting against their known spells
- If you hit with a touch-spell attack, you can reroll the lowest damage dice. If you do this, you must accept the new roll.
- The sorcerer is going to get a number of "Leo Strikes" equal to their proficiency bonus between long rests. They can use these Leo Strikes to gain advantage on melee attacks or attacking with touch-spells until the end of their next turn.
If the sorcerer already has the True Strike cantrip, they may select another in its place.
Libra Bloodline
The sorcerer has chosen the Libra Bloodline. This Zodiac chose a crest of a pair of scales. This Zodiac represents balance of nature. Those amongst this bloodline gain the following:
- The Thaumaturgy cantrip without it counting against their known spells
- The sorcerer gains an ability called "Weighing Balance". This ability can be used to cancel an advantage or disadvantage (making it a normal roll) against themself or an ally within 60-feet, and then apply the advantage or disadvantage roll to themselves or another within range. For example if someone rolls a d20 at advantage against them, they can use their reaction to cancel that advantage roll and grant an ally the advantage roll instead. If a situation requires them or an ally to roll at disadvantage, they can use their reaction to cancel that penalty and force another within range to roll at disadvantage. This ability can only affect d20 roll situations the sorcerer can see and they can do this a maximum of one time per point of proficiency between long rests. Advantage and disadvantage rolls that they witness that have no affect on them or their allies cannot be used in conjunction with this ability. When used the very next d20 roll is the roll affected, no matter what that roll may be used to determine.
If the sorcerer already has the Thaumaturgy cantrip, they may select another in its place.
Ophiuchus Bloodline
The sorcerer has chosen the Ophiuchus Bloodline. This Zodiac chose a crest of the Sun with three stars circling it. This Zodiac is unique because it was not recognized at the same time as the others. This is largely because this zodiac lacked in physical form. This was the first zodiac born, was the last to die, and is the only zodiac in which the Sun passes through its star constellation. Ophiuchus was more of a guide and protector to the other zodiacs, more than an entity that interacted with the ranks of men. Those amongst this bloodline gain the following:
- The Spare the Dying cantrip without it counting against their known spells
- If the sorcerer or an ally within 5-feet of them, uses any form of healing magic, the maximum amount of health will be granted automatically
- They gain Lesser Restoration spell (without it counting against their known spells) and the ability to cast it subtly with a 15-foot range by spending a single sorcery point.
If the sorcerer already has the Spare the Dying cantrip, they may select another in its place. If the sorcerer wishing to cast Lesser Restoration using a spell slot, the casting will still require verbal and somatic components. The spell is component free and has a range of 15-feet when casting with a sorcery point.
Pisces Bloodline
The sorcerer has chosen the Pisces Bloodline. This Zodiac chose a crest of two fish, but what some do not realize is the fish on this crest are fighting each other. This Zodiac represents a fight for survival. Those amongst this bloodline gain the following:
- The Elementalism cantrip without it counting against their known spells
- A swimming speed equal to their walking speed, and gain Water Breathing (without it counting against their known spells) and can cast it without the need for verbal components, by spending a sorcery point.
- They no longer suffer from disadvantage when targeting their spells when there is an enemy or target within 5'-feet of them.
If the sorcerer already has the Elementalism cantrip, they may select another in its place. If the sorcerer wishing to cast Water Breathing using a spell slot, the casting will still require verbal, somatic, and material components. The spell is component free when casting with a sorcery point. Both methods have a duration of 24-hours.
Sagittarius Bloodline
The sorcerer has chosen the Sagittarius Bloodline. This Zodiac chose a crest of a pulled bow. This Zodiac represents a mighty hunter. Those amongst this bloodline gain the following:
- A 10-point bonus to their ground movement
- An additional 1-point bonus to their spell targeting abilities (2-point total when Progeny Awakening bonus is added)
- They can ignore light and heavy cover when targeting their spells.
Scorpio Bloodline
The sorcerer has chosen the Scorpio Bloodline. This Zodiac chose a crest of a scorpion. This Zodiac represents temptation and consequences of one's actions. Those amongst this bloodline gain the following:
- They get the Poison Spray cantrip and it does not count against their known spells
- They will gain resistance to poison damage and will make all saving throws vs. the poisoned condition at advantage
- Whenever they cast a spell that causes poison damage, they can reroll the lowest damage dice, but it they do they must accept the new result even if it is lower.
If the sorcerer already has the Poison Spray cantrip, they may select another in its place.
Taurus Bloodline
The sorcerer has chosen the Taurus Bloodline. This Zodiac chose a crest of a bull. This Zodiac represents endurance and adaptability. Those amongst this bloodline gain the following:
- The Guidance cantrip without it counting against their known spells
- Advantage on death saves
- They gain Enhance Ability spell (without it counting against their known spells) and the ability to cast it subtly by spending a single sorcery point.
If the sorcerer already has the Guidance cantrip, they may select another in its place. If the sorcerer wishing to cast Enhance Ability using a spell slot, the casting will still require verbal, somatic, and material components. The spell is component free when casting with a sorcery point. Both methods have a duration of an hour.
Virgo Bloodline
The sorcerer has chosen the Virgo Bloodline. This Zodiac chose a crest of a madden. This Zodiac represents virtue and honor. Those amongst this bloodline gain the following:
- The Sacred Flame cantrip without it counting against their known spells
- Advantage on all saves vs. charm attacks
- They gain Protection from Evil and Good spell (without it counting against their known spells) and the ability to cast it subtly by spending a single sorcery point.
If the sorcerer already has the Sacred Flame cantrip, they may select another in its place. If the sorcerer wishing to cast Protection from Evil and Good using a spell slot, the casting will still require verbal, somatic, and material components. The spell is component free when casting with a sorcery point. Both methods have a duration of only ten minutes.
One with the Heavens
14th level Progeny of the Zodiac feature
At this level the sorcerer becomes resistant to radiant damage. In addition to this, they can produce a magic effect called their "Falling Stars" once between short rests. As they cast this effect, this magic will show images of star constellations hovering above the sorcerer. Upon the completion of the incantation the stars will rain down on all enemies within a 10-foot radius of the caster, causing 6d8 (plus Charisma Modifier) magical force damage if they hit.
Heavenly Defender
18th level Progeny of the Zodiac feature
You can summon your Heavenly Defender. This is a mystic weapon from the stars that you can summon to defend you. It takes a bonus action to summon and it will remain for up to one minute without concentration. While its defending you it can be commanded to teleport and strike any target within 60-feet with a bonus action. The sorcerer can choose what type of weapon is summoned, it causes 6d10 (plus Charisma Modifier) points of magical force damage on a hit, it hits for critical damage on a roll of 19 or 20, and any target hit by it will make its next d20 roll at disadvantage. If the sorcerer does not use their bonus action to give the weapon a command, the weapon will teleport and strike the next entity that tries to attack its summoner. When the sorcerer summons this weapon, they will become resistant to all damage until the end of their next turn.
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