Base Class: Sorcerer
The great Halcyon was an elemental in the shape of an icy phoenix, somehow it has intermingled with your bloodline. Each generation one with the halycons power is born in your family, when they die the next is born with never there being more than one. This time around you are born as the halcyon.
Halcyon Ancestor
At 1st level, you discover your lineage. The damage type associated with Halcyon is used by features you gain later.
Halcyon Ancestry
| Halcyon | Damage Type |
|---|---|
|
Halcyon |
Cold |
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with primordials, your proficiency bonus is doubled if it applies to the check.
Halcyon
At 1st level, you discover your lineage. The damage type associated with your lineage is used by features you gain later.
Halcyon Markings
As magic flows through your body, it causes physical traits of your heritage to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by various blue and silver tear drop markings. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Flight Freedom
At 14th level, you gain the ability to make your wings disappear or reappear to pose as human. You can perform this as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn.
All flight restrictions are lifted.
Halcyonic Aura
Beginning at 18th level, you can channel the dread presence of your halcyonic ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Comments