Sorcerer
Base Class: Sorcerer

Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.

Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.

Godly Ancestor

Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.

Demigod Domains and Spells

Divine Domain

Associated Spells

Death

bane, ray of sickness

Knowledge

command, guiding bolt

Life

cure wounds, bless

Nature

entangle, healing word

Light

burning hands, faerie fire

Tempest

fog cloud, thunderwave

Trickery

charm person, hideous laughter

War

shield of faith, thunderous smite

Death Domain

Your Godly Ancestor is from the Death Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Bane and Ray of Sickness from the dropdown lists.

Knowledge Domain

Your Godly Ancestor is from the Knowledge Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Command and Guiding Bolt from the dropdown lists.

Life Domain

Your Godly Ancestor is from the Life Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Cure Wounds and Bless from the dropdown lists.

Light Domain

Your Godly Ancestor is from the Light Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Burning Hands and Faerie Fire from the dropdown lists.

Nature Domain

Your Godly Ancestor is from the Nature Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Entangle and Healing Word from the dropdown lists.

Tempest Domain

Your Godly Ancestor is from the Tempest Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Fog Cloud and Thunderwave from the dropdown lists.

Trickery Domain

Your Godly Ancestor is from the Trickery Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Charm Person and Hideous Laughter from the dropdown lists.

War Domain

Your Godly Ancestor is from the War Domain. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.

For this Domain, choose Shield of Faith and Thunderous Smite from the dropdown lists.

Inherited Strength

Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.

Due to DnDBeyond limitations, you are unable to swap out which attribute affects attack and damage rolls automatically in a subclass. Instead, go to the Actions tab, click "Manage Custom" -> add new action -> weapon. This will create a "Custom Action 1". Simply click it, and select "Natural" attack type, Melee range, at CHA as stat. On "activation type" remember to select "action" so it shows up correctly with other attacks, instead of at the bottom of the page in the "other" category. You can rename this action to be the same as the weapon you have.

Empowered Magic

Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell’s level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.

Divine Resistance

Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to succeed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.

Ascendant Sorcery

Starting at 18th level, your power has begun to rival your divine ancestor’s. When you use the Empowered Magic feature, you may increase the spell’s level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.

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