Base Class: Sorcerer
Put healing magic in, and other spells.
I don't know what else to say. WIP!!
As a child birthed from strong but not necessarily famous parents, you can do some stuff.
From a family tree of power; what responsibilities will you adopt from your heritage?, what connection will you have with the rest of the world?, do you know what you are doing? cause I don't.
Meta Heritage
At 1st level, you choose one of these options as a convenience to you.
| Meta Heritage | |
|---|---|
Careful Heritage |
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. You can do this a number of times up to your proficiency bonus, you can regain all uses after a long rest. You do have access to this at level 1 without it counting as a Metamagic choice. |
Distant Heritage |
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. |
Empowered Heritage |
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. |
Extended Heritage |
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. |
Subtle Heritage |
When you cast a spell, you can cast it without any somatic or verbal components a number of times up to your proficiency bonus; you regain all uses after a long rest. |
Twinned Heritage |
When you cast a CANTRIP that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest. |
Careful Heritage
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. You can do this a number of times up to your proficiency bonus, you can regain all uses after a long rest. You do have access to this at level 1 without it counting as a Metamagic choice.
Distant Heritage
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you make the range of the spell 30 feet.
You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest.
You do have access to this at level 1 without it counting as a Metamagic choice.
Empowered Heritage
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
You do have access to this at level 1 without it counting as a Metamagic choice.
Extended Heritage
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest.
You do have access to this at level 1 without it counting as a Metamagic choice.
Subtle Heritage
When you cast a spell, you can cast it without any somatic or verbal components a number of times up to your proficiency bonus; you regain all uses after a long rest.
This does not count against the number of Metamagic choices you can have.
Twinned Heritage
When you cast a cantrip that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest.
You do have access to this at level 1 without it counting as a Metamagic choice.
Font of Heritage
At 6th level as an action you can cast a spell that you know directly from your sorcery point pool, using the Font of Magic point conversion table as a guideline. You can not use this feature to make spell slots into sorcery points.
Origin of Heritage
At 6th level you get a optional cost use to the Meta Heritage you chose, you only get the one related to your Meta Heritage.
If you chose Carful Heritage, Precise Heritage: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 2 sorcery points and a Proficiency limited use of your Meta Heritage to choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature takes no damage or harmful effect from the spell.
Voyage Heritage: When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery points and a Proficiency limited use of your Meta Heritage to triple the range of the spell. When you cast a spell that has a range of touch, you make the range 60 feet.
Emblazed Heritage: When you roll damage for a spell, you can spend 2 sorcery points and a Proficiency limited use of your Meta Heritage to reroll a number of the damage dice up to double your Charisma modifier (minimum of one). You can choose to use the new rolls or roll any die again until you used all your rerolls. You can use Emblazed Heritage even if you have already used a different Metamagic option during the casting of the spell.
Lengthy Heritage: When you cast a spell that has a duration of 1 minute or longer, you can spend 2 sorcery points and a Proficiency limited use of your Meta Heritage to triple its duration, to a maximum duration of 48 hours.
Unknown Heritage: When you cast a spell, you can choose to cast it without somatic components or to cast without verbal components, you can't choose both but this costs nothing.
Trinity Heritage: When you cast a CANTRIP that targets only one creature and doesn’t have a range of self, you can spend 2 sorcery points and a Proficiency limited use of your Meta Heritage to target a third creature in range with the same spell.
Elaborate Magic
At level 14.
You can now upcast any 5th level or lower spell to 6th or 7th spell slots with your sorcery points; 6th level costing 9 sorcery points, and 7th costing 10.
Additionally you now gain 1 more sorcery point when turning spell slots into sorcery points, a 1st level would be 2 points and a 9th level would be 10 points.
Elaborate Head of House
At 18th level you can use multiple Meta Magic, Meta Heritage, and Origin of Heritage features that cost up to 5 sorcery points for a single spell ; once you use this feature you need to take a long rest before using it again.
WIP
Previous Versions
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10/2/2023 7:24:09 PM
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10/2/2023 7:46:18 PM
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