Sorcerer
Base Class: Sorcerer

Your innate magic comes from a deep connection to the natural magic of the world magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a demonic or twisted fiend or who might even have claimed a demon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Summoning Ancestry

At 1st level you may choose one creature type as your ancestor. You will then be able to summon this creature type. The max number of creatures you are allowed at one time is equal to your proficiency bonus. Each creature summoned after the first one will only be half the CR rounded up.

Exp:
your first summon is of equal cr to spell slot second summon is equal to half of spell slot level as shown on the below table rounded up.



The following creature types are what you can choose as your ancestor:

Monstrosities
Beast
Plants
Fiends
Fey
Undead

Summoning Ancestry
Spell slot Creature cr

0

1/2

1

up to cr 2

2

up to cr 3

3

up to cr 4

4

up to cr 5

5

up to cr 6

6

up to cr 7

7

up to cr 8

8

up to cr 9

9

up to cr 10

You can speak, read, and write the most common language of your ancestor. Additionally, whenever you make a Charisma check when interacting with the chosen creatures type, your proficiency bonus is doubled if it applies to the check.

Beast

At 1st level, you may choose Beast as your ancestor. 

Fey

At 1st level, you may choose Fey as your ancestor. 

Fieds

At 1st level, you may choose Fiends as your ancestor.

Monstrosities

At 1st level, you may choose monstrosities as your ancestor. 

Plants

At 1st level, you may choose Plant as your ancestor.

Undead

At 1st level you may choose Undead as your Ancestor.

Summon Connections

You may control your creature with a bonus action. The creature you give the command to will continue to do this command on each of its turns. Your summoned creatures must be given a command at least once per a number of turns. The number of turns is determined by your proficiency bonus before it is unsummoned. Each turn it isn't given a command it will begin to be unsummoned, and fade back to where it came from. You may not summon creatures with a flying or burrowing speed.

Summon Improvements

Your summoned creatures may now have a flying speed. As an action on your turn you may expend one spell slot to fuel certain buffs for your creature. The buff will correspond to the spell slot level you use.

Spell Slot Effects:

1st: Your summoned creature will have advantage on attacks, checks, and saves until your next turn.

2nd: Your summoned creatures gain number equal to your proficiency bonus to there attack and damage rolls until your next turn.

3rd: Your summoned creatures gain the effects of haste until your next turn.

4th: Your summoned creatures may gain the effects of an action surge until your next turn.

5th: Your summoned creatures may cast a spell you know up to a level equal to your charisma modifier. Until your next turn (using your spell casting modifier provided you have the spell slot for it).

6th: Your summoned creatures gain resistance to Piercing, Bludgeoning, and Slashing damage until your next turn.

7th: Your summoned creatures gain the benefits of the Regenerate spell until your next turn.

8th: Your summoned creatures may use the effects of teleport until your next turn.

9th: One of your summons may cast the spell, time ravage, on a creature using your spell save dc until your next turn.

Conjure Wings

At 14th level, you gain the ability to sprout a set of wings that are the same as the creature type you choose. Gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Ancestor Presence

Beginning at 18th level, you can channel the dread presence of your 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.

Conjurer Bloodline Image

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