Base Class: Sorcerer
Whether it be a deity having relations with a mortal, a pact where a deity saved an individual or child from death, or some other way, having Godly blood flowing through your veins gives immense power most mortals have trouble controlling. Possessing blood of one of the deities can grant a great deal of power to any individual, calling on the power of the deity and using it to bend reality to your will.
The relationship with the deity whose blood runs through your veins is up to you and the DM, or you could roll on the following table:
|
d6 |
Blood Origin |
|
1 |
You are the child between a mortal and your deity |
|
2 |
A loved one made a deal with your deity to bring you back from a deadly sickness |
|
3 |
You unknowingly protected or helped your deity when they were injured and they rewarded you with their blood |
|
4 |
You performed a risky ritual in which you transferred some of the blood of your deity to your own blood |
|
5 |
A wandering trader sold you a potion which unknowingly contained the blood of your deity |
|
6 |
A powerful wizard cut you with a blade coated in your deity's blood |
Devout Magic
Your link to the Godly blood allows you to learn spells from the cleric class. When you reach the following levels, you automatically learn the corresponding spell from the Cleric spell list. Charisma is still your spellcasting ability for these spells. For the spells that have to do with communing with deities, you can only commune with your deity.
| Level | Spell |
|---|---|
| 1st | detect magic |
| 3rd | augury |
| 5th | spirit guardians |
| 7th | divination |
| 9th | commune |
Blood Powers
Starting at 1st level, you can use your blood to increase the power of weapons and creatures. You can choose any of the following Blood Powers to do once per long rest. At 11th level, the number of blood powers per short rest increases to 3 and at 17th level it increases to 4. In order to use these Blood Powers, you need to spill some of your own blood, to do this, you must take damage equal to half of your level (rounded down). You can additionally expend a sorcerer point to imbue your blood with even more power, these are listed as Extra Effects.
Divine Poison. You coat a weapon of your choice in your blood, giving it an extra 1d6 radiant damage on a hit. This effect lasts for an hour. Extra Effects: You increase the extra damage done to 2d6.
Godlike Strength. You or a willing creature drink your blood, granting advantage on Athletics checks and Strength saving throws. This effect lasts for an hour. Extra Effects: You also gain advantage on melee attacks against targets you can see.
Cursed Vision. You drop blood into your eyes or the eyes of a willing creature, granting darkvision out to 30 ft. This effect lasts for 10 minutes. Extra Effects: You can instead grant the ability of truesight.
Empowered Resistance
Starting at 6th level, your Godly Bloodline allows you to resist certain damage types. You can choose to have resistance to either Necrotic or Radiant damage.
Necrotic
You gain resistance to Necrotic damage.
Radiant
You gain resistance to Radiant damage.
Godly Blast
As a bonus action, you can channel the powers in your blood to issue a blast centered on yourself. Any creature within 5 feet of you is forced back in a straight line away from you by 5 feet. The effected creatures also take 1d12 force damage and must succeed on a Strength saving throw or be knocked prone.
True Form
At 18th level, you gain the ability to change into your true form. As a bonus action, you can expend 4 sorcery points to transform into your true form. You remain in this form for 1 minute or until you decide to drop it as a bonus action. This form depends on the deity whose blood flows through your veins. While in this true form, you gain the following abilities:
Giant Form. You grow to the next size category above your current one. Your height doubles and your weight increases 8 fold. If the space you are in cannot accommodate the new size, you will increase to the greatest possible size that can. While in this form, you have advantage on Strength checks and Strength saving throws. In addition, melee attacks will do an extra die of damage (for example, a greataxe would do 2d12 instead of 1d12).
Resilient. You can immunity to slashing, bludgeoning, and piercing damage. You can also choose to automatically succeed on one saving throw, but you must decide before you roll.
Increased Power. While in your true form, your spell attacks are more powerful. When you make a spell attack, you can roll 1d4 and add the result to your spell attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/20/2020 12:19:45 AM
|
42
|
9
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Sep 1, 2025This is very helpful whereas I'm too incompetent to make a homebrew like this
-
View User Profile
-
Send Message
Posted Nov 11, 2023I appreciate all the effort you put into this. Thanks for making this <3 (: !!!