Base Class: Sorcerer
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Descendant of Gods
At 1st level, you choose two Ancestors and gain abilities and traits gifted by them. Each ability is considered a spell attack and takes an action to do, unless stated otherwise.
ANCESTORS:
APHRODITE, Goddess of Love - With love on your side, no-one can resist your charms.
ARES, God of War - Fight with an arsenal of weapons.
ARTEMIS, Goddess of the Hunt - Conquer the wilderness and explore the unknown.
ATHENA, Goddess of Strategy - Control the flow of battle.
DIONYSUS, God of Wine - Let the drinks flow.
HADES, God of the Underworld - Death doesn't scare you.
HERA, Goddess of Marriage - Share with those you care for.
HERMES, God of Travel - Life needs movement.
NYX, Goddess of Night - Darkness consumes.
PERSEPHONE, Goddess of Nature - The power of nature is bountiful.
POSEIDON, God of the Sea - Power over the sea.
THANATOS, God of Death - Their death will be your life.
ZEUS, God of Lightning - Let the storm rain down.
You gain 1 additional Ancestor at levels 4, 7, 10, 14, 17, 20.
All Ancestors provide 5 hit points and +2 AC when you aren't wearing armour.
You can speak, read, and write Celestial.
Aphrodite, Goddess of Love
Aphrodite bestows her gift to Charm those around you. Once per long rest, you attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you or 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a love interest. When the cham ends, the creature knows it was charmed by you.
Additionally, you become immune to being charmed.
Ares, God of War
Ares bestows the power to summon one of his celestial weapons in combat. Once per long rest, you can summon one celestial weapon to use on your turn. You can choose one of the following:
SPEAR - Shoot a celestial spear in a straight line going 40ft, passing through all enemies or until it hits a wall. All enemies need to roll a DEX saving throw, on a failed save they take 2d8 piercing damage, half damage on a successful save.
SHIELD - Thrust a giant celestial shield forward, dealing 1d10 bludgeoning damage to all enemies in a 30ft cone in front of you and shove them back 5ft. Any creatures of small/medium size need to roll a DEX saving throw, on a failed save they are knocked prone.
SWORD - Swing a giant celestial sword around you in a 10ft radius. All enemies need to roll a DEX saving throw, on a failed save they take 3d6 slashing damage, half damage on a successful save.
Additionally, you gain proficiency in Shields and a Simple Weapon of your choice, and also gain +1 to Strength or Constitution.
Artemis, Goddess of the Hunt
Artemis bestows the power of the hunt. Once per long rest, you summon celestial spirits that take the form of beasts that aid in your fight. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each summoned beast disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions.
Additionally, Artemis' knowledge of the hunt grants you advantage on any Animal Handling, Nature, and Survival checks.
Athena, Goddess of Strategy
Athena bestows the power of battle strategy and control. Once per long rest, you can summon 1d4 celestial warriors which appears in an unoccupied space that you can see within 30ft of you. The Celestial Warriors disappear after 10 minutes or when they drop to 0 hit points.
The Celestial Warriors are friendly to you and your companions for the duration. You can move them 20ft in any direction but you can't issue an attack. They attack any enemy that is within 10ft and attack with their spear, dealing 1d10 piercing damage.
Additionally, you gain +1 INT or WIS of your choice and gain Proficiency in Perception.
CELESTIAL WARRIORS
These were warriors who stood with Athena in battle, and now they can be summoned to aid those Athena deems worthy.
They stand proudly adorned in golden armour, spear in one hand and shield in the other. They have a golden aura to them and shed a bright light in a 10-foot radius and dim light for an additional 5 feet.
AC 16
HIT POINTS 5
SPEAR Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d10) piercing damage.
Dionysus, God of Wine
Dionysus bestows the gift of wine and drink. Once per long rest, throw a wine casket at a creature dealing 2d8 bludgeoning damage, then that creature and any creatures within a 10ft radius of the initial target take 3d6 poison damage. All creatures need to make a CON saving throw, on a failed save are then considered drunk for 1 hour and on a successful save are considered tipsy for 30 minutes.
Drunk creatures have have half movement speed, disadvantage on attacks and intelligence checks, and any attacks made against them are made with advantage.
Tipsy creatures have half movement speed.
Additionally, you become resistant to poison damage.
Hades, God of the Underworld
Hades bestows the power to use death on the battlefield to your advantage. As enemies die around you their souls give you protection, whenever an enemy dies within 60ft of you, you gain Temp Hit Points equal to your Sorcerer level + your Proficiency Bonus. Once per long rest, you can animate any deceased body up to your Proficiency bonus within 60ft of you and imbues the targets with a foul mimicry of life, raising it as an undead creature. The target becomes an undead version of itself, but it's Hit Points are equal to your Sorcerer level + your Proficiency bonus (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command the creatures you made with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creatures are under your control for 1 hour, and explode upon death or when the hour is reached. The explosion deals 1d8 Necrotic damage to anyone within 5ft. The remains are then unable to be animated again.
Additionally, you have advantage on Death saving throws.
Hera, Goddess of Marriage
Hera bestows the power of Marriage and Partnership. Once per long rest you can spend 1 minute to bond with up to as many willing creatures as you want (1 min) for up to an hour, they become partnered with you. The partners must be within 10ft of you whilst you bond with them.
Your partners gain any traits from your Ancestors that you currently have bestowed on you, such as Poseidon' swim speed or Zeus' Thunder and Lightning immunity. You can also use the powers bestowed through any partner.
Additionally, as Queen of the gods, Hera bestows some of her expert knowledge and wisdom. Choose 2 skills and gain expertise in them.
Hermes, God of Travel
Once Hermes has bestowed his gift, your movement increases. Once per long rest, you can double your movement speed for 10 minutes.
Additionally, you gain an extra 10ft movement speed and can use the Dash, Disengage and Dodge action as a bonus action on your turn.
Nyx, Goddess of Night
Nyx bestows the power of darkness. Once per long rest, you create a 60ft sphere of magical darkness on a point you choose for up to 10 minutes. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. The darkness spreads around corners. If any of this features area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Any natural light will be extinguished upon entering the darkness, then return upon exit. You and any allies inside this sphere can see 20ft within the sphere due to the little stars, and all enemies have their dark vision reduced to 10ft.
Additionally, you are immune to blindness and gain 30ft dark vision.
Persephone, Goddess of Nature
Persephone bestows the power of Nature with her Pomegranate seeds, through the bodies of the deceased. If an enemy dies within 20ft of you, 1d4 pomegranate seeds are created in their space and each seed can heal 1d6 + your CHA modifier. You must go pick the pomegranate seeds up. You can hold up to 20 seeds, and the seeds last for 1 day before turning into ash. Once per long rest, if you or an ally are reduced to 0 hit points but not killed outright, you can use 5 pomegranate seeds to drop them to 1 hit point instead.
Additionally, you gain resistance to Necrotic damage and whenever you are healed (not with your pomegranate seeds) you can add your CHA modifier to the roll.
Poseidon, God of the Sea
Poseidon grants the power of the seas. Once per long rest, you can create a defensive bubble in your space surrounding you lasting 10 minutes or until popped. The bubble increases your AC +3 and any ranged attacks or spells made by you that pass through the bubble gain an additional 1d6 cold damage. However you become vulnerable to Lightning and Thunder damage whilst the bubble is up.
The bubble has hit points equal to your twice your Sorcerer level + CHA modifier. Once the hit points reach zero the bubble pops and all benefits are gone.
Additionally, you gain 30ft of swimming and can breathe underwater.
Thanatos, God of Death
Thanatos bestows the power of soul harvesting. You collect the souls of the dead around you, any creature that die within 60ft of you leave a soul that you absorb that grants you 2 temporary hit points per soul. You can collect a 15 souls max. Once per long rest, you can send the souls collected to up to 3 targets in a 30ft radius of you dealing 1d4 necrotic damage per soul.
Additionally, you gain immunity to being frightened
Zeus, God of Lightning
Zeus bestows the power of Lightning, granting you the ability to shoot forth an electrical burst. Once per long rest, lightning shoots from your hands to deliver a powerful shock to those in front of you. Each creature within a 30ft cone in front of you must make a Dexterity saving throw. On a failed save they take 3d6 lightning damage, or half damage on a successful save.
Additionally, Zeus grants you resistance to Lightning damage.
Ancestral Presence
Your ancestors are watching over you, wanting to protect you. For each Ancestor that has bestowed a gift upon you, your hit point maximum increases by 5.
Additionally, a faint smokey aura appears around you where to others it looks like the smoke form the shape of humans. When you aren’t wearing armor, your AC equals 12 + 1 for each Ancestor.
Ancestral Calling
Starting at 6th level, you can call on your Ancestors to intervene on your behalf when your need is great. Imploring your Ancestors aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than twice your Sorcerer level, your Ancestors intervene. You say which Ancestors you wish to talk to but the DM chooses which Ancestors actually intervene (1 minimum) and the nature of the intervention.
If your Ancestors intervene, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Ancestral Judgement
At 14th level, you gain the ability to call upon your Ancestor so they attack through you. A celestial visage of the Ancestor attacking rises from you. You can use your action to call upon one Ancestor who is currently bestowing their gift to issue an attack. Each Ancestors attack as followed:
APHRODITE A burst of pink energy bursts around you, dealing 3d6 force damage pushing away all enemies in a 15ft radius around you back 10ft and if they are size small or medium be knocked prone.
ARES A sword and spear appear. The sword attacks first swinging in a 10ft cone in front of you dealing 2d8 slashing damage. The spear then shoots 30ft in a straight line in front of you, dealing 2d6 piercing damage to all enemies.
ARTEMIS A large celestial beast appears in your space, roaring at all enemies within 20ft around you, dealing 4d6 force damage in a 20ft cone in front of you and half damage to other enemies in the 20ft radius around you. Enemies in the 20ft cone are then considered frightened.
ATHENA A Celestial Warrior appears in up to 5 unoccupied spaces and attack all enemies in a 10ft radius around them, dealing 3d6 slashing damage. If an enemy would be struck by multiple attacks, any subsequent strikes after the first deal half damage.
DIONYSUS A casket of wine appears above creatures of your choice in a 30ft radius of you and then drops. All creatures take 2d8 bludgeoning damage and 3d6 poison damage. All creatures are then considered drunk for 30 minutes.
HADES A pair of celestial arms appear underneath an enemy in a 20ft radius around you dealing 5d6 necrotic damage and they try to grapple the enemy. If successful they are considered grapple, and the enemy takes an extra 2d6 necrotic damage at the end of their turn if they are still grappled.
HERA A celestial visage appear in all your partners spaces with hit points equal to twice your Sorcerer level + your Proficiency bonus. These visages allow the partners to have an extra round once your round ends following the current order of initiative. If the partner attacks then the visage does the visible motion of the attack, any movement or action that isn't an attack then the visage dosent react. If a partner is the recipient of an opportunity attack during this extra round, the visage takes the brunt of the damage meaning they absorb the damage and if the damage reduces the visage to 0 hit points, the partner takes any remaining damage.. The celestial visages disappear once all partners have taken their round or are reduced to 0 hit points.
HERMES A spectral visage of your Ancestors armour dash up to 60ft in front of you in a 5ft wide straight line, dealing 3d6 bludgeoning damage to all enemies. Any enemy in direct line will receive full damage and be pushed 10ft backwards, and any enemy 5ft from the line receive full damage but won't be pushed.
NYX A night sky appears with the moon directly above you in a 60ft radius or until it hits a wall, the night sky goes around corners. A beam of light shines down from the moon at any enemy within 30ft of you dealing 2d10 radiant damage and then next turn stars fall down onto enemies dealing 5d4 radiant damage.
PERSEPHONE A barrage of pomegranate seeds (not from your collection) are shoot forward in a 20ft cone in front of you, dealing 5d6 necrotic damage to all enemies and healing half damage to all allies.
POSEIDON A huge wave crashes into enemies, 20ft wide going 60ft forward dealing 3d8 cold damage and pushing them back 10ft.
THANATOS A giant celestial scythe swings at an enemy within a 20ft cone in front of you. If the enemy has hit points equal to or fewer than three times your Sorcerer level, it instantly dies. Otherwise it takes 5d8 necrotic damage.
ZEUS A dark cloud appears over a 20ft radius, then huge flashes of lightning strike all enemies within the area, dealing 3d8 lightning damage to each enemy.
Once an Ancestor is used, they can't be used again for 2 days. You regain all uses of this feature after a long rest.
You can use this feature two times at 14th level, three times at 17th level, and four times and 20th level.
Celestial Aspect
At 18th level, your Ancestors powers have infused into you so much you can create a celestial aspect of yourself. Once per long rest, you create a large celestial aspect of yourself floating above you in your space that lasts 10 minutes, or your hit points are reduced by half from when you summoned the aspect, or until you are incapacitated or die. You see and hear through the aspect, however during this time you are deaf and blind with regard to your own senses. You do feel any pain that your body receives. All attacks and spells are made from the aspect, they are made with advantage and any damage is doubled. Any attacks made against you are aimed at your body.
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Posted Apr 13, 2021This seems a bit weak, people like hermes and aphrodite are fine but any boon that gives you damage is going to fall of at higher levels. I would recommend scaling the damage of people like ares as your character levels up a bit like cantrips.