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## SORCERER BLOODLINES Flavor feats for sorcerers of any type. Fun additions to expand on a character's origin, or bring up some interesting questions about that origin (How exactly did uncle Phinneous the Elf have a dwarven bloodline??!!) Its also fun to have more things to use sorcery points on than purely spell conversion! ### Blood of Genies * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to gain advantage on your next saving throw against a spell. This effect lasts a number of minutes equal to your charisma modifier, minimum of 1, and does not require your concentration. ### Blood of Dwarves * Gain +1 to constitution * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to cure a poison or disease effect on yourself, or to dispel a magical effect present on yourself. Treat your dispel attempt as made at the level of the spell you are applying the metamagic to in adjudicating whether the spell is automatically dispelled or an opposed roll is required. If the spell you are applying metamagic to is less than 3rd level, increase the DC of any dispel check by 5. ### Blood of Elves * You may cast Detect Magic as a cantrip * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to tap into the elven heritage of magic in your blood. Until your next long rest, you may add 1 spell from the bard, cleric, or wizard 1st level spell list to your known and prepared spells. For you this is a Sorcerer spell, using your charisma as its spellcasting modifier. ### Infernal Bloodline * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to bane (as the spell) up to two targets within 10' of you or your spell's target or origin. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. ### Demonic Bloodline * Gain +1 to an ability score at random * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to gain a roll on the wild magic surge table, ignoring a roll of 01-02. If you are a wild magic sorcerer, you instead choose whether to roll twice and accept both rolls or roll twice and take your pick of the two rolls to keep. You still ignore rolls of 01-02. ### Angelic Bloodline * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to bless yourself (as the spell) or up to 2 other creatures within 10' of yourself or the target or origin of your spell. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. ### Blood of Halflings * Gain +1 to dexterity or constitution * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to gain a charge of luck until the beginning of your next turn. ### Blood of Gnomes * Gain +1 to intelligence or constitution * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to animate an object of size small or less. This object uses the statistics from the Animate Object spell table, and responds as if under the effects of the animate objects spell. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. However, subsequent uses of this spell break your connection to previously animated objects, which become free willed and hostile to all other creatures until their duration expires. ### Bloodline of Air * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 1 sorcery point and choose one of the following: to gain immunity to lightning damage until the end of your next turn, or your next spell cast before the end of your next turn does +1 damage per dice against a creature(s) with no resistance, normal damage against a creature with lightning resistance, or half damage against a creature with lightning immunity. ### Bloodline of Earth * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 1 sorcery point and choose one of the following: to gain immunity to acid damage until the end of your next turn, or your next spell cast before the end of your next turn does +1 damage per dice against a creature(s) with no resistance, normal damage against a creature with Acid resistance, or half damage against a creature with Acid immunity. \pagebreak ### Bloodline of Fire * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 1 sorcery point and choose one of the following: to gain immunity to Fire damage until the end of your next turn, or your next spell cast before the end of your next turn does +1 damage per dice against a creature(s) with no resistance, normal damage against a creature with Fire resistance, or half damage against a creature with Fire immunity. ### Bloodline of Water * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 1 sorcery point and choose one of the following: to gain immunity to Cold damage until the end of your next turn, or your next spell cast before the end of your next turn does +1 damage per dice against a creature(s) with no resistance, normal damage against a creature with Cold resistance, or half damage against a creature with Cold immunity. ### Blood of Giants * Gain +1 to strength or constitution * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to enlarge (as per the spell) yourself or the target of your spell. If you use this effect on yourself, you also gain resistance to slashing and bludgeoning damage. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. ### Blood of Dragons * Gain +1 sorcery point to your maximum. * Bloodline Metamagic: When you cast a spell of first level or higher, you may spend 2 sorcery points to display a beneficial or baneful draconic aura, affecting those within 30' of you. If baneful, all creatures within 30' must make a wisdom save against your spell save DC or be frightened of you until the end of their next turn. If beneficial, all friendly creatures within 30' may immediately make a new save against any ongoing fear effects, and then may gain advantage on any subsequent fear effects. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. ### Abberrant Bloodline * Gain resistance as a cantrip, and as a reaction you may spend 1 sorcery point to cast resistance. This still requires your concentration. * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 2 sorcery points to siphon some of the spell's magic, adding 3d4 hit points to your maximum. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. \columnbreak ### Bloodline of Man * Gain +1 to any ability score * Bloodline Metamagic: When you cast a spell or cantrip, you may spend 1 sorcery point to gain advantage on your next skill check. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. * Bloodline Ability: As an action, you may spend 2 sorcery points to use your charisma to determine the outcome of one specified save or skill instead of its normal ability. This effect lasts a number of rounds equal to your charisma modifier, minimum of 1, and does not require your concentration. If this ability is used while it is still in effect, it replaces any prior activations of this ability.