Adjusted Sorcerous Origins

by arh12

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Player's Handbook Sorcerous Origins

Sorcerer: Draconic Bloodline

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor.

You know the Dragon's Ire spell.

Dragon Color Damage Type
Black Acid
White Cold
Red Fire
Blue Lightning
Green Poison
Gold Fire
Silver Cold
Bronze Lightning
Brass Fire
Copper Acid
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Resistance

At 6th level, you gain resistance to the damage type associated with your draconic ancestry, if you don't have it already.

Dragon's Ire

1st-level Evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

You point upwards and then clench your fist, the creature that damaged you is struck by elemental energy. The creature must make a Dexterity saving throw. It takes 2d10 of the damage type associated with your dragon ancestor on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Sublasses: Draconic Bloodline Sorcerer

Draconic Resilience

Starting at 1st level, due to magic flowing through your body it causes physical traits of your dragon ancestors to emerge, you know the Innate Ferocity cantrip. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Innate Ferocity

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel your Draconic lineage to cause your teeth or fingernails to sharpen, you choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.

The amount of attacks increase when you reach higher levels; two at 5th level, three at 11th level and four at 17th level.

Attacks can be directed at a single target or multiple; each are separate attack rolls. Additionally they can all be Bites or a mix of both, choose for each attack.

Subclasses: Draconic Bloodline Sorcerer

Draconic Magic

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.

Additionally, spells in the list of 1st level or higher that let you to pick damage type can deal the type associated with your dragon ancestor.

Draconic Spells
Sorcerer Level Spells
1st Dragon's Ire, Longstrider, Innate Ferocity
3rd Dragon's Breath, Ray of Enfeeblement
5th Elemental Weapon, Glyph of Warding
7th Elemental Bane, Summon Elemental
9th Destructive Wave, Summon Draconic Spirit

Elemental Affinity

Starting at 6th level, you attain the ability to imbue your strikes with the element of your dragon ancestor, you spend 3 sorcery points to gain an extra 3d4 damage of the chosen type for 1 minute, the amount of damage die increase by 1 for every additional 2 sorcery points you spend. Additionally when you attack or cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.

Dragon Wings

Beginning at 10th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current 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.

Draconic Presence

At 14th level, you can channel the dread presence of your dragon 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 you consciousness, 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.

New Sorcerous Origins

Sorcerer: The Hexblade

The Hexblade balances talents in combat and arcane spellcasting, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade.

Though the hexblade is ultimately a self-taught practitioner, many receive rudimentary training from another arcane spellcaster, such as an older hexblade, eldritch knight, sorcerer, wizard or bard, before setting off on their own.

Though a capable melee combatant, the hexblade relies on opportunistic use of their spells and special abilities to augment this role in the group.

This is somewhat of a remake of the 3rd edition version of the Hexblade but as Sorcerer origin as conceptually they are similar to each other.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your Sorcerer level + your Charisma modifier (minimum of 1 hit point).

You can use this feature a number of times equal your Charisma modifier (minimum of 1) and you regain all expended uses of it when you finish a long rest.

Hexblade Spells

You learn additional spells when you reach certain levels in this class, as shown on the Hexblade Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, paladin or ranger spell list.

Hexblade Spells
Sorcerer Level Spells
1st Shillelagh*, Identify, Tasha's Hideous Laughter
3rd Enthrall, Spiritual Weapon
5th Phantom Steed, Wind Wall
7th Phantasmal Killer, Mordenkainen's Faithful Hound
9th Conjure Volley, Scrying
  • The Shillelagh cantrip is eligible for the Twinned Spell Metamagic.
Spell selection

The spells I chose are based off of the original 3rd edition Hexblade class spell list, some of them are the exact spells while others are approximations to spells in that list.

War Magic

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Armor of Hexes

Starting at 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Infectious Hex

When you reach 10th level, your Hexblade's Curse spreads from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Improved War Magic

At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a spell in place of one of those attacks.

Master of Hexes

Starting at 14th level, you've mastered the art of tethering misfortune upon your foes. Once per turn, immediately after dealing damage to the target cursed by your Hexblade’s Curse, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its attacks deal only half damage. These effects last until the start of your next turn.

 

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