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Seventh Son

The raging potency of your blood can manifest in a number of peculiar ways:
1d6  Seventh Son Bloodline Quirks
Your are superhumanly beautiful, even when you cover it up or try not to be.
Small animals adore you and hunt you down to fawn over you
You radiate an almost tangible aura of power
You never get sick from the common cold or other minor ailments
Your shine brightly to spells or abliities which detect magical auras
Your voice is commanding, and easily carries out to 100 feet when you deign to raise it seventh son magic
You learn additional spells when you reach certain levels in this class, as shown on the Seventh Son Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Sorcerer Level Seventh Son Spells
1st  magic missile, command
3rd  warding wind, spike growth
5th  fireball, lightning bolt
7th  storm sphere, compulsion
9th  telekinesis, destructive wave

Pure Power

Starting at first level, your powers are barely under control. You can unleash them on your enemies and everyone around you to cause devastation. As an action, you emit magical energy from all across your body, which lashes outwards from you. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 1d6 force damage on a failed save for each level youhave in this class, or half as much damage on a successful one.

Turbulent

Starting at 6th level, your magic swirls around you like a silent storm. When you cast a spell of the highest level you are able to cast, you may spend a sorcery point to invoke this feature. This aura surrounds you out to 30 feet, and remains centered on you for the duration. Creatures in this area treat it as difficult terrain as the air warps and the ground tears. Objects and structures in the area take 1d6 force damage at the start of each of your turns, unless they are being worn or carried. This abililty lasts for 1 minute.

Magical Reserves

Starting at 14th level, when you have no sorcery points remaining, you may instead fuel your magic with your health. You can continue to spend sorcery points by taking a level of exhaustion for each point spent past 0. You cannot be healed from this exhaustion until you have regained at least 1 sorcery point.

Metamagic Monopoly

Starting at 18th level, your innate understanding of magic is unparalleled. You learn all metamagic options you didn’t already know.

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