The raging potency of your blood can manifest in a
number of peculiar ways:
1d6 |
Seventh Son Bloodline Quirks |
1 |
Your are superhumanly beautiful, even when you cover it up or try not to be. |
2 |
Small animals adore you and hunt you down to fawn over you |
3 |
You radiate an almost tangible aura of power |
4 |
You never get sick from the common cold or other minor ailments |
5 |
Your shine brightly to spells or abliities which detect magical auras |
6 |
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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