Sorcerous Origins

The following are Sorcerous Origin options available in addition to those presented in the Player’s Handbook.

Abyssal Bloodline

Your innate magic comes from demonic magic. Perhaps a distant ancestor made a pact with abyssal powers, or was sired by one, or perhaps you personally felt a demonic touch that instilled a dark power in your blood.

Abyssal bloodlines tend to be sporadic and short–lived. The more a sorcerer of this bloodline casts spells, the more their nature becomes manifest, and they can even adopt demonic forms in battle.

Death Reaper

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1).

Demonic Mantle

Starting at 1st level, you can unleash the abyssal nature that



dwells within.

As a bonus action, you assume a demonic form. For 1 minute, you gain the following benefits:

  • You gain natural weapons and can make bite and claw attacks. You are proficient with your unarmed strikes, and they deal 1d6 piercing or slashing damage, as appropriate to the type of natural weapon. This damage increases to 2d6 at 14th level.
  • You gain resistance to fire and poison damage.
  • You add your Charisma modifier to your AC.

Once you use this feature, you can’t use it again until you finish a long rest.

Improved Demonic Mantle

At 6th level, your Demonic Mantle becomes even more fearsome. You gain the following benefits while under the effects of your Demonic Mantle.

  • Your natural weapons count as magical for the purposes of overcoming resistance and immunty to nonmagical attacks and damage.
  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Demonic Resilience

At 14th level, the roiling power of your abyssal nature can allow you to return from the precipice of death with a vengeance.

If you are reduced to 0 hit points, you can use your reaction to draw on the chaotic power within you. You are instead       reduced to 1 hit point, and each creature within 10 feet of        you takes fire damage equal to half your sorcerer level +         your Charisma modifier.

            If you use this feature while under the effects of your             Demonic Mantle, this feature instead deals fire             damage equal to your sorcerer level + double your             Charisma modifier, and your Demonic Mantle             immediately ends.

             Once you use this feature, you can’t use it again              until you finish a long rest.

             Demonic Apotheosis

                 At 18th level, you gain ultimate control over your                  abyssal nature. While under the effects of your                  Demonic Mantle, you gain the following benefits:

                 ●    At the start of each of your turns, each                        creature within 5 feet of you takes fire damage                        equal to double your Charisma modifier, and                        flammable objects in your aura that aren’t being                        worn or carried ignite.

                 ●    A creature takes fire damage equal to double                            your Charisma modifier if it touches you or                            hits you with a melee attack from within 5 feet                            of you.

                     ●    If you use Demonic Resilience, that feature                                deals an extra 20 fire damage to each                                creature.

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ARCANE EMPORIUM | ABYSSAL ORIGINS

Celestial Bloodline

Not all magic stems from dark pacts and eldritch forces. Your innate power is a blessing of the gods. Perhaps you are an aasimar, a descendant of a union between a mortal and a celestial entity. Or perhaps your birth was foretold by an ancient prophecy, and your holy powers a symbol of providence.

In some cultures, sorcerers of this nature may live as god–kings claiming divine right to rule. In others, they may be shunned by those in power, who view such manifestations of divine power outside the clergy as a threat to their authority.

Divine Magic

At 1st level, your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Radiant Soul

Starting at 1st level, your divine blessing allows you to serve as a conduit for holy energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage.

Additionally, you know the sacred flame and thaumaturgy cantrips and can cast them at will. They don’t count against your number of cantrips known.

Puissant Light

Starting at 6th level, your inherent grace fortifies you against harm. You and friendly creatures creatures within 10 feet have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.



Angel Wings

At 14th level, you gain the ability to sprout a pair of angelic 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 armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Angelic Form

At 18th level, you embody your celestial heritage. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You add your Charisma modifier to saving throws against spells.
  • You emit bright light in a 60-foot radius and dim light 30 feet beyond that.
  • Enemy creatures in the bright light have disadvantage on saving throws against your sorcerer spells that deal fire or radiant damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Fey Bloodline

The power of the elves is ancient and implacable, and it runs strongly in your veins. The possible reasons for the potent manifestation of your heritage are endless. Perhaps you are a scion of a mighty archfey, or were blessed by such an entity at birth. Perhaps you were born at a conjunction between the Prime Material Plane and the Feywild, or were exposed to a vortex of magic while making the transition between the two planes.

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ARCANE EMPORIUM | CELESTIAL ORIGINS

    Sorcerers of the fey bloodline usually have over–emphasized elvish features. Their eyes might be a particularly vibrant purple or green, their ears could be longer, or their movements may be exceptionally graceful. Many find such physical features beautiful in an otherworldly kind of way, while others may be put off by your seemingly alien nature.

Fey Ancestry

At 1st level, you can read, speak, and write Sylvan. Additionally whenever you make a charisma check when interacting with fey creatures, your proficiency bonus is doubled if it applies to the check.

Natural Spellcasting

At 1st level, your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in


response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisibe until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Presence

Beginning at 14th level, fey magic surrounds you with an entrancing aura. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell uses your spell save DC.

Captivating Aura

Starting at 18th level, you learn to project the beguiling and fearsome presence of the fey. As an action, you can expend 5 sorcery points to draw on this on this power and exude an aura of confusion to a distance of 60 feet. For 1 minute, or until you lose your concentration (as though you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened by you (your choice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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ARCANE EMPORIUM | FEY ORIGINS

Infernal Bloodline

There is hellish power burning in your blood. You may be a tiefling, a scion of the Pact Primeval whose ancestry is manifest in your appearance. Or maybe one of your parents was a cambion or some other hellspawn. Or perhaps you struck a bargain with a fiend to gain dark powers. Some infernal bloodlines follow long and storied dynasties, while others are spontaneous, the product of a newly-struck pact between a mortal and a sinister patron.

Fiends are fearsome warriors, and infernal sorcerers gain a measure of that affinity for battle. Weapons feel natural in your hand, and you manifest a tough hide that provides some protection from those of your enemies. More so than any other bloodline, you are well–suited to the thick of the fighting.

Bonus Proficiencies

At 1st level, you gain proficiency with shields,
simple weapons, and martial weapons.

Infernal Resilience

As magic flows through your body, it causes
physical changes that reflect your infernal
power. At 1st level, your hit point maximum
increases by 1, and increases by 1 again
whenever you gain a level in this class.

Additionally, parts of your body are covered
by a tough hide. When you aren’t wearing
armour, your AC equals 13 + your Dexterity
modifier.

Dark Bargain

At 6th level, you learn to stretch the limits of
your hellish fortune and to turn an enemy’s
failed strike into good luck for yourself. When
a creature makes an attack roll against you,
you can use your reaction to impose
disadvantage on that roll. If the attack misses
you, your next attack roll against the creature
has advantage if you make it before the end
of your next turn.

Once you use this feature, you can’t use it
again until you finish a short or long rest.

Infernal Hate

Starting at 14th level, your mastery of your dark
power allows you to add the force of hellish fire
to your spells. When you cast a spell that deals
damage, choose one creature damaged by that
spell on the round you cast it. That creature
takes extra fire damage equal to half your
sorcerer level. This feature can be used only
once per casting of a spell.

Hellish Vigour

At 18th level, you attain the pinnacle of
resilience in battle. At the start of each of
your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no
more than half of your hit points left. You




don’t gain this benefit if you have 0 hit points.

Credits

Sorcerous origins are a popular variety of homebrew, and there have been many intelligent and creative individuals whose ideas have inspired the content found here.

  • Reddit user “coolswordorroth”
  • EnWorld user “RhaezDaevan”
  • Reddit user “Shmaba”

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ARCANE EMPORIUM | INFERNAL ORIGINS


Art Credits

  • “Tiefling Warlock”, artist unknown
  • “Healing Hands” by Josu Hernaiz © Wizards of the Coast LLC
  • “Nissa’s Renewal” by Lius Lasahido © Wizards of the Coast LLC
  • “Tibalt, the Fiend-Blooded” by Peter Mohrbacher © Wizards of the Coast LLC
  • “Kingdom Age – Elf” by John “dustsplat” Staub © Kingdom Age

This document was created using The Homebrewery, a NaturalCrit resource.

   Disclaimer

        Dungeon Master’s Workshop is not responsible for any           consequences arising from claiming one’s birthright             from entities of extraplanar origin. This goes double               for those descended from beings of the lower planes.                 Dungeon Master’s Workshop reminds adventurers                   to always read the fine print when signing unholy                     pacts.

                    To see more content from Dungeon Master’s                       Workshop, visit our website.

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