5e SRD >Classes >Sorcerer >Sorcerous Origins >

Blessed

The Blessed Bloodline origin is known by many names among various cultures, including Celestial, Deific, and Fiendish. None of these names is necessarily more accurate or appropriate than any other, for in actuality, this sorcerous origin can arise from numerous sources or causes. Such a sorcerer might truly be descended from a demigod of antiquity or, more likely, from a powerful outsider.

In most cases, though, the sorcerer has been blessed by a deity, demigod, or powerful celestial or fiend, or she is the scion of someone so blessed, and not actually descended from a divine being. More rarely, such a bloodline has been known to take root in an individual of pure intent who has been touched by a holy (or unholy) relic or who dwells in a special place sacred to a particular deity.

Gift of Health

At 1st level, you have advantage on saving throws against disease, poison, and exhaustion.

Magical Source

Also at 1st level, you choose one type of extraplanar being as the source of your magical power. You have resistance to a damage type based on your chosen source.

This choice also affects other features you gain later.

Magical Source Damage Type
Anarchon Lightning
Angel Radiant
Custodian Fire
Daemon Poison
Demon Acid
Devil Necrotic
Intercessor Psychic
Wardenal Thunder

Blessed Affinity

At 6th level, when you cast a spell that deals damage of the type associated with your magical source, you can add your Charisma modifier to one damage roll of that spell. In addition, you gain a number of temporary hit points equal to 1 + the level of spell slot you used to cast the spell.

Gift of Wings

At 14th level, you gain the ability to sprout a pair of large wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action. They last until you dismiss them as a bonus action. The wings have an appearance appropriate to the source of your magical gift.

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.

Blessed Aura

Starting at 18th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Elemental Kinship

You claim descent from an elemental being or an inhabitant of one of the four infinite elemental planes. Due to this ancestry, you have the gift of sorcery, but your magic is particularly strong when dealing with your associated element.

  • Air. One of the true wonders of the outer planes is the Deepest Sky, the source of all air that flows through the other planes. Every atmospheric condition is present here, from calm, warm summery weather to fierce storms capable of shearing flesh from bone and powdering rock. It is inhabited by the djinni, along with all manner of winged beings.
  • Earth. The Vault of Earth is an oppressive expanse. Every variety of earth, soil, or mineral is present. It is home to the dao, but countless burrowing creatures and earth elementals can be found there.
  • Fire. The Great Inferno is the most forsaken of the elemental planes. In some places, the pure fires of the Great Inferno are tainted with the other elements, creating pockets of scorching winds, molten lava, and scalding, blinding steam. The cruel efreeti rule here, subjugating all lesser fire elemental creatures.
  • Water. The Endless Deep is a sea without end in an infinite orb of sparkling sapphire, floating serenely in the white void of eternity. All the waters of the various planes can be found here, fresh, salt, and stagnant. Fish and other sea creatures of all sizes and shapes swim within, including humanoids such as the merfolk and the sea elves and other inhabitants such as the marid and other water elemental beings.
Elemental Sympathy
Elemental Source Primordial Dialect Primary Damage Type Secondary Damage Type
Air Auran Thunder Lightning
Earth Terran Acid Bludgeoning
Fire Ignan Fire Radiant
Water Aquan Cold Piercing

Elemental Sympathy

At 1st level, you choose one type of elemental being as the source of your power. You have resistance to two types of damage (primary and secondary) based on your element. This choice also affects other features you gain later.

You can speak, read, and write Primordial, plus a unique Primordial dialect according to your elemental source. Additionally, whenever you make a Charisma check when interacting elementals of your type, your proficiency bonus is doubled if it applies to the check.

Elemental Bond

Starting at 6th level, when you cast a spell that deals the primary damage type associated with your elemental source, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain immunity to that damage type for 10 minutes.

Elemental Surge

At 14th level, when you cast a spell of 5th level or lower that deals the primary damage type associated with your elemental source, you can spend 1 or more sorcery points to deal maximum damage with that spell. The number of sorcery points you must spend to gain this benefit are based on the level of the spell slot you use to cast the spell, as shown on the following table.

Spell Slot Level Sorcery Point Cost
1st 1
2nd 2
3rd 4
4th 5
5th 6

Elemental Travel

Starting at 18th level, you gain a new movement mode and possibly other special abilities based on your elemental source.

  • Air. You gain a fly speed equal to your base speed and can hover.
  • Earth. You gain a burrow speed equal to half your base walking speed (round down to the nearest 5 feet). You can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through.
  • Fire. Your base speed increases by 10 feet. You gain proficiency in Dexterity saving throws.
  • Water. You gain a swim speed equal to your base speed. You can breathe both air and water.

Titanic Corruption

Sorcerers who gain their powers though Titanic Corruption are not children or descendants of the titans, who never bred with mortals as have some gods and goddesses. Instead, such sorcerers have been blessed or cursed by the titans by some means, possibly as the result of some rite or through an association with a powerful artifact or place of power sacred to the titans. Others are descendants of magically gifted titanspawn, such as hags and high gorgons.

Mark of the Titanspawn

You are considered to be titanspawn for any spell, class feature, or effect that specifically targets or affects titanspawn.

Visible Corruption

At 1st level, as magic flows through your body, it causes physical evidence of your titanic corruption to emerge. Parts of your skin are covered by chitin, membrane, bony ridges and horns, thick fur or blubber, scales, or some other indication of your corruption. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Additionally, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Titanic Connection

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

Minor Gift

At 6th level, you gain one of the following features of your choice. Some of these features have the name of one or more titans in parentheses, indicating a titanic lineage; this lineage affects other features you gain later.

  • Arcane Savant. You learn the eldritch blast cantrip, which is a sorcerer cantrip for you and does not count against your number of cantrips known. You can spend 1 sorcery point to cast detect magic without expending a spell slot.
  • Beast Affinity. You gain proficiency in the Animal Handling skill; if you are already proficient in Animal Handling, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 1 sorcery point to cast animal friendship as a 1st-level spell without expending a spell slot.
  • Behemoth’s Scion. You learn the true strike cantrip, which does not count against your number of cantrips known. You can spend 1 sorcery point to cast enlarge/reduce (enlarge, self only) without expending a spell slot.
  • Cruel Adept. You gain proficiency in the Intimidation skill; if you are already proficient in Intimidation, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 1 sorcery point to cast inflict wounds as a 1st-level spell without expending a spell slot.
  • Flame Crafter. You learn the produce flame cantrip, which is a sorcerer cantrip for you and does not count against your number of cantrips known. You can spend 2 sorcery points to cast continual flame without expending a spell slot.
  • Lightning Rod. You learn the shocking grasp cantrip, which does not count against your number of cantrips known. You can spend 1 sorcery point to cast witch’s lightning as a 1st-level spell without expending a spell slot.
  • Monstrous Physique. You gain proficiency in the Athletics skill; if you are already proficient in Athletics, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 2 sorcery points to cast enhance ability (bull’s strength or bear’s endurance only) as a 2nd-level spell, without expending a spell slot.
  • Nature Walker. If you are traveling alone in natural surroundings, you can move stealthily at a normal pace. You can spend 2 sorcery points to cast pass without trace without expending a spell slot.
  • Obscene Appetite. You are immune to disease from anything you eat or drink and also to being poisoned by anything you ingest. You grow fangs and gain a bite attack that acts as a finesse weapon with which you have proficiency. The bite deals 1d6 piercing damage.
  • Phase Shifter. You gain proficiency in the Acrobatics skill; if you are already proficient in Acrobatics, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 2 sorcery points to cast misty step without expending a spell slot.
  • Psychic Savant. You learn the message cantrip, which does not count against your number of cantrips known. You can spend 2 sorcery points to cast detect thoughts without expending a spell slot.
  • Ruthless Hunter. You gain proficiency in the Survival skill; if you are already proficient in Survival, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 1 sorcery point to cast hunter’s mark as a 1st-level spell without expending a spell slot.
  • Shaper’s Craft. You gain proficiency with one set of artisan’s tools; if you are already proficient with those tools, your proficiency bonus is doubled for any ability check you make that uses those artisan’s tools. You can spend 2 sorcery points to cast magic weapon as a 2nd-level spell without expending a spell slot.
  • Storm Child. You have resistance to lightning and thunder damage. You can spend 2 sorcery points to cast levitate without expending a spell slot.
  • Toxin Adept. You learn the poison spray cantrip, which does not count against your number of cantrips known. You can spend 2 sorcery points to cast protection from poison without expending a spell slot.
  • Unnatural Acuity. You gain proficiency in the Insight skill; if you are already proficient in Insight, your proficiency bonus is doubled for any ability check you make that uses that skill. You can spend 1 sorcery point to cast comprehend languages without expending a spell slot.
  • Viral Host. You are immune to disease. You can spend 2 sorcery points to cast bleeding sickness* as a 2nd-level spell without expending a spell slot.

Major Gift

At 14th level, you gain one of the following features of your choice, or you can take another Minor Gift. If you choose a Major Gift, it must share a titanic lineage (as indicated by the names in parentheses) with the Minor Gift you chose at 6th level.

  • Beast Master. You can spend 4 sorcery points to cast dominate beast as a 4th-level spell without expending a spell slot.
  • Crafter’s Gift. You can spend 4 sorcery points to cast fabricate without expending a spell slot.
  • Dimensional Gate. You can spend 4 sorcery points to cast dimension door without expending a spell slot.
  • Earth’s Cloak. You can spend 4 sorcery points to cast stoneskin without expending a spell slot.
  • Fire Shroud. You can spend 4 sorcery points to cast fire shield as a 4th-level spell without expending a spell slot.
  • Flame Architect. You can spend 4 sorcery points to cast wall of fire as a 4th-level spell without expending a spell slot.
  • Flesh-Shaper’s Gift. You can spend 4 sorcery points to cast polymorph without expending a spell slot.
  • Forceful Stomp. You can spend 4 sorcery points to cast thunderwave as a 4th-level spell without expending a spell slot.
  • Ghastly Appetite. You can spend 4 sorcery points to cast vampiric touch as a 4th-level spell without expending a spell slot.
  • Glacial Form. You can spend 4 sorcery points to cast frostform* without expending a spell slot.
  • Horrid Affliction. You can spend 4 sorcery points to cast blight as a 4th-level spell without expending a spell slot.
  • Impose Vulnerability. You can spend 4 sorcery points to cast inflict susceptibility* as a 4th-level spell without expending a spell slot.
  • Mind Slayer. You can spend 4 sorcery points to cast phantasmal killer as a 4th-level spell without expending a spell slot.
  • Predator’s Cloak. You can spend 4 sorcery points to cast greater invisibility without expending a spell slot.
  • Sea Singer. You can spend 4 sorcery points to cast control water without expending a spell slot.
  • Sensory Impulse. You can spend 4 sorcery points to cast compulsion without expending a spell slot.
  • Storm Caller. You can spend 4 sorcery points to cast call lightning as a 4th-level spell without expending a spell slot.
  • Warp Vermin. You can spend 4 sorcery points to cast giant insect without expending a spell slot.

Grand Gift

At 18th level, you gain one of the following features of your choice, or you can take another Minor Gift or Major Gift.

If you choose a Major Gift or a Grand Gift, it must share a titanic lineage (as indicated by the names in parentheses) with one of your Minor Gifts.

  • Aura of the Slayer: You can spend 5 sorcery points to cast aura of death* without expending a spell slot.
  • Call the Voracious: You can spend 5 sorcery points to cast insect plague as a 5th-level spell without expending a spell slot.
  • Crucible of Mind: You can spend 5 sorcery points to cast modify memory as a 5th-level spell without expending a spell slot.
  • Grasp of the Predator: You can spend 5 sorcery points to cast hold monster as a 5th-level spell without expending a spell slot.
  • Hand of the Behemoth: You can spend 5 sorcery points to cast arcane hand as a 5th-level spell without expending a spell slot.
  • Imbue the Semblance of Life: You can spend 5 sorcery points to cast animate objects as a 5th-level spell without expending a spell slot.
  • Impose the Dominant Will: You can spend 5 sorcery points to cast dominate person as a 5th-level spell without expending a spell slot.
  • One with Nature: You can spend 5 sorcery points to cast commune with nature without expending a spell slot.
  • Scion of the Iron God: You can spend 5 sorcery points to cast lavaform* without expending a spell slot.
  • Sphere of Power: You can spend 5 sorcery points to cast circle of magic resistance without expending a spell slot.
  • Storm of Smiting Flames: You can spend 5 sorcery points to cast flame strike as a 5th-level spell without expending a spell slot.
  • Tempest of the Untamed: You can spend 5 sorcery points to cast ice storm as a 5th-level spell without expending a spell slot.
  • Touch of the Shaper: You can spend 5 sorcery points to cast creation as a 5th-level spell without expending a spell slot.
  • Writhing Mists of Pestilence: You can spend 5 sorcery points to cast cloudkill as a 5th-level spell without expending a spell slot.
Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb