Blood of the Lost

It is often the way of the multiverse that when a blow is struck for great evil, it leaves potential for a new hope. Those with the blood of the Lost have a blood connection, no matter how distant or weak, to one of the great figures who was transformed into a Doomgate or a vessel for an Archlord. For some, this connection manifests itself with sorcerous abilities. Those who step down this path bring out their connection to invoke the lost heroes and draw out a resistance to the fiendish influence of the Underhell.

Scion of the Lost

When you select this origin at 1st level, you choose a way to embody those who have been corrupted. You gain one feature from the list below suiting your blood connection to a legendary figure.

Strange Sorcery. Your powers from the sorcerer class are unorthodox, derived from the magical tradition of a masterful cleric, druid, warlock, wizard or other spellcaster. Learn one cantrip and one 1st-level spell from a different spellcasting class’s spell list. Those spells are considered sorcerer spells for you and don’t count against your limit for sorcerer spells known. Whenever you choose to replace one of those spells upon gaining a sorcerer level, the replacement spell must be chosen from the same class’s list and must be of any spell level for which you can normally learn sorcerer spells.

Warrior’s Fervor. Your hit point maximum increases by 1, plus an additional 1 whenever you gain a sorcerer level. You gain proficiency with light armor and with four martial weapons of your choice. You also gain proficiency in one of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, or Survival.

Wisdom of the Elders. You learn one language of your choice and become proficient with one tool of your choice. You also gain proficiency in two of the following skills: Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Performance, Persuasion, or Religion.

Detect Fiends

Starting at 1st level, you can spend 1 sorcery point to cast detect evil and good as an action without expending a spell slot. You know whether each detected creature, object, or place is a fiend or desecrated object or place. For Doomgates and archfiends, the range is 6 miles; you learn the distance and direction to each Doomgate and archfiend within 6 miles and whether each is a Doomgate or an archfiend.

Heir of the Lost

At 6th level, you gain another feature suiting the same legendary figure or hero you chose at 1st level.

  • Strange Sorcery. You learn two additional spells of 3rd level or lower from your chosen class’s list. Those spells are considered sorcerer spells for you. They don’t count against your limited number of sorcerer spells known. Whenever you choose to replace one of those spells upon gaining a sorcerer level, the replacement spell must be chosen from the same class’s list and must be of any spell level for which you can normally learn sorcerer spells.
  • Warrior’s Fervor. You can spend 1 sorcery point to make a weapon attack as a bonus action.
  • Wisdom of the Elders. You choose any two skills you are proficient in or two tools you are proficient with or one skill and one tool. When you make an ability check using either the chosen skill or the chosen tool, you can spend 1 sorcery point to double your proficiency bonus for that check.

Resist Evil and Good

Also starting at 6th level, whenever you make a saving throws triggered by aberrations, celestials, elementals, fey, fiends, or undead, you can spend 1 sorcery point to make the saving throw with advantage.

Master’s Order

Starting at 14th level, you can spend 2 sorcery points to cast the suggestion spell as an action without expending a spell slot. If a fiend of challenge rating 4 or less fails its saving throw against this spell three consecutive times, you can choose to make that fiend your persistent servitor. Your servitor is a fiend who will obey any order you give it to the best of its ability. You must spend 1 sorcery point as a bonus action to order it in a dangerous situation, such as combat, or it ignores that order, and it doesn’t follow obviously self-destructive orders. (Neither situation frees the fiend, however.) Any previous fiend servitor you had is freed when you trap a new one.

A servitor is released if it is reduced to 0 hit points, if you attack it (but not if you put it in harm’s way), or if you bind a new servitor to you. A servitor is likely to plot to kill or enslave you, and a former servitor is very likely to become enraged at you and either attack you immediately or flee to await a more opportune moment.

Armor of the Underhell

Starting at 18th level, you gain resistance to fire and necrotic damage. You also gain proficiency in Intelligence and Wisdom saving throws. As an action, you can spend 2 sorcery points to gain immunity to fire and necrotic damage and double your proficiency bonus to Intelligence, Wisdom, and Charisma saving throws for 1 minute.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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