Note: These rules are meant to be used in combination with my other house rules.
Heritage FeatsHeritage feats are feats that represent a special lineage for the sorcerers, such as draconic or fiendish ancestry. Each type of heritage has a base heritage feat that must be taken at 1st level and before the other feats of that type can be taken. Once you select a heritage, you cannot change it.
Celestial heritage featsThese replace the Celestial Sorcerer heritage feats found in the Player’s Handbook II, starting on page 90.
Celestial Aura [Celestial]Prerequisite: Celestial Heritage.
Benefit: Whenever you cast an arcane spell, all opponents with fewer Hit Dice than you within 10 feet per level of the spell cast become take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. They may make a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier) to avoid the effect. Any creature that makes its saving throw is immune to this effect from you for 24 hours.
Celestial Heritage [Celestial]Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against electricity and petrification. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. In addition, you add Protection from Evil to your list of spells known.
Celestial Lance [Celestial]Prerequisite: Celestial Heritage.
Benefit: As a standard action, you can expend a spell slot to create a 40-foot line of energy that deals damage based on the level of the spell slot used. The length of the line increases by 20 feet per level of the spell slot expended. A 1st level slot deals 1d8 points of damage, and every spell level after deals an additional 2d8 damage (3d8 for a 2nd level slot, 5d8 for a 3rd level slot, etc). A successful Reflex save (DC 10 + ½ your Hit Dice + your Charisma modifier) halves the damage. Undead creatures and evil outsiders suffer a -4 penalty on this saving throw. This ability has the [light] descriptor.
Celestial Lore [Celestial]Prerequisite: Celestial Heritage.
Benefit: Add Magic Circle Against Evil, Tongues, and Teleport to your list of spells known. You gain these spells when you are high enough level to cast them.
Celestial Resistance [Celestial]Prerequisite: Celestial Heritage.
Benefit: You gain electricity resistance equal to double your Hit Dice. You are also immune to petrification effects.
Celestial Wings [Celestial]Prerequisite: Celestial Heritage.
Benefit: You gain feathery wings that give you a constant Feather Fall effect as an extraordinary ability and also allow you to glide. For every 20 feet you travel horizontally, you drop ten feet vertically.
In addition, you may expend a spell slot as a swift action to gain a fly speed equal to your base land speed with average maneuverability for one minute per level of the spell expended. If you expend a 3rd level or higher spell slot, you gain a fly speed equal to double your land speed with good maneuverability for 10 minutes per spell level. If you expend a 6th level or higher spell slot, you gain a fly speed equal to three times your land speed with perfect maneuverability for one hour per spell level.
Draconic heritage featsThese are based on the feats found in Complete Arcane, starting on page 77.
Draconic Breath [Draconic]Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane spell energy into a breath weapon of your draconic heritage energy type. The breath weapon is a 20-foot cone + 10 feet per spell level (fire or cold) or a 40-foot line +20 feet per spell level (acid or electricity) that deals extra damage based on the spell you expended to create the effect. A 1st level spell deals 2d6 damage, and every spell level after that deals an additional 3d6 damage (5d6 for a 2nd level slot, 8d6 for a 3rd level slot, etc). Any creature in the area may attempt a Reflex save for half damage (DC 10 + ½ your Hit Dice + your Charisma modifier).
Draconic Claw [Draconic]Prerequisite: Draconic Heritage.
Benefit: Each of your hands ends in a claw that can be used to make a natural attack for 1d6 points of damage (1d4 for small creatures and 1d8 for large) plus your Strength modifier. The damage from these claws is treated as magic for purposes of overcoming damage reduction. You may make up to two attacks per round with your claws.
In addition, you gain a climb speed equal to half your base land speed. If you already have a climb speed, it increases by ten feet instead.
Draconic Heritage [Draconic]Prerequisite: Sorcerer level 1.
Benefit: Choose a dragon from the draconic heritage list below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-dragons must choose the same dragon kind as their dragon parent.
You gain a +1 bonus to saves against sleep and paralysis, as well as spells and abilities with the energy type of your draconic heritage. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter.
Dragon Kind Energy Type Skill
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Black Acid Hide
Blue Electricity Listen
Green Acid Move Silently
Red Fire Intimidate
White Cold Balance
Brass Fire Gather Information
Bronze Electricity Survival
Copper Acid Hide
Gold Fire Heal
Silver Cold Disguise
Draconic Power [Draconic]Prerequisite: Draconic Heritage.
Benefit: You add 1 to the DC of all spells and abilities that deal the same type of energy damage as determined by your draconic heritage. In addition, you can ignore a number of points of energy resistance of that type equal to your Hit Dice. Treat energy immunity as energy resistance 25 for purposes of this ability. For example: an 8th level sorcerer with Draconic Power for fire damage would treat fire resistance 10 as fire resistance 2 (ignoring 8 points), and would treat fire immunity as fire resistance 17 (ignoring 8 points of 25).
Draconic Presence [Draconic]Prerequisite: Draconic Heritage.
Benefit: Whenever you cast an arcane spell, all opponents with fewer Hit Dice than you within 10 feet per level of the spell cast become shaken. They may make a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier) to avoid becoming shaken. Any creature that makes its saving throw is immune to this effect from you for 24 hours. The effect lasts a number of rounds equal to the spell’s level.
Draconic Skin [Draconic]Prerequisite: Draconic Heritage.
Benefit: Your natural armor bonus to AC increases by +1 or you gain a +1 natural bonus to your AC if you did not already have one. Also, you gain energy resistance to the type of energy associated with your draconic heritage equal to double your Hit Dice.
Elemental heritage featsElemental Durability [Elemental]Prerequisite: Elemental Heritage.
Benefit: You gain DR 1/-. This damage reduction improves by one point per five Hit Dice, starting at 5th level.
Elemental Fortitude [Elemental]Prerequisite: Elemental Heritage.
Benefit: You gain light fortification (you ignore critical hits 25% of the time). This improves by 25% every six Hit Dice, to a maximum of 100% at 18th level.
Elemental Heritage [Elemental]Prerequisite: Sorcerer level 1.
Benefit: You draw your power from one of the four elements. When you pick this feat, you must choose one element. Once you make this decision, it cannot be changed:
- Air – You no longer need to breathe.
- Earth – You gain tremorsense to a distance of five feet per Hit Die.
- Fire – You gain fire resistance equal to double your Hit Dice.
- Water – You can breathe under water and you gain a +8 bonus on Swim checks.
Elemental Mobility [Elemental]Prerequisite: Elemental Heritage.
Benefit: By expending a spell slot as a swift action, your movement improves based on your chosen element:
- Air – You gain a fly speed of ten feet per spell level with good maneuverability.
- Earth – You gain a burrow speed equal to ten feet per spell level. You can burrow though materials with a hardness of up to three times the spell’s level.
- Fire – Your base land speed increases by ten feet per spell level.
- Water – You gain a swim speed equal to 20 feet per spell level.
This ability lasts for one minute per spell level.
Elemental Resistance [Elemental]Prerequisite: Elemental Heritage.
Benefit: You gain a +1 bonus on saving throws against poison, sleep effects, paralysis, and stunning. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter.
Elemental Summoning [Elemental]Prerequisite: Elemental Heritage.
Benefit: When casting a Summon Monster spell to summon an elemental of your chosen element, the casting time is reduced to one standard action. The summoned elemental may only take a standard action on the round it is summoned if you reduce the casting time.
Fey heritage featsThese replace the Fey heritage feats found in Complete Mage, page 43.
Fey Heritage [Fey]Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against [mind affecting] spells and abilities. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. Knowledge (Nature) is considered a class skill for you from now on.
Fey Lore [Fey] (Formerly Fey Presence)
Prerequisite: Fey Heritage.
Benefit: Add Confusion, Deep Slumber, and Suggestion to your list of spells known. You gain these spells when you are high enough level to cast them.
Fey Sight [Fey]Prerequisite: Fey Heritage.
Benefit: You gain low-light vision. If you already have low-light vision, it increases three times the normal distance instead of double. In addition, add Faerie Fire to your list of spells known as a 1st level arcane spell.
Fey Skin [Fey]Prerequisite: Fey Heritage.
Benefit: You gain DR 1/cold iron. This damage reduction improves by one point per five Hit Dice, starting at 5th level.
Fey Wings [Fey]Prerequisite: Fey Heritage.
Benefit: You gain translucent wings that give you a constant Feather Fall effect as an extraordinary ability and also allow you to glide. For every 20 feet you travel horizontally, you drop ten feet vertically.
In addition, you may expend a spell slot as a swift action to gain a fly speed equal to your base land speed with average maneuverability for one minute per level of the spell expended. If you expend a 3rd level or higher spell slot, you gain a fly speed equal to double your land speed with good maneuverability for 10 minutes per spell level. If you expend a 6th level or higher spell slot, you gain a fly speed equal to three times your land speed with perfect maneuverability for one hour per spell level.
Fiendish heritage featsThese replace the Infernal Sorcerer heritage feats found in the Player’s Handbook II, on page 91 and the Fiendish heritage feats found in Complete Mage, page 43.
Fiendish Darkness [Fiendish]Prerequisite: Fiendish Heritage.
Benefit: As a standard action, you can expend a spell slot to create an area of total darkness that cannot be penetrated by darkvision (although abilities that can see through any darkness can still see through this). The effect has a radius of five feet per level of the spell slot expended and a range of 30 feet per level of the spell slot. The effect lasts one minute per level of the spell slot.
Fiendish Eyes [Fiendish]Prerequisite: Fiendish Heritage.
Benefit: You gain 60-foot darkvision. If you already have darkvision, it increases by 30 feet. In addition, as a swift action, you can expend a spell slot to gain the ability to see perfectly in darkness of any kind, out to a limit of your line of sight, allowing you to ignore any concealment caused by darkness. This benefit lasts 10 minutes per level of the spell slot used to activate it.
Fiendish Heritage [Fiendish]Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against poison, as well as to either electricity or fire. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. Once you have chosen the energy type, it cannot be changed. In addition, you add Protection from Good to your list of spells known.
Fiendish Howl [Fiendish]Prerequisite: Fiendish Heritage.
Benefit: By expending one of your spell slots, you crate a 20-foot cone, plus ten feet per level of the spell slot expended, of sonic energy. All opponents in the cone take 1d8 points of sonic damage. For every spell level beyond the first, the cone deals an additional 2d8 points of damage (3d8 for a 2nd level slot, 5d8 for a 3rd level slot, etc). Any creature in the area may attempt a Fortitude save for half damage (DC 10 + ½ your Hit Dice + your Charisma modifier).
Fiendish Lore [Fiendish]Prerequisite: Fiendish Heritage.
Benefit: Add Magic Circle Against Good, Clairaudience/Clairvoyance, and Teleport to your list of spells known. You gain these spells when you are high enough level to cast them.
Fiendish Resistance [Fiendish]Prerequisite: Fiendish Heritage.
Benefit: You gain electric or fire resistance equal to your double your Hit Dice. Once the energy type is chosen, it cannot be changed. You are also immune to poison.