In both Pathfinder and D&D, the sorcerer is my favorite class. My first real D&D character was an elf sorcerer, and it’s the class I keep coming back to when I’m roped into a pick-up game. The sorcerer has the power and allure of a wizard, but with less complication and more lasting power – and for the kind of spellcaster I tend to play (ie: artillery in fancy dress), the sorcerer is a damn fine class to fall back to.
While I don’t know enough about D&D 5e to effectively start tinkering with homebrew (it’s on my list, trust me), I have an intense love and respect for Pathfinder’s bloodline system and the versatility and expression it adds to my favorite class. If the original D&D 3.0 sorcerer was a wizard with some of the mechanics tinkered about with under the hood, the Pathfinder sorcerer is a fully-realized concept, a kind of magical X-Man whose grandparents got into some interesting bedroom antics. And being as I am a creature for whom homebrew ideas sprout in my head constantly while I’m trying to do other things, I’ve had these particular bloodline ideas tooling around in my skull for a while now.
The haemomancer bloodline represents a blood magus, a healthier and more disturbing kind of sorcerer who’s mastered the gooey systems of their own body and uses them to suck the juice out of their enemies. The lucky bloodline represents someone with no special background who, nevertheless, had the absurd luck to wake up one day with magical powers – no great destiny, no aberrant curse, no dragon grandpa, just the strange fortune of magic and genetics intersecting. The scintillating bloodline represents a magician who manipulates pure light – light divorced from the imagery of illusion and the ethos of good, light that burns, light that shines, and light that paints pretty colors on the northern nights.
I hope you find this useful!
The power in your blood is more literal than most. One of your ancestors took part in a powerful blood ritual or regularly drank the blood of their foes, and your living vitae still resonates with that long-gone sacrifice.
Class Skill: Heal.
Bonus Spells: grease (3rd); false life (5th); vampiric touch (7th); stoneskin (9th); magic jar (11th); acid fog (13th); polymorph, greater (15th); clone (17th); tsunami (19th).
Bonus Feats: Aberrant Tumor (aberrant bloodline prerequisite unnecessary if taken as a haemomancer bloodline bonus feat), Combat Casting, Diehard, Endurance, Enlarge Spell, Fast Healer, Great Fortitude, Toughness.
Bloodline Arcana: Whenever you gain temporary hit points, you gain double the amount. You are immune to the bleed condition.
Bloodline Powers: Your blood is suffused with magic. It cleaves to your will, strengthens you, and calls to the blood of your foes.
Blood Summons (Sp): Starting at 1st level you can draw out the vital essence of a living creature within 30 ft. that you can see and possesses blood (or some other vital bodily fluid) and use it to empower yourself as a standard action. This requires the creature to make a Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) or take 1d6 damage +1 for each sorcerer level you have as their blood seeps out of their body and streams into yours; in addition, every time a target fails this Fortitude save, you gain fast healing 2 for a number of rounds equal to half your sorcerer level, rounded down (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Sanguine Resilience (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws to resist ability damage and drain. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against ability damage and drain increases to +4.
Boil Blood (Sp): At 9th level, you gain the ability to boil a creature’s blood in their veins as a standard action. Choose a living creature within 60 ft. that you can see that possesses blood (or some other vital bodily fluid); that creature must succeed on a Fortitude save or take 1d6 points of fire damage per sorcerer level (save half). If this damage kills the creature, it explodes in a burst of boiling blood and steam, dealing 4d6 fire damage (Reflex half) to all creatures in a 20 ft. radius of the body. The DC of these saves are equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Manifestation of Blood (Su): At 15th level, you gain the ability to transform into an creature of living, liquid blood, as per the spell elemental body (water elemental only). You may transform into a medium elemental (as elemental body ii) twice per day, and a large elemental (as elemental body iii) once per day. At 20th level, you may transform into a medium elemental at will, a large elemental twice per day, and a huge elemental (as elemental body iv) once per day. At the moment of your transformation, you may choose whether your slam and vortex deals bashing, fire or acid damage.
Essence of Life (Ex): At 20th level, your eldritch blood suffuses every inch of your body with limitless, immortal vitality. You do not age, and are immune to age-related effects. You gain DR 5/- and immunity to paralysis, poison and disease. Every time you take slashing, piercing or bashing damage, you gain fast healing 5 for a number of rounds equal to 1/2 your sorcerer level.
Some sorcerers are born from long, secretive lineages of studious wizards. Others happen by accidents of passion or inattention, as forces of good and evil, elemental fury and magical potence meet in mortal form. And you… you’re just that lucky.
Class Skill: Escape Artist.
Bonus Spells: true strike (3rd); blur (5th); fly (7th); remove curse (9th); major creation (11th); true seeing (13th); mage’s sword (15th); moment of prescience (17th); wish (19th).
Bonus Feats: Dodge, Extend Spell, Improved Counterspell, Improved Initiative, Leadership, Lightning Reflexes, Mobility.
Bloodline Arcana: Whenever you fail a saving throw, you gain a +1 luck bonus to that same save for a number of rounds equal to your Charisma modifier or until you succeed at a saving throw of that type.
Bloodline Powers: The uncommon luck that defines your existence can be shaped and channeled to serve you in more direct and controllable ways.
Beginner’s Luck (Ex): At 1st level, you know two additional 0-level spells. You learn one extra 0-level spell at 5th, 10th, 15th and 20th level, and your save DC on 0th-level spells increases by +1 at 7th and 14th level.
Skin Of Your Teeth (Ex): At 3rd level, you can add the result of 1d4 to any attack roll or saving throw once per day. This additional die increases to 1d6 at 8th level, 1d8 at 13th level, and 1d10 at 18th level.
Luck Thief (Sp): At 9th level, when a creature you have targeted with a harmful spell succeeds at a saving throw, you may use this ability to immediately force them to reroll and take the second result. If the second result is a failure, you gain a +2 luck bonus on saving throws and AC for a number of rounds equal to your Charisma modifier. This ability may be used once per day, plus one time per day per three levels after 9th.
Someone’s Looking Out For Me (Su): At 15th level, your luck helps you skirt the edges of death itself. Once per day, when you would otherwise be killed by hit point damage or massive damage, roll a d20 and add any luck bonuses on any of your saving throws. If the result is below a 10, you die as per normal; if the result is over a 10, you survive at -1 hit points and disabled, though stable and conscious.
A Charmed Life (Su): At 20th level, your unnatural luck has made it difficult for even gods and devils to destroy you. You are immune to magical aging effects, although you continue to age as normal. Once per day, you may reroll any attack roll, saving throw or skill check (including your someone’s looking out for me ability) and, if the second roll does not succeed, this ability is not expended and can be used on any other roll.
Radiant, luminous, brilliant and bright – your ancestors have sought the secret of pure light, or have been touched in some way by its transcendent glow. Your whole body shines with an incandescence that’s impossible to truly dim.
Class Skill: Perception.
Bonus Spells: color spray (3rd); glitterdust (5th); daylight (7th); rainbow pattern (9th); mirage arcana (11th); chain lightning (13th); prismatic spray (15th); sunburst (17th); fiery body (19th).
Bonus Feats: Alertness, Arcane Blast, Dazing Spell, Dodge, Lightning Reflexes, Magical Aptitude, Skill Focus (perception), Spell Penetration.
Bloodline Arcana: You shine light like a torch. You may activate or suppress this ability at will. You also gain the dancing lights and flare cantrips as bonus spells known.
Bloodline Powers: Your body is like a lens, focusing the eternal light into a myriad of colors and forms to smite your foes.
Shimmerspray (Sp): At 1st level, you can emit a cone of crackling light from your hands as a standard action. This ability affects a 15-foot cone-shaped burst, and deals 1d6 points of electricity damage +1 per 2 sorcerer levels (minimum 1d6+1) to every creature in the area. A Reflex save halves this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier. If you run out of uses of this ability, you also lose access to your bloodline arcana, including bonus spells, until you rest and regain this power.
Light Body (Su): At 3rd level, you gain resistance to fire and electricity 5, and you are immune to the blinded condition. You may surround your body in shifting light and bright colors, gaining concealment (20% miss chance, as the blur spell) for a number of rounds per day equal to 1/2 your sorcerer level rounded down. At 15th level, your resistance to fire and electricity increases to 10, and at 20th level, you are immune to fire and electricity.
The Light That Burns (Sp): At 9th level, you can cause a creature to burn with painful radiance as a standard action. This ability affects a single creature within 60 ft. that you can see, who must succeed a Will saving throw or take 4d6 fire damage for a number of rounds equal to your Charisma modifier as they burst into sudden, dazzling radiance. All creatures within 10ft. of a creature affected by this ability must succeed on a Fortitude save or become blinded for the same duration + 2 rounds. The DC for both of these saves is 10 + 1/2 your sorcerer level + your Charisma modifier. The damage for this ability increases to 5d6 at 13th level and 6d6 at 17th level. At 9th level, you can use this ability once per day. At 15th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Not Of This World (Su): At 15th level, the light within your body rejects the crude touch of the earth. You gain a fly speed of 30 ft. with perfect maneuverability. You can suppress and reactivate this ability as a free action, and if active, you continue to hover in place even when unconscious.
Radiance Incarnate (Su): At 20th level, you are more a creature of intangible light than you are a living being. You do not age naturally, and you do not need to breathe. You can become incorporeal for a number of minutes per day equal to your sorcerer level.