Divine Sorcerer Bloodline


Homebrew and House Rules


Pathfinder Rulebook Subscriber

I've been trying to come up with a sort of offensive caster priest class, but rather than write an entirely new class for that, I've made up a new sorcerer bloodline instead, and I've love some opinions on it.

Divine Bloodline

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I feel it steps on the toes of the cleric way too much while not really having anything creative beyond "I blast it with divine energy."

Bonus Spells:
The bloodline gives cure spells at the levels of the cleric. Generally, if any ability allows an arcane spellcaster to gain staple cleric spells, they should get them at one spell level higher. Also, this allows the divine sorcerer to gain their bloodline spells at earlier levels than other bloodlines.

Bolt of Wrath:
This strikes me as way too strong for a 1st level bloodline better. Dealing divine damage is a major boon typically reserved for higher level cleric blasting spells. I also find it weird it's not a ray, especially with the name "bolt of wrath."

Divine Magic:
I'm not a fan of this one. Again, I think you undervalue the power of divine damage.

Domain Access:
This one I kind of like, though I have mixed feelings about letting you retrain multiple spells when I believe the sorcerer already has retraining built-in.

Channel Wrath:
Eh, more divine energy blasts. You also forgot to mention how many times per day you can use it.

Divine Vessel:
Surprisingly, even the capstone strikes me as way too powerful. Steal divine grace, one of the best class features in the game, on a Charisma-based full caster? Make all spells bypass all resistances? Gain 10 free spells known? Even the arcane bloodline only gave you 3 spells.

Overall, I really don't like it. It strikes me as too powerful with the overuse of divine damage and the gaining of cleric goodies without having to follow a deity's code.


Pathfinder Rulebook Subscriber

My main thought when creating it was the fact that there really isn't anything focused on the "I blast it with divine energy," available as of yet, so that was the hole I was looking to fill with it. Something for a holy (or unholy) character who can be offense focused with their spells, seeing as the cleric spell list generally lacks in damage compared to sorcerer/wizard.

Bloodline spells, as they are written, was be being lazy and looking for a quick list to tack on to this class. I am sure that a better one can be worked out.

Agreed that the first level power could use some work, just looking for a basic attack power of some sort rather like those possessed by many bloodlines.

Divine Magic was largely included specifically for the reason stated above, there is not a lot that does anything similar yet. However adjusting the amount of damage converted to divine is certainly still in the cards.

Domain Access retraining just didn't want to have all those new spells you gained unacceptable. Would feel like teasing the player "You can look, but can't touch!" Perhaps a single immediate spell retrain instead of a mass one?

Channel Wrath is intended as one per day, thank you for pointing that out. For a single use per day not sure if that's still OP or not.

Divine Vessel I admittedly gaze no thought to except "Yeah, that sounds cool and divine magicy." Mostly because I've never had a game that reached level 20.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This and I think that the divine sorcerer trope is adequately covered by the celestial, infernal, and abyssal bloodlines.

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Uchuujin wrote:
I've been trying to come up with a sort of offensive caster priest class, but rather than write an entirely new class for that, I've made up a new sorcerer bloodline instead, and I've love some opinions on it.

I agree with the others that this is already mostly covered by existing bloodlines and takes away too much from the cleric. Maybe a more blast-focused cleric-archetype would have fitted your idea better?

It would have been a more elegant solution to give access to cleric domain spells in form of bloodline bonus spells, so you don't have to wait until 9th level.

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Uchuujin wrote:
Divine Vessel I admittedly gaze no thought to except "Yeah, that sounds cool and divine magicy." Mostly because I've never had a game that reached level 20.

While the balance of 20th level abilities is lenient, even they can be overpowered if the ability breaks fundamental aspects of the game. Letting all of your damaging spells completely the negate the resistances of CR 30 monsters crosses the line. And I can't think of any capstone that gives 10 free spells known to a spontaneous caster.


Amanuensis wrote:
It would have been a more elegant solution to give access to cleric domain spells in form of bloodline bonus spells, so you don't have to wait until 9th level.

There's a 3rd-party Divine Bloodline on PFSRD that does exactly this - you pick a domain when you get the bloodline, and that domain's bonus spells are your bloodline spells. It also gets a Smite Evil With Spells ability, the ability to add some divine damage to your evocations, and an ability similar to Inspire Courage Bard Song. That's only up to level 9 bloodline abilities, as the NPC I have here with the bloodline is only level 11, so there's a couple more tricks it has that I can't recall.

I'd link it but PFSRD is blocked at work; shouldn't be too hard to find, though.

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