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Arcane Ancestry 3 More Bloodline Feats for Sorcerers

Note: This article was originally submitted to Dragon Magazine as an outline. Not soon after, the magazine's print run ended, leaving this unable to be published.

Sorcerers derive their powers not from years of studious training, but simply from arcane power lingering within their lineage. While they are generally assumed to have draconic ancestors, other magical creatures have been known to breed with humanoids, and even magical experimentation done in ages past has been known to alter bloodlines.
    While some sorcerers revel in their unique heritages, others keep theirs hidden, whether because of some shameful secret, or for some other, inscrutable purpose. While these bloodlines may not be immediately realized, they can become awakened in time, either by accident or design. As they come to realize their origins, new magic awakens within the sorcerer, further reinforcing their ancestral ties.


Bloodline Feats
The feats presented in this article are in a category called bloodline feats. Bloodline feats were first introduced in "Arcane Ancestry" in Dragon #311 and then revisited in "Arcane Ancestry 2" in Dragon #325, both written by Scott Carter. Many of these feats are also compiled in Dragon Compendium. This article is stand-alone, and does not require any additional information, although it can be supplemented with material from these other sources.
    Bloodline feats are designed for sorcerers to use, although any character who meets the prerequisites can take them. Each base feat in this category, the ones with the word "bloodline" in the title, grants a character access to a specific bloodline, along with a corresponding set of spells. If more than one of the character's classes allow them to cast spells without preparation, the character must decide to which class's spell list the bonus spells are added to. Choosing one of these feats not only represents a character's ancestry but also signifies that the character is sufficiently aware of it to take advantage of the powers it offers. A character can only have one base bloodline feat.
    The description of each base bloodline feat gives some examples of how it might affect a character's appearance, personality and even some ideas on spells the character may focus on. These are by no means binding and the character is free to use them or not. While the bloodline is an influence in the character's life, it is by no means a major one.
    Each base bloodline feat opens up a tree of others, which require them as a prerequisite. These other feats represent a further mastery of the character's bloodline. In addition, there are other bloodline feats that any character who takes a base bloodline may take.
    Base bloodlines are best taken with a character's first level of sorcerer, but they are beneficial to characters at any level.
    Bloodline feats can be used to further define a character's personality and future goals. A character with the Construct Bloodline for example usually is cool and detached, while one with the Radiant Bloodline tends to be bubbly and vivacious. Bloodlines can also give a character some ideas for multiclassing. A character with the Doppelganger Bloodline would find the role of a rogue to be exceptionally appealing while a sorcerer of the Lycanthropic Bloodline might find the solitary life of a ranger to be more to their tastes.
    In addition, some of the bloodlines presented in this article may be useful for a character in the Eberron campaign setting. A warforged sorcerer would find the Construct Bloodline quite appropriate, shifters would naturally gravitate towards the Lycanthropic Bloodline and changelings find a great deal of use in the Doppelganger Bloodline.


Feat Summary
Feat Name Prerequisites Benefits
Beholderkin Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Beholder's Eye Beholderkin Bloodline, ability to cast 5th-level arcane spells Cast dispel magic once per day
Construct Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Mechanical Resistance Construct Bloodline, ability to cast 2nd-level arcane spells +2 save vs. death effect
Doppelganger Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Racial Impression Doppelganger Bloodline, ability to cast 3rd-level arcane spells +5 to Use Magic Device to emulate race/alignment
Genie Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Whispers of the Sand Genie Bloodline, ability to cast 5th-level arcane spells Cast gaseous form once per day
Icy Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Sure Step Icy Bloodline, ability to cast 2nd-level arcane spells +4 to Balance checks
Lycanthropic Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Feral Vision Lycanthropic Bloodline, ability to cast 2nd-level arcane spells Gain darkvision
Radiant Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Bright Soul Radiant Bloodline, ability to cast 5th-level arcane spells Cast searing light once per day
Sphinx Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Riddle of Insight Sphinx Bloodline, ability to cast 5th-level arcane spells Cast discern lies once per day
Spirit Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Voice of Beyond Spirit Bloodline, ability to cast 5th-level arcane spells Cast speak with dead once per day
Storm Bloodline Ability to cast arcane spells without preparation, ability to summon a familiar Sorcerous bloodline grants extra spells
Grounded Storm Bloodline, ability to cast 3rd-level arcane spells Gain electricity res. 5
Kin Destruction Any Bloodline feat, ability to cast 3rd-level arcane spells Smite ancestors once per day
Kin Manipulation Any Bloodline feat, ability to cast 3rd-level arcane spells +4 to Bluff and Sense Motive against ancestors

Beholderkin Bloodline [Bloodline]
One of your ancestors was a beholder, or perhaps one of the many creatures bred or engineered from beholders. While normal beholders don't reproduce by ordinary means, they can use magical abilities and foul techniques to integrate their children with members of another race. In rare instances, the offspring of these experiments may survive past their first few years, integrate with normal society and live normally, eventually having children and passing their bloodline on to the next generation.
    Beholder-blooded creatures tend to have darker than normal skin, poor complexions, pronounced eyes or sharp-looking teeth. Most are portly, but physically strong. Many beholder-blooded creatures are foul tempered and lash out at others. If they cannot assume leadership of a group, they may prefer solitude rather than take on a subservient role.
    Sorcerers who possess a beholder ancestor favor spells that control other people as well as those that mimic the natural abilities of beholders.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Charm Person
2nd - Inflict Moderate Wounds
3rd - Slow
4th - Charm Monster
5th - Telekinesis
6th - Flesh to Stone
7th - Finger of Death
8th - Charm Monster, Mass
9th - Dominate Monster

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the good descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Beholder's Eye [Bloodline]
Your beholder ancestry grants you the ability to nullify magic.
    Prerequisites: Beholderkin Bloodline, ability to cast 5th-level arcane spells.
    Benefit: You can cast dispel magic once per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day.
Bright Soul [Bloodline]
Your radiant ancestry gives you the ability to attack with burning light.
    Prerequisites: Radiant Bloodline, ability to cast 5th-level arcane spells.
    Benefit: You can cast searing light once per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day.
Construct Bloodline [Bloodline]
One of your ancestors was a construct or a partial construct. Although these creatures can't reproduce by natural means, pieces of them can be grafted onto a humanoid. A shred of the magical energy used in those objects may be carried over through the generations, leading to special abilities in descendants of these creatures.
    Construct-blooded creatures tend to have less body hair than normal, a slight metallic sheen to their skin or eyes, or even a mechanical graft or enhancement built into their bodies. They are often described by others as "detached" or "unemotional" but they work very well in within groups. Many construct-blooded creatures live in large cities, often as part of a large group of spellcasters working towards a common goal.
    Sorcerers who possess a construct ancestor favor magic that manipulates inanimate objects.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Animate Rope
2nd - Shatter
3rd - Shrink Item
4th - Stoneskin
5th - Fabricate
6th - Flesh to Stone
7th - Statue
8th - Iron Body
9th - Mordenkainen's Disjunction

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the mind-affecting descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Doppelganger Bloodline [Bloodline]
One of your ancestors was a doppelganger and pretended to be a member of your race for some inscrutable purpose. The gift of shape shifting may have escaped you but you retain some special abilities that have manifested themselves magically.
    Doppelganger-blooded creatures tend to be quite forgettable in appearance and have reduced features such as a small nose, mouth and eyes. They tend to fit in everywhere and naturally blend into a crowd. They are more likely to follow than to lead, but they are prolific schemers. They usually work on several of these plans at a time.
    Sorcerers who possess a doppelganger ancestor favor spells that alter their appearance.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Disguise Self
2nd - Detect Thoughts
3rd - Gaseous Form
4th - Polymorph
5th - Baleful Polymorph
6th - True Seeing
7th - Simulacrum
8th - Polymorph any Object
9th - Shapechange

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the scrying descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Feral Vision [Bloodline]
The lycanthrope blood that courses through your veins has granted you the ability to see in the dark.
    Prerequisites: Lycanthopic Bloodline, ability to cast 2nd-level arcane spells.
    Benefit: You gain darkvision with a range of 60 feet. If you already possess darkvision, it improves to a range of 120 feet.
Genie Bloodline [Bloodline]
One of your ancestors was a member of genie-kind, who have been known to have relationships with mortals from time to time. Offspring of such couplings often possess innate magical abilities, but these fade slowly through the generations.
    Genie-blooded creatures usually have strong, noble features and ruddy skin. They speak with clear, confident voices and often have a "take no prisoners" attitude. Those who are descended from efreeti have eyes that seem to smolder under their brows or appear to be surrounded by a soft breeze at all times.
    Sorcerers who possess a genie ancestor favor spells that are commonly associated with genies, such as wish and invisibility.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Produce Flame
2nd - Pyrotechnics
3rd - Create Food and Water
4th - Minor Creation
5th - Overland Flight
6th - Wind Walk
7th - Plane Shift
8th - Protection from Spells
9th - Wish

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast any planar binding or any magic circle spells (such as magic circle against good or lesser planar binding), and all such spells are removed from the spell lists of all their spellcasting classes.
Grounded [Bloodline]
Your elemental ancestry makes you particularly resistant against electrical attacks.
    Prerequisites: Storm Bloodline, ability to cast 3rd-level arcane spells.
    Benefit: You gain electricity resistance 5.
Icy Bloodline [Bloodline]
One of your ancestors was a creature from the Paraelemental Plane of Ice. Many different creatures reside within the inhospitable climate of that plane, and no two creatures descended from there have exactly the same traits.
    Ice-blooded creatures are, not surprisingly, often cold towards others. They tend to remain distant and aloof, but remain fiercely loyal to their allies. They may possess blue-tinged skin, white hair or they may be unusually cold to the touch.
    Sorcerers who possess a ice-elemental ancestor favor spells that deal cold damage or manipulate ice and snow.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Chill Touch
2nd - Glitterdust
3rd - Sleet Storm
4th - Wall of Ice
5th - Cone of Cold
6th - Otiluke's Freezing Sphere
7th - Control Weather
8th - Polar Ray
9th - Hold Monster, Mass

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the fire descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Kin Destruction [Bloodline]
You can level strong attacks against creatures that share your heritage.
    Prerequisites: Any bloodline feat, ability to cast 3rd-level arcane spells.
    Benefit: You gain a smite attack, usable only against creatures of your bloodline, once per day. This provides you with a +4 bonus to attack rolls and a bonus to damage equal to your Charisma modifier (minimum +1). You must declare the smite before making the attack and if you target a creature that does not share your heritage, the attempt is wasted.
    For example, a 5th level sorcerer with the Lycanthropic Bloodline feat could make a smite attack against a werewolf, but could not use it against an ordinary dire wolf.
    Special: You may take this feat more than once. Each time you take it after the first, you gain an extra use per day of your smite attack.
Kin Manipulation [Bloodline]
You have become adept at dealing with creatures of your ancestor's type.
    Prerequisites: Any bloodline feat, ability to cast 3rd-level arcane spells.
    Benefit: You gain a +4 racial bonus to Bluff and Sense Motive checks with intelligent creatures that share your heritage.
Lycanthropic Bloodline [Bloodline]
One of your ancestors was inflicted with the curse (or blessing) of lycanthropy. Lycanthropy normally carries some of its traces through the generations, but after time can become watered down. Lycanthropes can pass this curse down to their children, even if the more common abilities associated with the condition may be latent.
    Lycanthrope-blooded creatures tend to have more hair than normal, feral-looking eyes, sharp teeth or fingernails that resemble claws. They often appear bestial or unkempt, although some are able to groom this into a noble appearance. Many lycanthrope-blooded creatures live in the countryside either in small communities or alone as hermits. They tend to have keep several pets or livestock and may have mercurial emotions during the time of the full moon.
    Sorcerers who possess a lycanthrope ancestor favor nature-based spells, primarily focused on animals as well as spells that allow them to hunt difficult prey.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Magic Fang
2nd - Animal Trance
3rd - Rage
4th - Freedom of Movement
5th - Animal Growth
6th - Find the Path
7th - Summon Nature's Ally VIII
8th - Animal Shapes
9th - Shapechange

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast polymorph spells, and all such spells are removed from the spell lists of all their spellcasting classes. Characters with this fear can still use animal shapes and shapechange normally.
Mechanical Resistance [Bloodline]
Your construct bloodline provides you with defense against maladies.
    Prerequisites: Construct Bloodline, ability to cast 2nd-level arcane spells.
    Benefit: You gain a +2 bonus on all saving throws made to resist death effects.
Racial Impression [Bloodline]
You have the ability to convincingly pretend that you belong to another race.
    Prerequisites: Doppelganger Bloodline, ability to cast 3rd-level arcane spells.
    Benefit: You gain a +5 bonus to Use Magic Device checks used to emulate a race or an alignment.
Radiant Bloodline [Bloodline]
One of your ancestors hailed from the Plane of Radiance. Although creatures on this plane rarely mate with those from the Material Plane, it is not unheard of. The descendants of these unions often practice magic, many becoming powerful evokers and illusionists.
    Radiant-blooded creatures tend to be paler than normal and are often thin, but never gaunt. They are usually optimistic and often extremely energetic. Their pleasant, outgoing personalities make them natural leaders and diplomats. Radiant-blooded creatures are often good-aligned, although the rare evil one has been known to exist.
    Sorcerers who possess a radiant ancestor favor spells that deal with light and color.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Color Spray
2nd - Continual Flame
3rd - Daylight
4th - Rainbow Pattern
5th - Flame Strike
6th - True Seeing
7th - Prismatic Spray
8th - Sunburst
9th - Prismatic Sphere

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the darkness descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Riddle of Insight [Bloodline]
Your descent from sphinxes has provided you with a measure of power concerning truth and falsehoods.
    Prerequisites: Sphinx Bloodline, ability to cast 5th-level arcane spells.
    Benefit: You can cast discern lies once per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day.
Sphinx Bloodline [Bloodline]
You are descended from a sphinx. These curious creatures often reside on their own, but occasionally have been known to integrate with humanoid societies, using magic to disguise their true forms. Some even take mates, and although the children of these unions are not true sphinxes, they often carry a small measure of power that can stay within the family for generations.
    Sphinx-blooded creatures are often curious, studious and observant. Many act more like wizards than sorcerers, and more than a few have taken the arcane preparation feat (Complete Arcane). Beyond their peculiarities, they are often handsome, and sometimes possess a feline trait, such as deep green eyes, slightly pointed ears or sharp canine teeth.
    Sorcerers who possess a sphinx ancestor favor spells that manipulate language.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Comprehend Languages
2nd - See Invisibility
3rd - Dispel Magic
4th - Remove Curse
5th - Symbol of Sleep
6th - Symbol of Persuasion
7th - Symbol of Stunning
8th - Symbol of Death
9th - Prismatic Sphere

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells that appear in the Trickery cleric domain, and all such spells are removed from the spell lists of all their spellcasting classes.
Spirit Bloodline [Bloodline]
You are descended from a spirit of nature who briefly took the form of a mortal. Sorcerers with spirit bloodlines are more common in Asian campaigns as those kinds of creatures are extremely prevalent in those settings.
    Spirit-blooded creatures take on the traits of whatever nature spirit she is descended from. A whispery voice, woody skin, and a constantly blowing breeze around the creature are all common traits. They tend to be aloof and don't generally enjoy large areas, preferring to live in small communities or all alone.
    Sorcerers who possess a spirit ancestor favor spells that deal with the abstract forces of nature or with the spirit world.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Speak with Animals
2nd - Fog Cloud
3rd - Water Breathing
4th - Freedom of Movement
5th - Righteous Might
6th - Shadow Walk
7th - Ethereal Jaunt
8th - Moment of Prescience
9th - Etherealness

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells that appear in the Destruction cleric domain, and all such spells are removed from the spell lists of all their spellcasting classes.
Storm Bloodline [Bloodline]
You are descended from a creature hailing from the Quasielemental Plane of Lightning. The power of a storm elemental flows through your body, providing you with powers that manipulate electricity.
    Storm-blooded creatures are hasty and abrupt, and many would describe them as scatterbrained. Other times, they seem to go the opposite way, honing in on minute details and becoming extremely focused. Grey-colored eyes, a lingering smell of ozone or a constant static electrical charge are all possible traits possessed by the storm-blooded.
    Sorcerers who possess a storm ancestor favor spells that manipulate weather, especially electricity.
    Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar.
    Benefit: Your ancestry gives you a bonus spell known at each level, starting at 1st, from the following list.

1st - Shocking Grasp
2nd - Resist Energy
3rd - Lightning Bolt
4th - Air Walk
5th - Call Lightning Storm
6th - Chain Lightning
7th - Control Weather
8th - Whirlwind
9th - Storm of Vengeance

    Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
    Characters with this feat cannot learn or cast spells with the earth descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
Sure Step [Bloodline]
You are adept at moving through slippery areas.
    Prerequisites: Icy Bloodline, ability to cast 2nd-level arcane spells.
    Benefit: You gain a +4 bonus on Balance checks.
Voice of Beyond [Bloodline]
You can speak with the departed by calling them from the spirit realms.
    Prerequisites: Spirit Bloodline, ability to cast 5th-level arcane spells.
    Benefit: You can cast speak with dead once per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day.
Whispers of the Sand [Bloodline]
You can call upon the magic of the genies to become insubstantial for a short period of time.
    Prerequisites: Genie Bloodline, ability to cast 5th-level arcane spells.
    Benefit: You can cast gaseous form once per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day.

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