LGtC:Daedric Ancestry

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Daedric Ancestry

Your innate power comes from Daedric magic that was mingled with your blood or with that of your ancestors. Most often, sorcerers with this focus trace their descent back to a mighty sorcerer of ancient times who made a bargain with a Daedric Prince or who might even have claimed a Daedroth parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Daedric Ancestry Features
Level Feature
1st Daedric Ancestor, Daedric Resilience
6th Affinity of Oblivion, Oblivion Calling
14th Daedric Traits
18th Daedric Presence

Daedric Ancestor

1st-level Daedric Ancestry feature

You choose one realm of Oblivion that your ancestor hails from. The damage type associated with each realm of Oblivion is used by features you gain later.

You can speak, read, and write Daedric. Additionally, you gain advantage on Personality checks whenever interacting with Daedra.

Daedric Ancestry
Realm of Oblivion Daedric Prince Damage Type
Apocrypha Hermaeus Mora Necrotic
Ashpit Malacath Fire
Attribution’s Share Boethiah Fire
Coldharbour Molag Bal Cold
Colored Rooms Meridia Radiant
Deadlands Mehrunes Dagon Fire
Evergloam Nocturnal Necrotic
Fields of Regret Clavicus Vile Acid
Hunting Grounds Hircine Poison
Moonshadow Azura Force
Myriad Realms of Revelry Sanguine Thunder
The Pits Peryite Poison
Quagmire Vaermina Psychic
The Scuttling Void Namira Force
The Shivering Isles Sheogorath Psychic
The Spiral Skein Mephala Acid

Daedric Resilience

1st-level Daedric Ancestry feature

As magic flows through your body, it causes physical traits of your Daedric ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your body appear to reflect that of the creatures that inhabit your chosen Daedric heritage. This may appear as body-markings, discolorations, scales, or other daedric traits as seen by inhabitants of the realms of Oblivion. When you aren’t wearing armor, your AC equals 13 + your Agility modifier. Additionally, you gain resistance to the damage type associated with your chosen Daedric ancestry.

Affinity of Oblivion

6th-level Daedric Ancestry feature

When you cast a spell that deals damage of the type associated with your Daedric ancestry, you can add your Willpower modifier to one damage roll of that spell.

Oblivion Calling

6th-level Daedric Ancestry feature

You gain the service of a Daedric being. You learn the summon Daedra spell, and you can cast it at a level equal to your proficiency bonus without expending magicka once per long rest.

Daedric Traits

14th-level Daedric Ancestry feature

You gain the ability to manifest greater traits from your Daedric heritage. As a bonus action, choose any of the following traits listed below. You can gain only the benefits of one of the traits at a time, and it lasts until you dismiss it as a bonus action.

You can’t manifest your traits while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your traits might be destroyed when you manifest them. Choose one of the following daedric traits:

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Willpower modifier, and you can't use this trait again until you finish a short or long rest. Additionally, you can breathe both air and water while you have this Daedric trait.

Breath Weapon. You can use your action to exhale a 15-foot cone of destructive energy. Your Daedric ancestry determines the damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make an Agility saving throw against your spell save DC. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 18th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Claws. You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Horns. Your horns are natural melee weapons, with which you are proficient. When you hit with them, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that creature with your horns. The creature must be no more than one size larger than you and within 5 feet of you. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.

Hunter Senses. You have advantage on Willpower (Perception) and Willpower (Survival) checks made to spot and track creatures.

Tail. Your tail is a natural melee weapon, with which you are proficient. When you hit with it, the target takes bludgeoning damage equal to 1d4 + your Strength modifier. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Additionally, you have a swim speed equal to your walking speed.

Telepath. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Wings. You gain a flying speed equal to your walking speed.

Daedric Presence

18th-level Daedric Ancestry feature

You can channel the dreadful presence of your Daedric ancestor. As an action, you can draw on this power and exude an aura of awe, inspiration, frenzy, or fear (your choice) to a distance of 60 feet. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), each creature of your choice that starts its turn in this aura must succeed on a Willpower saving throw or be charmed (if you chose awe), rallied (if you chose inspiration), frenzied (if you chose frenzy), or frightened (if you chose fear) until the aura ends; a creature can choose to fail this saving throw if it wishes. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Once you use this feature, you can’t do so again until you finish a long rest.