Divine Bloodline

Your family has always been attuned to the divine. Among your ancestors are many clerics, druids, and so forth. Even though you haven’t followed such a path, divine magic still flows in your blood.

Class Skills: Knowledge (religion).

Bonus Spells: Pick a single cleric domain. Your bonus spells at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels are determined by your chosen domain. Once you’ve chosen your domain, you cannot change that choice. For example, if you choose the Air domain, these are your bonus spells:

Obscuring mist (3rd), wind wall (5th), gaseous form (7th), air walk (9th), control winds (11th), chain lightning (13th), elemental body IV (air only) (15th), whirlwind (17th), elemental swarm (air spell only) (19th).

Bonus Feats: Arcane Armor Training, Empower Spell, Great Fortitude, Iron Will, Light Armor Proficiency, Magical Aptitude, Persuasive, Skill Focus (Knowledge [religion]).

Bloodline Arcana: You can take 10 on Use Magic Device checks even if distracted or endangered when using scrolls, wands, and other devices with spell completion or spell trigger activation that emulate divine magic spells.

Bloodline Powers: You were born with an innate connection to the divine.

Smite (Su)

At 1st level, choose an alignment aspect: good, evil, lawful, or chaotic. Once this choice is made, it cannot be altered. As a swift action, you can smite a creature with this alignment aspect. Add your Charisma bonus to your next attack roll and 1/2 your sorcerer level (minimum +1) to your damage roll. This applies to melee and ranged attacks as well as spells that require both an attack roll and inflict hit point damage.

You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Divine Energy (Su)

At 3rd level, any spell you cast that has an energy descriptor and that inflicts hit point damage becomes imbued within divine energy. Half the spell’s damage results directly from divine power; therefore, this damage is not subject to being reduced by energy resistance.

At 9th level, your divine energy becomes more effective against creatures you can smite. Increase affected spell’s DCs by +2. You also get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance with an affected spell.

Inspiration (Su)

At 9th level, you can inspire courage in your allies, bolstering them against fear and improving their combat abilities once per day. To be affected, an ally must be able to perceive you. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 15th level, these bonuses increase to +2 and you gain another use per day. Affected allies enjoy inspiration bonuses for a number of rounds equal to your Charisma bonus. Inspiration is a mind-affecting ability with audible and visual components.

Dedication (Su)

At 15th level, your connection with the divine imbues you with great strength of will and commitment. You can add your Charisma modifier to any saving throw. You must decide to use this ability after the die is rolled, but before the GM reveals the results.

You can use this ability a number of times per day equal your Charisma modifier.

Revelation (Su)

At 20th level, you can use commune once per day. Caster level equals your sorcerer level.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.

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