team plus editions
The ferocity of linnorms is in your blood, whether through their death curse in your lineage or a pact forged.
Tradition Primal
Bloodline Skills Intimidation, Nature
Blood Magic you gain a +1 status bonus to your AC, or a target takes 1 damage per spell rank; this damage type is listed under your linnorm exemplar. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Sorcerous Gift cantrip: gouging claw, 1st: sure strike, 2nd: see Linnorm Exemplars below, 3rd: haste, 4th: unfettered movement, 5th: see Linnorm Exemplars below, 6th: truesight, 7th: regenerate, 8th: see Linnorm Exemplars, 9th: overwhelming presence
Bloodline Spells initial: envenomed bite, advanced: linnorm's curse, greater: breath of the linnorm
At 1st level, choose the tradition related to the linnorm exemplar who influenced your bloodline. You can't change your linnorm exemplar later. As noted, this affects both your bloodline's features and your sorcerous gift spells. With your GM's permission, you can work with them to select another linnorm and appropriate sorcerous gift spells for their damage type.
| Linnorm | Damage Type | Sorcerous Gifts |
|---|---|---|
| Crag | Fire | 2nd: sticky fire, 5th: blazing fissure, 8th: earthquake |
| Ice | Cold | 2nd: blood runs cold, 5th: howling blizzard, 8th: arctic rift |
| Tarn | Acid | 2nd: disintegrating puddle, 5th: corrosive muck, 8th: stop heart |
| Tor | Fire | 2nd: ash cloud, 5th: flame dancer, 8th: rainbow fumarole |
Range touch
Target 1 creature
Defense AC
You conjure forth a vicious linnorm maw that leaves behind lingering venom with its bite. Make a melee spell attack roll against your target's AC. If you hit, you deal 1d12 piercing damage plus 1d4 persistent damage. This persistent damage is your linnorm exemplar's damage type and this spell gains that trait. On a critical success, you deal double the piercing damage, and the target is drained 1 but recovers from this drained after 1 minute.
Heightened (+1) The damage increases by 1d12 and the persistent damage increases by 1.
Trigger a creature critically hits you, you critically fail a saving throw against a damaging effect from a creature, or a creature would reduce you to 0 Hit Points or kill you
Target triggering creature
Defense Will
You punish foes that dare try to slay you with magic akin to the death curse of linnorms - especially if they succeed. The target must make a Will save. A creature that has slain you uses the outcome one degree of success worse than the result of it's saving throw. The type of weakness gained is your linnorm exemplar's damage trait and the spell gains that trait.
Critical Success The target is unaffected.
Success The target gains weakness 3 until the end of their next turn.
Failure As success, but the weakness last for 1 minute.
Critical Failure As failure, but the weakness is doubled.
Heightened (+1) The weakness gained on a success increases by 1.
Special you can cast this reaction even when prevented from acting and as a free triggered action when slain.
Area 30-foot cone
Defense basic Reflex
Like a linnorm on the hunt, you expel energy in a blast that leaves your foes in lingering pain. You deal 6d6 damage and 2d6 persistent damage with a basic Reflex save. The damage type of both being your linnorm exemplar's damage type, and the spell gains the matching trait.
Heightened (+1) The damage and persistent damage increases by 1d6.
You must be logged in to vote.