Child of the Elder Blood

The Elder Blood is a result of elven genetic tampering over centuries using blood magic and selective breeding. Ages ago the elven sorceress Lara Dorren, who carried the Elder Blood, coupled with the human mage Cregannan and from their union came human, elven, and half-elven descendants who bear the power of the Elder Blood. This mutation grants the ability to travel through space and time, and to walk between worlds.

Requirements

A Child of the Elder Blood must be a female human, human variant, elven, or a half-elf.

A Child must pick at least one "Trigger" or weakness, which sets off an Elder Magic Surge. This can be a creature or setting, and is between the player and the DM.

Elder Magic Surge

When your Weakness, or some other event you and your DM agree upon, would trigger a Wild Magic Surge, roll 1d6 on the table below. The Effects will be listed on page two. This is a very rare occurrence, and should only be happening a once or twice per campaign, but is ultimately up to the DM.

Extradimensional Awareness

At 1st level, when you cast detect magic you sense the presence of ethereal creatures, creatures from other planes of existence, and portals within range.

Translocation

Beginning at 1st level, you can use misty step a number of times per short rest equal to half your sorcerer level, rounded down.

Dreams Beyond

At 6th level, when you sleep during a long rest you have visions of other lands and other worlds. Roll a d20. On a result of 9 or less, the visions are hard to decipher or irrelevant. On a result of 10 or higher, the visions grant you the benefit of a divination spell.

Temporal Disjunction

At 14th level, if you don’t know the haste spell add it to your spells known.

Freedom of Movement

At 18th level, you are under the effect of a permanent freedom of movement spell and misty step now goes an extra 15 feet.

Elder Magic Surge

Roll Effect 1 Planar Bleeding 2 Teleport Flurry 3 Reactive Teleport 4 Space-Time Distortion 5 Time Stop 6 Magical Eruption