Here are some heritage feats I worked on a while ago. I added a few things, but there still may be some typos form copy-paste. I left the Draconic feats out as they're already in Complete Arcane. I've redone the Infernal and Celestial feats from the PHB II. I've also swapped the Fiendish feats out for Abyssal, and I've rewritten several Fey feats form Complete Mage. Basically, I used the Draconic feats as a benchmark.
ABYSSAL HERITAGE FEATS [spoiler]Sorcerers with abyssal heritage draw their power from demons and the dark forces from the Abyss.
You channel the fury of your abyssal ancestors into a thunderous roar that blasts your enemies with sonic power.
Prerequisites: Abyssal Sorcerer Heritage.
Benefit: By expending one of your spell slots, you create a 30-foot cone of sonic energy. All opponents within the cone take 2d6 points of damage per level of the spell slot expended. Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage. This is a supernatural ability.
The magical powers of your ancestors manifests in you.
Prerequisites: Abyssal sorcerer heritage, any three other abyssal heritage feats.
Benefit: You add teleport, summon monster V, and unholy blight to your list of spells known. You gain these spells when you gain access to spells of the appropriate level. These spells are in addition to the spells you gain normally based on your sorcerer level.
Your abyssal heritage augments the power of certain types of magic.
Prerequisites: Abyssal sorcerer heritage.
Benefit: Your caster level and save DCs for evil spells increase by 1.
ABYSSAL SORCERER PRESENCE [HERITAGE - ABYSSAL]ABYSSAL SORCERER RESISTANCE [HERITAGE - ABYSSAL]Your bloodline insures you against electricity.
Prerequisites: Abyssal sorcerer heritage.
Benefit: You gain resistance to electricity equal to three times the total number of abyssal sorcerer heritage feats you posses (including any you take after gaining this feat).
ABYSSAL SORCERER SKIN [HERITAGE - ABYSSAL]Your abyssal heritage guards you against all weapons except those crafted from the dreaded cold iron.
Prerequisites: Abyssal sorcerer heritage.
Benefit: You gain damage reduction (overcome by cold iron) equal to the number of abyssal heritage feats you posses (including abyssal heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.
ABYSSAL SORCERER WINGS [HERITAGE - ABYSSAL]You channel your inborn magical abilities to spawn a pair of bat-like wings.
Prerequisites: Abyssal sorcerer heritage.
Benefit: You can expend a spell slot as a standard action to gain the ability to fly. You fly at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability.[/spoiler]
CELESTIAL HERITAGE FEATS [spoiler]Sorcerers with celestial heritage draw their power from celestial races such as angels, archons, guardinals, and eldarians.
CELESTIAL SORCERER AURA [HERITAGE - CELESTIAL]The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.
Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breast the effect cannot be affected by it again for 24 hours. This is a supernatural ability.
CELESTIAL SORCERER HERITAGE [HERITAGE - CELESTIAL]Your ancestry manifests in the form of several special abilities. You gain access to abilities similar to those of an archon.
Prerequisites: Sorcerer level 1st.
Benefit: You gain a bonus on saves against acid and petrifaction equal to the number of celestial heritage feats you posses. You also add protection from evil to your list of 1st-level sorcerer spells known. This spell is in addition to the spells you gain normally based on your sorcerer level.
CELESTIAL SORCERER LANCE [HERITAGE - CELESTIAL]You can channel your arcane energy into a bolt of power that is baneful to evil creatures.
Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to create a 60-foot line of energy that deals damage only against creatures with an evil alignment. The bolt deals 2d6 points of damage per level of the spell slot spent to activate this ability. A Reflex save (DC 10 + the level of the spell slot expended + your Cha modifier) halves this damage. This is a supernatural ability.
CELESTIAL SORCERER LORE [HERITAGE - CELESTIAL]The power of your ancestry grants you access to a variety of new spells.
Prerequisites: Celestial sorcerer heritage, any three other celestial heritage feats.
Benefit: You add magic circle against evil, tongues, and teleport to your list of spells known. You gain these spells when you gain access to spells of the appropriate level. These spells are in addition to the spells you gain normally based on your sorcerer level.
CELESTIAL SORCERER POWER [HERITAGE - CELESTIAL]Your celestial heritage augments the power of certain types of magic.
Prerequisites: Celestial sorcerer heritage.
Benefit: Your caster level and save DCs for good spells increase by 1.
CELESTIAL SORCERER RESISTANCE [HERITAGE - CELESTIAL]Your bloodline hardens your body against the acid.
Prerequisites: Celestial Sorcerer Heritage.
Benefit: You gain a resistance to acid equal to three times the number of celestial heritage feats you currently have (including celestial heritage feats you take after gaining this feat).
CELESTIAL SORCERER SKIN [HERITAGE - CELESTIAL]Your celestial heritage guards you against all weapons except those crafted from the dreaded silver.
Prerequisites: Celestial sorcerer heritage.
Benefit: You gain damage reduction (overcome by silver) equal to the number of celestial heritage feats you posses (including celestial heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.
CELESTIAL SORCERER TURNING [HERITAGE - CELESTIAL]You can channel your arcane energy into a burst of positive energy that harms undead.
Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to create a 30-foot radius burst of positive energy centered on you that deals damage to undead creatures. The burst deals 2d6 points of damage per level of the spell slot spent to activate this ability. A Will save (DC 10 + the level of the spell slot expended + your Cha modifier) halves this damage. This is a supernatural ability.
CELESTIAL SORCERER WINGS [HERITAGE - CELESTIAL]You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power.
Prerequisites: Celestial sorcerer heritage.
Benefit: You can expend a spell slot as a standard action to gain the ability to fly. You fly at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability.[/spoiler]
ELEMENTAL HERITAGE FEATS [spoiler]Sorcerers with elemental heritage draw their power from powerful creatures native to the elemental planes.
ELEMENTAL SORCERER DEFENSE [HERITAGE - ELEMENTAL]Your skin takes on a different color from your elemental parentage.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: If you have selected earth heritage, your natural armor increases by 1. Otherwise, you gain an additional +1 dodge bonus to your armor class.
ELEMENTAL SORCERER ENERGY BURST [HERITAGE - ELEMENTAL]You can convert your arcane spells into a elemental energy.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: As a standard action, you can change arcane spell energy into an energy burst of your elemental heritage energy type. The energy burst is a 30-foot cone (fire or cold) or a 60-foot line (acid or electricity) that deals 2d6 points of damage per level of the spell that you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a supernatural ability.
ELEMENTAL SORCERER ENERGY RESISTANCE [HERITAGE - ELEMENTAL]Your bloodline hardens your body against the energy type of your progenitor.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: You gain a resistance to the energy type of your elemental heritage equal to three times the number of elemental heritage feats you currently have (including elemental heritage feats you take after gaining this feat).
ELEMENTAL SORCERER HERITAGE [HERITAGE - ELEMENTAL]You have greater connection with your distant elemental bloodline.
Prerequisites: Sorcerer level 1st.
Benefit: Choose one element from the Elemental heritage list below and gain the indicated special ability. This is your elemental heritage, which cannot be changed once the feat has been taken.
In addition, you gain a bonus on saving throws against spells and abilities with the energy type of your elemental Heritage. This bonus is equal to the number of elemental feats you have.
Element Energy Type Special
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Air Electricity Breathless (Ex): you do not breathe, so you
have immunity to drowning, suffocation, and attacks
that require inhalation (such as some types of
poison).
Earth Acid Stability: You gain a +4 bonus on ability checks
made to resist being bull rushed or tripped when
standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly
on the ground). If you already have this ability,
the bonuses stack.
Fire Fire Resistance to fire 5. This stacks with any similar
resistance you might have from your type, subtype,
race, or class, but not from other sources, such
as spells or magical items.
Water Cold Water Breathing.
Natural Swimmers: You have a swim speed equal to
your base land speed. (If you already have a swim
speed, it improves by 10 feet.) You can move through
water at your swim speed without making Swim checks.
You have a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. You can always
choose to take 10 on a Swim check, even if distracted
or endangered. You can use the run action while
swimming, provided you swim in a straight line.
ELEMENTAL SORCERER LEGACY [HERITAGE - ELEMENTAL]You have realized greater arcane power through your elemental heritage.
Prerequisites: Elemental sorcerer heritage, any three other elemental heritage feats.
Benefit: Based on your elemental heritage, add the following spells to your list of spells known.
Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated.
Element Spells Known
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Air Control Winds (5th), Feather Fall, Gaseous Form
Earth Magic Stone (1st), Stone Shape (3rd), Wall of Stone
Fire Burning Hands, Fireball, Wall of Fire (5th)
Water Cloudkill, Obscuring Mist , Water Walk (3rd)
ELEMENTAL SORCERER MOBILITY [HERITAGE - ELEMENTAL]The secret of elemental mobility is revealed to you, granting you the ability to fly, swim, burrow, or move quickly occasionally.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: After you cast an arcane spell with a casting time of 1 standard action, you gain a new mode of movement for the remainder of your turn. The movement speed is equal to 10 feet per level of the spell you just cast. Sorcerers with air heritage gain this as a fly speed with good maneuverability. Sorcerers with earth heritage gain this as a burrow speed. Sorcerers with fire heritage gain this as an increase to their land speed. Sorcerers with water heritage gain this as an increase to their swim speed.
ELEMENTAL SORCERER POWER [HERITAGE - ELEMENTAL]You have greater power manipulating the energies of your heritage.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: Your caster level increases by 1, and you add 1 to the save DC of all arcane spells with the energy descriptor of the same energy type as determined by your elemental heritage.
Special: If the Energy Substitution feat is used to modify a spell, this feat will work if the new type of energy matches the energy type of your elemental heritage.
ELEMENTAL SORCERER RESISTANCE [HERITAGE - ELEMENTAL]Your bloodline grants you resistance to things that would normally affect a living creature.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: You gain a +1 bonus to saves against poison, paralysis, sleep, and stunning for every elemental heritage feats you currently have (including elemental heritage feats you take after gaining this feat).[/spoiler]
FEY HERITAGE FEATS [spoiler]Sorcerers with fey heritage draw their power from the chaotic and unpredictable fey.
FEY SORCERER HERITAGE [HERITAGE - FEY]You are a descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.
Prerequisites: Sorcerer level 1st.
Benefit: You gain a +3 bonus on Will savings throws against enchantment effects.
FEY SORCERER LEGACY [HERITAGE - FEY]FEY SORCERER POWER [HERITAGE - FEY]Your fey heritage augments the power of certain types of magic.
Prerequisites: Fey sorcerer heritage.
Benefit: Your caster level and save DCs for enchantment spells increase by 1.
FEY SORCERER PRESENCE [HERITAGE - FEY]FEY SORCERER SKIN [HERITAGE - FEY]Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
Prerequisites: Fey sorcerer heritage.
Benefit: You gain damage reduction (overcome by cold iron) equal to the number of fey heritage feats you posses (including fey heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.
FEY SORCERER SLEEP [HERITAGE - FEY]You can channel your arcane energy into a magical enchantment that makes your opponents sleepy.
Prerequisites: Fey sorcerer heritage.
Benefit: As a full-round action, you can expend a spell slot to create a 30-foot cone that causes all inside to fall asleep as the sleep spell. The cone puts 1d6 hit dice of creatures per level of the spell slot spent to activate this ability to sleep, although this has no effect on creatures with more hit dice than your sorcerer level. A Will save (DC 10 + the level of the spell slot expended + your Cha modifier) negates the effect. This is a supernatural ability.[/spoiler]
INFERNAL HERITAGE FEATS [spoiler]Sorcerers with infernal heritage draw their power from devils and the dark forces of Baator.
INFERNAL SORCERER EYES [HERITAGE - INFERNAL]Your eyes glow with infernal fire, allowing you to see through magical darkness.
Prerequisites: Infernal Sorcerer Heritage.
Benefit: As a swift action, you can expend a spell slot to cause your eyes to emit a spectral red glow. You gain the ability to see perfectly in darkness of any kind, out to the limit of your line of sight. You ignore the concealment provided by darkness spells and effects. This benefit lasts for 10 minutes per level of the spell slot used to activate it.
INFERNAL SORCERER HELLFIRE [HERITAGE - INFERNAL]You have learned to craft hellfire, like the dread lord Mephistopheles.
Prerequisites: Infernal Sorcerer Heritage.
Benefit: By expending one of your spell slots, you create a 30-foot cone of hellfire. This special dark fire is not effected by normal fire resistance or immunity. All opponents within the cone take 2d4 points of damage per level of the spell slot expended. Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage. This is a supernatural ability.
INFERNAL SORCERER HERITAGE [HERITAGE - INFERNAL]Your innate magic derives from infernal ancestors. Your blood is thick with their power, allowing you to exhibit a variety of abilities.
Prerequisites: Sorcerer level 1st.
Benefit: You gain a bonus on saves against fire and poison equal to the number of infernal sorcerer heritage feats you possess. When you use a conjuration (summoning) spell to summon an evil outsider, you gain a +2 bonus to your caster level.
INFERNAL SORCERER POWER [HERITAGE - INFERNAL]Your infernal heritage augments the power of certain types of magic.
Prerequisites: Infernal sorcerer heritage.
Benefit: Your caster level and save DCs for evil spells increase by 1.
INFERNAL SORCERER RESISTANCE [HERITAGE - INFERNAL]You are as tough and resilient as an infernal monstrosity, allowing you to shrug off fire damage..
Prerequisites: Infernal Sorcerer Heritage.
Benefit: You gain resistance to fire equal to the total number of infernal sorcerer heritage feats you have.
INFERNAL SORCERER SKIN [HERITAGE - INFERNAL]Your infernal heritage guards you against all weapons except those crafted from the dreaded silver.
Prerequisites: Infernal sorcerer heritage.
Benefit: You gain damage reduction (overcome by silver) equal to the number of infernal heritage feats you posses (including infernal heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.
INFERNAL SORCERER WINGS [HERITAGE - INFERNAL]You channel your inborn magical abilities to spawn a pair of bat-like wings.
Prerequisites: Infernal sorcerer heritage.
Benefit: You can expend a spell slot as a standard action to gain the ability to fly. You fly at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability.[/spoiler]