Ardent (5e Subclass)

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The Ardent[edit]

Sorcerer subclass

An ardent's magical abilities are inborn psionics that draw from the vast well of emotions that roils within them. This shapes not only their spells, the typical bursts of sorcerous expression, but the entire world. Their emotions surge out of them like an unending fountain, inundating the hearts of those around the ardent; anyone with emotions may similarly find themselves acting on impulse before logic. Ardents make natural leaders, but where most commanders lead from the back the ardents are on the front lines, slinging forth spells and inspiring their forces to victory.

Psionic Spells

You learn additional spells when you reach certain levels in the sorcerer class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Magic of Emotion list (detailed at the end of this subclass)

Psionic Spells
Sorcerer Level Spells
1st dissonant whispers, heroism
3rd calm emotions, suggestion
5th fear, haste
7th compulsion, confusion
9th dominate person, hold monster
Psychic Focus

At 1st level when you choose this subclass, you learn the vicious mockery cantrip if you don't already know it. Additionally, you exude a mantle of emotion in a 5-foot radius while you are conscious. Choose one of the below effects:

  • Joy. You have advantage on Charisma (Persuasion) checks against creatures in the aura. In addition, creatures of your choice in the aura have advantage on saving throws against being frightened.
  • Fear. You have advantage on Charisma (Intimidation) checks against creatures in the aura. In addition, creatures of your choice that aren't immune to being frightened treat the aura as difficult terrain.
  • Fury. When a creature starts its turn within the aura, you may grant it a 5-foot increase to its walking speed during that turn. (You automatically gain this benefit.)

You can change your aura's benefit when you finish a short or long rest.

Psionic Sorcery

At 6th level, you become adept at your innate magic. When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components unless they are consumed by the spell.

Aura Focus

Also at 6th level, you have learned to shape your aura, manifesting it in targeted bursts of instinct. As a bonus action, you can focus your aura on a creature within it and impose an effect based on the aura:

  • Joy. The chosen creature gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point).
  • Fear. The chosen creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of its next turn. If it succeeds on the saving throw, it can't be affected by this feature for the next 24 hours.
  • Fury. Until the end of your next turn, the chosen creature gains advantage on melee attack rolls, but attack rolls against it are made with advantage.

The radius of your aura also increases by 5 feet (for a total of 10 feet).

Strengthen Aura

At 14th level, your psychic aura expands further. Your aura's radius increases by 10 feet (for a total of 20 feet). In addition, as a bonus action, you can switch your chosen aura effect to any other one. Once you do, you can't do so again until you finish a long rest.

Impulse Sight

Also at 14th level, the emotions of others are blazing beacons to you. You can see any thinking creature that has emotions within 30 feet of you, and such creatures cannot hide from you. Creatures that are emotionless, such as a creature affected by a calm emotions spell, a suit of animated armor, or a yuan-ti, are unaffected.

Alternate Feature: Rather than open themselves to the world's emotions, some ardents close themselves off. If you are one of these ardents, you may forgo Impulse Sight to gain the below feature.

Logical Centering

Also at 14th level, you have learned to compress your feelings down, filtering everything to cold logic. As a bonus action, you can completely quell and calm your emotions, gaining the following benefits for 1 minute:

  • Your aura immediately ends. You can't use any features that require your aura, and you cannot re-activate your aura.
  • You cannot be charmed or frightened, and you have resistance to psychic damage. If you are charmed or frightened when you activate this feature, that effect ends on you.
  • You make all Intelligence, Wisdom, and Charisma saving throws with advantage. In addition, if you make an Intelligence, Wisdom, or Charisma saving throw against an effect that would cause you to take half damage on a success, you instead take no damage on a success and half damage on a failure.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 3 sorcery points to use it again.

Avatar of Emotion

At 18th level, the raging sea of your feeling knows no bounds. Your aura's radius increases by 10 feet (for a total of 30 feet). In addition, you can use an action to psionically channel your emotions into your physical form, gaining the below benefit corresponding to your current aura:

  • Joy. At the beginning of each of your turns, you gain temporary hit points equal to your sorcerer level + your Charisma modifier. In addition, creatures of your choice within your aura have advantage on saving throws.
  • Fear. Whenever a creature starts its turn within your aura, you may force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you, and its speed is reduced to 0 feet. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. In addition, a frightened creature that starts its turn in your aura takes psychic damage equal to half your sorcerer level.
  • Fury. Whenever a creature in your aura makes a melee attack, you can fill it with blind rage (a creature immune to being charmed is immune to this effect). After it makes the attack, any creatures that can reach it can use their reaction to make a melee attack against it. In addition, creatures of your choice within your aura have advantage on melee attacks.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 5 sorcery points to use it again.

Magic of Emotion List[edit]

Cantrips

cause unease, daze, friends, lullaby, vicious mockery

1st Level

beguile person, dissonant whispers, heroism, inflate ego, intimidating presence, Mika's existential dread, sleep, strengthening, tasha's hideous laughter

2nd Level

calm emotions, concussion, crown of madness, enthrall, field of fear, hold person, shatter confidence, suggestion, tasha's mind whip

3rd Level

crushing despair, enemies abound, fear, haste, incite greed, melody of lasting, motivational speech, shard of hope

4th Level

amplify emotions, compulsion, confusion, frenzy, lethargy, mantle of command

5th Level

dominate person, hold monster, rary's telepathic bond, synaptic static

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