Bound Bloodline (5e Subclass)

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Bound Bloodline[edit]

This “bloodline” is the result of aberrant magic on the system of a mortal, morphing their biology into something strange. Now able to cast spells, the victim of this power likely has no idea they're a victim at all.

Unmovement

At 1st level, you gain resistance to thunder damage. You’ll find your voice is quieter, as are your steps; you gain +5 to Dexterity (Stealth) checks.

Bound Spells

When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Spell Level Spells
1st dissonant whispers, command
2nd calm emotions, silence
3rd hunger of Hadar, speak with dead
4th black tentacles, resilient sphere
5th planar binding, modify memory
Swallow the World

At 6th level, your magic spreads more rapidly and covers more ground. Whenever you cast a spell that has an area of effect greater than 5 feet square, you can spend one sorcery point to increase or decrease that area’s radius by either 5, 10, or 15 feet (your choice).

Static Box

Also at 6th level, you begin to sense everything around you in a sort of haze, and gain blindsense for 30 feet.

Reflect Prison

Starting at 14th level, you can use an action to force the pressure of the Whispered God into an area around you. For 1 minute, each creature within 15 feet of you must make a Strength saving throw against your spell save DC in order to take the move action, and each creature in that area has disadvantage on Dexterity saving throws as ethereal black chains fly from the ground and claw at them, attempting to drag them to the earth. If a creature fails three Strength saving throws in a row against this effect, it becomes prone and is incapacitated by the chains.

You can end this aura early using a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Deaf, Dumb, & Blind

Starting at 18th level, whenever you use a spell or magical effect to cause a creature to become Deafened, Blinded, or unable to speak, that creature also gains the other two conditions on that list. In addition, any creature that becomes Deafened, Blinded, or unable to speak due to a spell you cast must succeed on a Wisdom saving throw against your spell save DC or become Paralyzed for 1 minute. It may use its action on each of its turns to remake its saving throw, ending this effect on itself on a success.

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