Modron Bloodline (5e Subclass)
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Your innate magic comes from the lawful plane of Mechanus. Given that modrons are constructs, bloodlines almost invariably awaken when pacts are created between high-ranking modrons and denizens of the Prime Material Plane.
There is a surge in the population of sorcerers with such a bloodline every 289 years, when the great gears of Mechanus complete 17 cycles and the Great Modron March commences.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Modron Bloodline Bonus Spells
|1st||command, detect evil and good|
|3rd||hold person, zone of truth|
|5th||clairvoyance, protection from energy*|
|7th||banishment,** dimension door|
|9th||hold monster, wall of force|
* Unless you gain this spell from another source, the target can only gain resistance from acid, cold, or fire damage with it.
** Unless you gain this spell from another source, you can only send the target to either the plane of Acheron or Arcadia.
Beginning at 1st level, you have a modron's unusually keen eye. You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Additionally, you can speak, read, and write Modron. Whenever you make a Charisma check when interacting with modrons, your proficiency bonus is doubled if it applies to the check.
At 1st level, you inherit a modron's unwavering drive towards completing a task at hand. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool but lose all other skill and tool proficiencies. If you are already proficient in the chosen skill or tool, you add double your proficiency bonus to checks you make with it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level, your you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Starting at 14th level, you can use your bonus action to gain truesight out to a range of 120 feet for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest.
Starting at 18th level, you gain the following benefits:
- You no longer need to eat, drink, or sleep.
- You are immune to disease and poison.
- You have advantage on saving throws against being paralyzed.
- You can spend 3 sorcery points to treat a d20 roll of 9 or lower for anything other than a death saving throw as a 10.