Soul of the Fantasia Finale (5e Subclass)

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Soul of the Fantasia Finale[edit]

Sorcerer Subclass

Those who inherit the Soul of the Fantasia Finale often go their whole lives without ever realizing their destiny to do so, until it awakens within them. Often times the individual is already a hero of great magnitude, or a martial prodigy, or even the humble common merchant. Whomever they may be when they inherit this gift, they become destined to so much more. Upon achieving this subclass, gain proficiency in 1 martial or simple melee weapon type of your choice, knowledge and skill bestowed upon you by those who had this soul in countless generations before you. In this same way, you gain proficiency in all light and medium armors, as well as shields.

Hero's Weapon

At 1st level, you can spend your down time during a short or long rest to perform a ritual to bond with your weapon(or 2 weapons, if dual wielding). Once Bonded, the weapon(s) cannot be removed by your hands unless you are unconscious, incapacitated, or you put it(them) away willingly. If you do not have your weapon(s) in your hand, you can use a bonus action to recall it(them) back to your hand(s), so long as it(they) remain on the same plane of existence as you. While Bonded, your weapon(s) add your Charisma Modifier to the attack and damage rolls, on top of your Strength(or Dexterity) modifiers. Additionally, your weapon(s) serve as an arcane focus for the purpose of spellcasting, and you can perform somatic components using the weapon(s).

Selfless Sacrifice

At 1st level, you've learned how to give it all for the sake of what's at stake. Before you roll for a melee attack (Including spells), you may use your Bonus Action to exchange some or all of your AC for an additional bonus to your attack and damage rolls equal to the AC lost. You regain your lost AC at the end of your next turn. If you use all of your AC, any attack automatically hits you unless it's a natural 1 (Or automatic miss for any reason), but is still rolled for and can therefore still be a critical hit. This effects all melee attacks made for 1 action.(If multi-classing fighter, will not apply to any additional attacks granted by action surge.) Once you have used this feature once, you can't do so again until you finish a Short or Long Rest. Additionally, when you learn a cantrip in this class it can be from any class list in the game, but only if it requires a melee spell attack roll to deal damage. Any cantrip learned from another class spell list this way is nonetheless a Sorcerer cantrip for you.

Training

At 6th level, your training has allowed you to fight with the ferocity of a true warrior. You can attack twice, instead of once, when you take the attack action on your turn, and can replace one of your attacks with a cantrip that requires an attack roll. In addition, all weapons you wield are counted as magical for the purposes of overcoming resistances to bludgeoning, piercing and slashing. Any Plus bonuses on weapons increase by 1 while you are bonded to them.

Infallable

At 14th level, when you have to make Death Saving Throws as a result of being unconscious at 0 hit points, you can choose to fail the save instead of rolling. If you do, you regain consciousness (But remain at 0 hit points and continue rolling Death Saves) and can cast 1 spell of 1st level or higher without spending a spellslot immediately as your action, at the spell's base level. As long as you remain at 0 hit points but conscious through this feature, you cannot cast concentration spells, including when you activate the feature. If you use this feature on the first turn after you went unconscious, you regain consciousness before falling prone. You can use this feature once per long rest, and the effect ends when you regain any HP..

Final Gambit

At 18th level, your connection and understanding of magic has deepened to a connection and understanding of the universe itself, letting you focus your blade strikes more than anyone else ever could. When you use your Selfless Sacrifice Feature and exchange all of your AC, you can choose to keep the bonus and not regain your AC until the encounter is over. If you do so, all of your melee attacks, and all attacks of any kind that hit you, count as critical hits. While this is happening, any hit against you doesn't cause you to fail more than 1 Death Saving Throw, even if they are critical hits.

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