The Old Gods (5e Subclass)

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The Old Gods[edit]

Book_fear.png
They can be described, used, even seen, but understood? No.

Art by [Orange]

Warlock Subclass

Many turn to worship the spirits and land - but a natural occurence, they are mighty, after all. Many worship the gods - most often those with similar goals. But some want the power from unlimited source, one albeit constant, impossible to truly understand. Some turn to the nigh boundless, sentient concepts that exist within reality as much as reality is a part of them. Those, called simply old gods, care not for what their powers are used, or who uses it - any can draw from them if their ways are followed, any can be a servant of their agenda if one can find the resolve to do so. Many go mad from such a servitude, numerous are outcasts, shunned by the so called "believers" of gods, or "worshippers" of dieties. But Old Gods do not care for beliefs or worships, for obedience or service, for it is nothing more but a test, all that is is of their will. They just are, and they just do.

You can serve a specific Old God or draw from multiple of them. Their examples include God of Fear and Hunger, Rher the trickster god of Moon, God of the Depths and Vermins, Luminous Being the god of Fairness, or Tol-Alur the god of Insanity.

Expanded Spell List[edit]

The Old Gods let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st hideous laughter, heroism
2nd blindness/deafness, detect thoughts
3rd bestow curse, speak with dead
4th compulsion, death ward
5th bigby's hand, modify memory

Power of Rituals[edit]

At 1st level, thanks to study of obscure texts, gathering superstitions of common folk and pondering over vivid and troubling dreams, you gain deeper understanding of nature of rituals, and can use that to your advantage. You gain the following benefits:

  • You can cast a spell as a ritual if that spell has the ritual tag and you know that spell.
  • When you cast a spell as a ritual, you gain temporary hit points equal to double the level of spell.
  • When you cast a spell as a ritual, it is cast as with using one level higher spell slot.
  • When you cast a spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
  • You can choose to cast a spell of 5th or lower level that you know and cast it as a ritual. Once you use this benefit, you can't do so again until you finish a long rest.

Mark of Ownership[edit]

At 6th level, you can carve a symbol of your god onto your face, showing your dedication and further attuning yourself to the powers beyond your understanding. When you engrave this symbol you choose one ability score, and you gain advantage on saving throws for that ability score. You can choose different engraving and different ability score after you finish a long rest.

Power of Sacrifice[edit]

At 6th level, you can spill your own blood for the benefit of others. You learn the Life Transference spell, and you can cast it once without expending a spell slot. When you cast this spell, the target is healed for three times the amount of necrotic damage you take.

Bane of False Gods[edit]

At 10th level, your connection to the true power grows, granting you defense against machinations of the false gods and their like. You become resistant to radiant damage. In addition, a creature with truesight does not gain benefits from its truesight against you.

Beyond Comprehension[edit]

At 14th level, reality breaks around you, letting the traces of Old Gods flow into the time and space around you. When you deal damage to a creature on your turn, you can expend your bonus action to expose it to the unfathomable nature of the Old Gods, dealing an additional 3d12 psychic damage to it. Additionally, when you are targeted by a spell or effect by a creature, you can use your reaction to hide behind the traces of the Old Gods, making yourself unaffected by that spell or effect. After you use this reaction, you cannot use this whole feature again until you finish a long rest.

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