Third Hour - Arborea (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Third Hour - Arborea[edit]

Sorcerous Origin

Long ago, a powerful archdevil called Kankerok devised a way to break down the barriers between planes. Argentahl, god of balance and order, gifted sixteen newborn children on the material plane immense power. Forty years later, Kankerok began his ritual. Unbeknownst to him, the sixteen had been preparing, being recognised as protectors of the worlds by their immense power. They had assembled a massive army of billions, the full forces of the material plane. The army traversed the sixteen Outer Planes, guarding the portals that opened and thwarting those who would attempt to pass through. During this time, the sorcerers conducted an almighty ritual sealing the barrier. After sixteen hours, the ritual and the journey of the army were complete, but during the seventeenth Kankerok enacted a devious plan- he captured the billions of fallen souls that could not move on to outer planes due to the ritual's completion, for it had negated all travel between the planes for an hour after it was complete, and transmuted them into an army of ghasts that marched upon the material plane. For this battle, however, the sixteen could lead the army, and they conquered the ghasts, freeing them in time for their souls to escape to the outer planes. Over the course of these seventeen hours, the fate of the world was changed, causing gargantuan magical ripples across time that cause some to be touched by planar magic.

The Way of Arborea[edit]

At 1st level, choose two of the following benefits:

Sadness[edit]

You gain a +1 bonus to your spell save DC.

Joy[edit]

You gain a +1 bonus to saving throws.

Zeal[edit]

You gain a +1 bonus to attack rolls.

Fear[edit]

You gain a +1 bonus to your AC.

Rage[edit]

You gain a +1 bonus to damage rolls.

Zealous Strikes[edit]

Starting at 6th level, when attacking a creature of evil alignment, you may use your Charisma modifier for attack and damage rolls.

Arborean Talents[edit]

Starting at 14th level, you become proficient with martial weapons and medium armour. Also, when you are calculating your AC, you may substitute your Dexterity modifier for your Charisma modifier. Also, you may add your Charisma modifier to the damage of cantrips.

Readying Yourself[edit]

Starting at 18th level, you regain 2 sorcery points whenever you roll for initiative and have no sorcery points remaining.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: