Thousand Son (5e Subclass)

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Thousand son[edit]

Fighter Subclass

"Go sons of Magnus and wreak havoc with our arcane might and make them behold the esoteric vigor that spells their doom" -Thousand sons sorcerer to a group of recruits on their first mission

Equipment of eons

At level 3 You've learned more about your legion's combat doctrine and how to effectively wield their weapons, you can conjure items from the table below

The Knowledge of The Ancients
Thousand son Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 12 4 3 3 1
18th 4 13 4 3 3 1
19th 4 14 4 3 3 2 1;
20th 4 15 4 3 3 3 2;

When you reach 3rd Level, you augment your martial Prowess with the ability to cast Spells. See "Casting a Spell" for the general rules of Spellcasting and "Wizard Spells by Level" for the Wizard spell list.

Cantrips. You learn two Cantrips of your choice from the Wizard spell list. You learn an additional wizard⁠ cantrip of your choice at 10th level.

Spell Slots. The Thousand son Spellcasting table shows how many Spell Slots you have to cast your Wizard Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Short Rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield⁠ using either slot.

Spells⁠ Known of 1st-Level and Higher. You know three 1st-level Wizard Spells of your choice.

The Spells Known column of the Thousand son Spellcasting table shows when you learn more Wizard spells⁠ of 1st Level or higher. the spell must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level.

The Spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Wizard spells⁠ you know with another spell of your choice from the wizard⁠ spell list. The new spell must be of a level for which you have Spell Slots,

Spellcasting⁠ Ability. Intelligence is your Spellcasting ability for your Wizard spells⁠, since you learn your spells⁠ through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a Wizard spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency bonus + your Intelligence modifier

Magical Connection

At 7th level you can choose 2 1st levels you can cast they now be cast at-will

Master of deception

At 9th level you gain expertise in deception and cast can cast disguise self at-will

Forces of the legion

At level 10 you've been Promoted from aspirant to sorcerer in the ranks of the legion, You have been given the opportunity of controlling a host of Rubric marines, the amount you can control is equal to your Intelligence modifier. At level 18 this changes from your intelligence modifier to your level. To summon rubrics you have to spend 1 days of preparation, and 1,000 gp worth of materials to summon 1 rubric.

A Minion of my Own

At level 15 the rubrics are good enough to help in combative situations but you need someone of higher intelligence but not to high don't want to get stabbed in the back now, You can spend 5 days of preparation, 500 gp worth of materials to summon a tzaangor a creature your legion uses extensively for administrative duties and minor Clerical duties have them carry your things, manage your inventory or create deep political subterfuge. the skies the limit with this little buddy but be warned treat the creature well and you'll have a minion for life if you don't, well how come all your gold accounts are drained? why do the lords of waterdeep have it out for you? and why does your party blame you for thefts you never committed? you may only summon one tzaangor at a time.

Exalted lord

At level 18 You've become an exalted sorcerer one of the highest ranks in your legion and have been given access to treasured of troops and resources, With 5 days of preparation and 10'000 gp worth of materials you can summon one terminator space marine limit is 2, with 10 days of preparation and 20,000 gp you can summon one chaos dreadnought limit 1.


Weapon Options[edit]

Name Cost Weight Properties
Inferno Bolt Pistol 80 gp 2 lb Ammunition (range 30/120), light, reload (6 shots), arcane focus

Through the power of a millennia of scientific advancement and arcane progress you get inferno weapons which call upon the user's magical reservoir for ammunition though doing so the magical cost is negligible causing no adverse effect to the user. The weapon does 2d6 piercing damage and 1d10 fire damage.
This item can only be used by spellcasters or psychics.

Inferno Bolter 360 gp 15 lb Two-handed, heavy, Ammunition (range 80/240).

The main weapon of the rubric marines, Fires single shot. A single shot does 2d8 piercing damage + 2d10 fire damage.
This item can only be used by spellcasters or psychics.

Heavy Warp Flamer 2400 gp 5 lb See heavy flamer

This is what you get when you shove a flamer of tzeentch into a heavy flamer has the same stats as the a regular heavy flamer only difference is infinite ammo and the damage being also psychic/fire since it's burning you mind, body, and soul.
This item can only be used by spellcasters or psychics.

Aether Cannon 3900 gp Weight 15 lb Heavy, two-handed, range (100/300).

Yeah This malefic beauty of a weapon is a commitment as it's consumption of your magical reservoir is actually something to worry about. When equipped with this weapon you can't cast spells or create magical effects and when you unequip this weapon you gain 3 levels of exhaustion. This augmented plasma cannon does 8d8 fire/psychic damage
This item can only be used by spellcasters or psychics.

Fate Caster Greatbow 320 gp 10 lb

A Fatecaster Greatbow
This item can only be used by spellcasters or psychics.

LUMINIFEROUS RESONATOR 1800 gp 0 lb range 300ft, hidden,

Not a physical weapon as much as a shiny piece of psychic jewelry, the Luminiferous Resonator focuses the bearer’s psychic power into a beam of mental force. It uses your intelligence modifier for attack and damage rolls, deals 2d10 + Int mod Psychic damage
This item can only be used by spellcasters or psychics.

Arcane Codex 200 gp 4 lb one-handed, (range 140/280)

A Codex .

Achea Force Khopesh 250 gp 4 lb Disarming , Reach, Force Weapon

The Achea Khopesh or Achea Force Sword or Achea Blades is a type of Force Sword and one of the first force weapons of its type that was developed by Magnus the Red during the Great Crusade and Horus Heresy. Deals 1d10 slashing and 1d10 psychic damage.

Bubotic Axe 280 gp 8 lb Heavy, armor piercing (-3),

Weaponized chainsaw in axe form. Like other motorized weapons, it has been infested with so much plague that the blades have turned into oscillating teeth. Deals 1d12 slashing and 1d12 poison damage.


Other[edit]

Name Cost Weight Properties
Asphyx Rounds 100 gp 2 lb Ammunition made from a psychokinetic poison that eats away at the mind, changes the piercing damage on your weapon to psychic
Heavy Stubber Ammo-Pack 40 gp 10 lb A box of 50 .50 cal heavy machine gun ammo.
Bile Canister 30 gp 6 lb A canister of extremely virulent liquid toxins that burns so hot it can melt steel. Used for Flamers.
Bounding 1000 gp 0 lb .
Psychological Burn 140 gp 0 lb You use your malefic power to grant a weapon a boon to not just damage one's body but also one's mind, you give a weapon a permanent d10 additional psychic damage.
Blight Grenade 7 gp 0.5 lb this weapon is made from the noxious toxins and virulent diseases that permeate through the death guard and shoved into a humanoid skull sealed and shaken violently. Properties: thrown 60ft, radius 15ft, special

Special: this weapon combusts on impact any caught must make a constitution save DC (10 + your Proficiency bonus + your Constitution modifier) within the 15ft blast radius or take your proficiency bonus d6's + your con mod poison damage or half on success. At 6th level those caught within the radius must make a constitution save DC (10 + your Proficiency bonus + your Constitution modifier) or become poisoned, they can reroll the save at the start of their turn to end the poisoned condition.

Mark of Tzeentch 1400 gp 0 lb This flame circled mark is seen as a boon of the legion. As any who possess it gain strange powers, in this case you can use your int modifier instead of str or dex mod when it comes to weapon attack and damage rolls. at the end of a rest Roll 2d20 and note the results: X and Y, as a reaction when a creature makes a roll Choose X or Y. That number immediately becomes the result of the roll.


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