Demonic Divinity Origin (5e Subclass)

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Demonic Divinity Origin

This subclass is an origin for the sorcerer class.

Your innate magic comes from a dual heritage of demons and the divine. You might have been the result of a taboo relationship that should never have been, an arranged tumultuous treaty gone wrong between demonic tribes and divine courts or even a mad science experiment to bring about a super powered being. Perhaps you were just a normal person blessed by two creatures of opposite affinity. However you came to acquire this power, you are a rare spectacle, possessing both radiant and necrotic powers.

Demon Skin

Starting at 1st level, your demonic energies culminate to form a magic surge that hardens your body, making it tougher. When not wearing armor, you AC is 13 + your Charisma modifier. In addition, you gain resistance to radiant and necrotic damage.


Divine Battle Talent

Starting at 1st level, thanks to your divine affinity for magic, you gain a super natural insight to the flow of battle. You are able to charge your powers by preparing before acting. On your turn, you can spend 1 sorcery point to deal 1d6 additional damage when casting a spell. This damage increases to 2d6 at level 5, 2d8 at level 9, 2d10 at level 13, and 2d12 at level 17. You are able to choose whether this damage is radiant or necrotic. In addition, you learn sacred flame and toll the dead[1] cantrips.


Necro-radiant Countenance

At 6th level, your dual magical affinity prompts a minor physical transformation of your body. Your appearance takes on a slight otherworldly quality of your choice. Regardless of how you change, you gain proficiency in one ability check that uses Charisma; if you are already proficient in that skill, your proficiency bonus doubles. In addition, you can add half your proficiency bonus to any ability checks using Charisma that you don't already have proficiency in.

Otherworldly Aura

Starting at 14th level, you can now even further utilize and manifest the magic running through your body. You can fully embrace either your Divine or Demonic energies for a time and exude energy based on the type as an outward aura. As a bonus action on your turn, you can choose either a radiant or a necrotic aura to exude. This aura is maintained for 1 minute, or until dismissed as a bonus action. The aura dissipates if you are incapacitated or killed. The aura glows slightly around your upper torso in a halo.You may only use this ability two times before taking a short or long rest.

  • Radiant Aura: You gain a flight speed equal to 15 feet, and all hostile creatures within 20 feet of you must make a Dexterity saving throw or take radiant damage equal to half your sorcerer level at the start of your turn on a failed save and half as much on a successful one.
  • Necrotic Aura: Your steps hasten, and your base movement speed is increased by 25 feet. All creatures, hostile or friendly, within 10 feet of you must make a Dexterity saving throw or take necrotic damage equal to your sorcerer level at the start of your turn on a failed save and half as much on a successful one.


Reciprocal Aid

Starting at 18th level, your magic has grown to the point where you can both take life energy and bestow it. As an action, you may spend 6 sorcery points to attempt to steal life energy from a creature that you can see within 60 feet of you and give it to either yourself, or a different creature you can see within 60 feet of you. The target creature must make a Constitution saving throw or lose 10d8 hit points and half as much on a successful save. The recipient gains hit points equal to the same amount that the target lost.

References
  1. D&D 5e XGtE pp. 169

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