Bearer of the Magic Orb (5e Subclass)

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Bearer of the Magic Orb[edit]

Sorcerer Subclass

Some people are born with sorcery from the storms. Some are born with the power of an ancient evil. However, you were born with an ancient artifact known as the "Magic Orb". Your innate magic comes from this magic orb that floats around you, allowing you to cast spells in multiple ways and surprise your enemies.

Orbs Knowledge

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Orbs Knowledge table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Orbs Knowledge
Sorcerer Level Spells
1st command, guiding bolt
3rd beast sense, borrowed knowledge
5th glyph of warding, magic circle
7th arcane eye, polymorph
9th far step, geas
Magical Orb

Starting at 1st level, you gain a magical orb that floats arround you. It is the extention of your being and your magical capabilities as a sorcerer, and part of you as a whole. Whenever you cast a spell, the spell counts as being cast from the orb. You can, as a bonus action, move the orb up to half of your movement speed. The orb cannot move farther than 60 feet from you. You cannot cast spells with the range of touch using this feature. The orb also counts as your arcane focus.

Personal Space

At 6th level, you start to be able to use your orb not only for casting spells, but for other uses as well. You can, as an action, enter your orb. Inside the orb is an completly empty 20-foot rectangular space. When you reach the 10th level you are able to also put other people inside the orb, up to your mastery bonus. If the creature being pushed inside the orb aren't willing, it will make a Dexterity saving throw. Being pushed inside the orb in the result of a fail.

Control Mastery

At 14th level, your arcane orbs range extends to 90 feet and when you move the orb as a bonus action you can move the orb up to speed. Also you can use your reaction and 2 sorcery points to allow the orb to be able to be the source of spells with the range of touch for 1 round.

One with Magic

At 18th level you start to understand magic as a whole another concept, empowering you. You can move your orb up to 120 feet, and moving it doesn't cost an action anymore. You can cast spells with the range of touch from the orb. And lastly, you can as an action, unleash an explosion on a creature within 120 meters. The creature must make a Constitution saving throw. On a failed save, the creature takes 10d10 force damage. After this, you cannot use this feature again before a long rest, unless you use 6 sorcery points to do so.

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