Born and Bred (5e Subclass)
Born and Bred[edit]
This Subclass is Intended for Modern settings however you may adapt it to any setting
You were born in this city. You want to die in this city. Your Bond to civilization and the people in cities. The beat of the city is the beat of your blood and everything you do proves this.
Born and Bred Spells
- 1st comprehend languages, remote access
- 3rd find vehicle, heat metal
- 5th lightning bolt, protection from ballistics
- 7th locate creature, synchronicity
- 9th commune with city, shutdown
- Natural Adept
Also starting at the 1st level, you gain proficiency with sidearms and proficiency with vehicles(land). Also When you choose this source, you gain the on/off cantrip (see “New Spells”) in addition to your chosen cantrips. Additionally, you know the city so well that you cannot be lost by non-magical means and you are able to provide for yourself and 8 others while in your home city.
- City Saint
Also starting at the 6th level, You may travel through the city at near-instant speeds however only you can move this fast, This feature has the range of dimension door, and you may do this a number of times equal to your charisma modifier divided by 2. Additionally, you may spend 1 sorcery point alter magical memories involving yourself and others you are intimately acquainted with, you are able to make them forget you using magic or can reveal your magic to them.
- Protection Through Destruction
Also starting at the 14th level, your mastery of destruction magic allows you to add the force of elements to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to your sorcerer level. This feature can be used only once per casting of a spell, and this works only within the county limits of your city. Also, You may choose whether or not a spell that would damage the environment damages the environment.
- Defender of The City
Also starting at the 18th level, You summon spirits of the city to restore the city around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- All damage to objects in the cube is reversed and the object is restored to a previous state of being.
- Every spell of 6th level or lower ends on
creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest or until you expend 3 sorcery points to use it again.
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