Daedric Soul (5e Subclass)

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Daedric Soul[edit]

For one reason or another, a Daedra has paid attention to your birth and invested an insignificant portion of their Divine essence in you, allowing you to become a sorcerer. Whether a gift, a curse, or simply a cosmic joke, your soul carries a sliver of Daedric power that constantly threatens to reshape your destiny — and your mind.

Divine Magic[edit]

You learn additional spells from the cleric spell list when you reach certain levels in this class, as shown on the Daedric Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Daedric Spells
Sorcerer Level Spells
1st Command, Hex
3rd Hold Person, Suggestion
5th Bestow Curse, Counterspell
7th Phantasmal Killer, Divination
9th Dream, Greater Restoration

Daedric Resilience[edit]

At 1st level, the taint of Daedric essence flows through your body, hardening your will and mutating your form.

Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you gain resistance to a damage type determined by your Daedric Sphere (see below), and you have advantage on Constitution saving throws made to maintain concentration on spells.

Bonus Proficiencies[edit]

At 1st level, you gain proficiency in medium armor, shields, and one martial weapon of your choice, reflecting the dark gifts of your Daedric patron.

Daedric Sphere[edit]

At 6th level, you choose one of the following Daedric Spheres, each tied to the influence of a particular Daedric Prince. Your choice grants you additional features and determines your resistance from Daedric Resilience.

Daedric Spheres
Sphere Resistance Channel Divinity
Corruption (Mephala, Namira) Necrotic Touch of Death (Grave Domain)
Madness (Sheogorath) Psychic Invoke Duplicity (Trickery Domain)
Dominion (Molag Bal, Mehrunes Dagon) Fire Conquering Presence (Conquest Paladin)
Secrets (Hermaeus Mora) Psychic Knowledge of the Ages (Knowledge Domain)
Mercy (Meridia, Azura) Radiant Preserve Life (Life Domain)

You can use the Channel Divinity option granted by your chosen Sphere once per long rest without expending sorcery points, or by expending 3 sorcery points to use it again.

Enhanced Potency[edit]

At 14th level, your Daedric power seeps into every spell you cast. When you apply Metamagic to a spell, you can add your Charisma modifier to one instance of healing or damage dealt by the spell to a single target.

Additionally, when you use the Twin Spell Metamagic on a concentration spell, you gain advantage on concentration saving throws for that spell's duration.

Daedric Surge[edit]

At 18th level, the fractured nature of your soul allows your Daedric patron to assert control — for better or worse.

When you cast a spell of 1st level or higher, roll a d20. On a roll of 1, your patron manifests through you, forcing you to roll on the Daedric Surge table.

Daedric Surge Table
d10 Effect
1 Your spell's range is doubled, but you lose the ability to speak Common for 1 hour.
2 You heal the target of your spell for half the damage you dealt (if any).
3 Shadows cling to you. You gain temporary hit points equal to your Charisma modifier, but you are frightened of the nearest creature until the end of your next turn.
4 A random creature within 30 feet is teleported 10 feet in a random direction.
5 Your next spell costs 2 fewer sorcery points to apply Metamagic.
6 Your eyes glow with daedric light, granting darkvision out to 120 feet for 1 hour.
7 Your voice echoes with divine authority. You can cast *Command* without expending a spell slot once in the next minute.
8 Your skin hardens. You gain resistance to all damage for 1 minute, but you can't willingly move closer to any creature.
9 You glimpse forbidden knowledge. You immediately know if there is a hidden trap or secret door within 30 feet of you.
10 Your patron is amused. No effect.

Daedric Transformation[edit]

At 18th level, you can surrender your body to your Daedric patron. Once per long rest, you can spend 13 sorcery points as an action to assume the form of a celestial or fiendish avatar. Choose one of the following forms:

  • Fiendish Tyrant (Balor)
  • Avenging Angel (Deva)
  • Whispering Horror (Nightmare Beast)

While transformed, you use the creature's stat block, but you retain your Intelligence, Wisdom, and Charisma scores and spellcasting abilities. When the transformation ends, you gain one level of exhaustion.

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