Dread (5e Subclass)

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Dread[edit]

Sorcerer Subclass

A force to be reckoned with, others refer to Dreads as "Monsters in Man". Mages and warriors are baffled by your displays of both knowledge and combat strategy when in the face of certain doom.

Dread Lands[edit]

Your connection to this wellspring of glory and expertise drives you to do more than the average traveler.
Starting when you take this Origin you gain the following:

  1. The metamagic option Quickened spell
  2. 2 extra sorcery points that can only be used with the Quickened spell metamagic option

You learn the following spells as apart of your dedication to your way of life, these do not count against spells you already know.

Dread Spells
Level Spells
1st Earth Tremor, Thunderwave
3rd Enhance Ability, Enlarge/Reduce
5th Counterspell, Fly
7th Dimension Door, Confusion
9th Animate Objects, Telekinesis

Defying Resistance[edit]

At level 1 you gain resistance to force damage and thunder damage

Dreadnought Soul[edit]

Your potential for greatness in battle is not without your mental fortitude and the various feats you accomplish with them.
At level 1 you learn the Encode Thoughts cantrip

Despaired Foes[edit]

As you grow in your studies and practices and unmistakable mark takes hold on you. Wherever you go, whoever you meet, you always feel a cold presence near you. An eternal reminder of what awaits you on this path should you fail...Death.
At 6th level you can summon an invisible platform you can manipulate to your will. You can choose to turn it into the following forms as a bonus action or reaction:

  • Force Field: You mold the platform into a semi-shield shape granting two thirds cover
  • Platform: You can keep this form of raw force as a platform able to be stood on and holds a weight of 400lbs
  • Melee Weapon You can mold this form into a rough shape of a weapon, it deals all its damage as bludgeoning depending on the type of weapon you choose

Any of these choices have limitations such as you may move this at a speed of 20ft and it is immune to all damage except the Disintegrate spell or Wish, the form cannot leave 70ft of you or it dispels, and if used more than your proficiency bonus x2 then you take 1 point of exhaustion.


Rectifying Judgement[edit]

At 10th level your judgement itself is a force of nature. You gain advantage on any Charisma (Intimidation) check and Wisdom (Insight) checks. In addition to this your speed increases by 15ft as you feel a near constant propulsion whenever you need to move, however the source is never clear and others cannot see or feel it.

Death of Wills[edit]

At 14th level your form gets another transformation, you can now turn it into a dome similar to wall of force and the range increases to 100ft.
You are immune to Force damage

Crackling Like Thunder[edit]

At 18th level you not only are now immune to thunder damage but can propel yourself or others to safety. A number of times equal to your intelligence modifier per day you can push, pull, lift, or drop a target within range. When you try to move an unwilling creature they must make a dexterity saving throw or be moved up to 60ft in any direction you choose. Should the target be an object it automatically fails the saving throw and is moved the distance as long as it does not exceed 10ft in any dimension or weight more than 1,000lbs.


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