Hydric Bloodline (5e Subclass)

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Hydric Bloodline[edit]

Your innate magic comes from draconic magic, not unlike those with the draconic bloodline, but rather than using the blood or essence of a dragon either you or your ancestors were given the powers of the hydra. Maybe an ancestor of yours entered a pact with an evil dragon but was tricked by the exact wording of the contract, and rather than give them draconic powers the dragon gave your ancestor hydra powers. Or maybe you underwent a unique and powerful ritual to try to become a dragon, not knowing the scales you had collected were not from a dragon. However you came to possess this rare form of natural magic, it is now yours to command.

Hydric Spells[edit]

At 1st level, choose one of the following damage types: acid, cold, fire, lightning, or poison. The chosen damage type is your elemental affinity, a natural part of the world that you can more easily create and control with your spells.

Choose one evocation spell of a level for which you have spell slots from either the sorcerer's or wizard's spell list that deals damage of the same type as your elemental affinity. You learn that spell, it doesn't count against the number of spells you can know, and if it was from the wizard's spell list it counts as a sorcerer spell for you. If the chosen spell lets you choose which type of damage it deals when you cast it, you must choose the same type of damage as one of your elemental affinities. If the spell would normally deal damage of a random type, it instead deals damage of a random type matching one of your elemental affinities. You learn another additional spell in this manner at 6th level, and again at 14th level and 18th level.

Elemental Heads[edit]

Also at 1st level, you are capable of manifesting certain aspects of the hydra, changed by the elemental power of dragons. As a bonus action on your turn, you can magically summon a spectral hydra head, originating from your neck. You choose on which side of your head the hydra head sits. When you summon the head, choose one of your elemental affinities. The head takes on an appearance appropriate to the affinity selected, such as glowing red or wreathed in flames for fire, or glowing yellow-green with smoke pouring from its mouth for poison. The head has an AC of 13 + your Dexterity modifier and hit points equal to twice your sorcerer level, immunity to its elemental affinity damage type, and it automatically succeeds on all saving throws. It disappears after one minute, if it drops to 0 hit points, or if you dismiss it as a bonus action. The maximum number of heads you can have summoned at once is equal to your sorcerer level divided by 3, rounded up, and you can dismiss multiple heads with the same bonus action.

Immediately after summoning the head, and on subsequent turns as a bonus action, you can make one melee weapon attack with the head, using your Charisma for the attack and damage rolls. You are proficient with this attack. It has a reach of 5 feet, and a target takes 1d4 damage of the head's elemental affinity if the attack hits. If you have more than one head, each one can make a separate attack with the same bonus action. The damage increases to 1d6 and the reach increases to 10 feet at 6th level, to 1d8 and 15 feet at 14th level, and to 1d10 and 20 feet at 18th level.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1), regaining all expended uses when you finish a long rest. If you have no uses of this feature remaining and you have sorcery points, you can spend 1 sorcery point to use this feature.

Hydric Regeneration[edit]

At 6th level, the hydra blood enhances your regenerative capacities. Whenever one of your hydra heads disappears, you regain hit points equal to your Constitution modifier (minimum of 1). This increases to twice your Constitution modifier (minimum of 2) at 14th level.

In addition, you choose a second elemental affinity, allowing you to learn a wider variety of spells using your Hydric Spells feature.

Hydra's Song[edit]

Starting at 14th level, the hydra heads you summon become capable of casting spells as well using their own power. While you have a head summoned, you can use your bonus action to have the head cast a 1st-level evocation sorcerer spell you know with a casting time of 1 action without using any material components, with the head fulfilling any verbal and somatic components of the spell instead of you. The spell must deal damage of the same type as the head's elemental affinity, and it cannot require concentration. The head then shrivels and disappears.

If you have more than one head of the same affinity summoned, you can have additional heads contribute towards the casting of the spell. Each additional head sacrificed in this manner either increases the level the spell is cast at by 1 (as if casting a 1st-level spell from a spell slot of a higher level) or increases the level of spell the chosen spell can be by 1 (casting a 2nd-level or higher evocation spell instead of a 1st-level spell.) The spell originates from only one of the heads, and each head used in this way shrivels and disappears after the spell is cast.

In addition, you choose a third elemental affinity, allowing you to learn a wider variety of spells using your Hydric Spells feature.

Hydra Affinity[edit]

At 18th level, the draconic magics of your hydric infusion fully manifest. You choose a fourth elemental affinity, and then one damage type from the following: force, psychic, necrotic, radiant, or thunder. That becomes your fifth elemental affinity, and you learn one spell from any spell list that deals that type of damage. This spell doesn't count against the number of spells you know, and follows the same damage restrictions as the spells you learned with your other elemental affinities. In addition, any time you would regain one or more hit points, you regain an additional 2 hit points.

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