Inheritor (DndNext Sorcerer Variant) (5e Class)
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Inheritor[edit]
Magic is part of a sorcerer’s being. In some sorcerers, it is an untamed, wild power that surges and roils, constantly on the verge of breaking free. In others, it is a smooth, sweet charge that tingles in the blood, bubbling forth in breath and the spoken word. Some sorcerers think it seems to have a mind of its own, while for others it is more like a raging storm—neither willful nor malicious, but destructive, nonetheless. The origin of this magical power is just as varied. Some trace it to an ancient draconic bloodline, while some pin it to the mischievous influence of the fey. Sometimes it’s the result of exposure to a powerful spell or planar phenomenon, and sometimes the result of a malign intrusion into the sorcerer’s mind. Whatever its nature and origin, a sorcerer’s magic requires a powerful will to harness and shape it, and to keep it in check. The more a sorcerer allows this power to emerge, the less controlled it becomes. As a sorcerer’s willpower begins to ebb and his or her magic surges, the sorcerer begins to transform. The sorcerer seems to diminish as the magic takes over, its characteristics overshadowing the sorcerer’s own body and personality
Original Sorcerers[edit]
Long ago, in ancient times, the weave was closely connected with the people. Some of these people become so tightly interwoven with the weave, that they become spellcasters. These natural spell casters were called sorcerers. As they master their magic, their body slowly become a magical a creature. Each of these sorcerers draw their magic or inspired by a certain way of magic. This transformation into a magic creature cause many people to fear these ancient sorcerers. Eventually, the practice of sorcery was banned.
As history continues its path, people forget about the transforming sorcerers. Over time they learn more about the world and magic. Eventually, the some people naturally drawn to the weave. These people once more can naturally become spell casters. Like the people before them, they were called sorcerers. Unlike the ancient sorcerers, they master magic without transforming themselves. They are often compared to the studious wizards. These sorcerers become the sorcerers that we know in and love in the official dnd.
What happened to the ancient sorcerers? Eventually, scholars and historians discover the old writing from the days of the ancient sorcerers. They brought back the old teaching to the modern day. To keep people from confusing the two different types of sorcerers, the ancient sorcerers are called Inheritors. Today, some people teach existing, young sorcerers on how to become an Inheritor. And as such, the old ways become renewed.
Heritage Origin[edit]
Some event in your own past history or that of a parent or ancestor left its indelible mark on you, leaving magic as an inherent part of your being. This font of arcane magic, whatever its origin, fuels your spells and also grants you supernatural abilities called sorcerous powers that are directly tied to your origin. Just a so, you can focus your will to cast spells, you can harness those same reserves of willpower to manifest these sorcerous powers. However, as your willpower begins to fail, your magic begins to overshadow you. As you diminish, your magic takes over, transforming your body (and sometimes your personality) into something more akin to the source of your power. As the magic within you grow in power, so does the strength of these transformations, until you look less like yourself and more like a physical manifestation of your sorcerous origin.
Creating an Inheritor[edit]
- Quick Build
You can make an Inheritor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Artisan background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Inheritor you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Inheritor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Inheritor level after 1st
- Proficiencies
Armor: Light and Medium armor and shield
Weapons: simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a Dungeon's pack or (b) an explorer's pack
- (a) A shield and a arcane focus or (b) {{{item5b}}}
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Willpower | Max Spell Level |
---|---|---|---|---|---|---|
1st | +2 | Sorcery, Heritage Origin | 3 | 2 | 2 | 1 |
2nd | +2 | Sidestep | 3 | 3 | 5 | 1 |
3rd | +2 | Metamagic | 3 | 4 | 7 | 1 |
4th | +2 | Ability Score Improvement | 4 | 5 | 8 | 1 |
5th | +3 | Whim of the Weave | 4 | 6 | 11 | 2 |
6th | +3 | Heritage Origin Feature | 4 | 7 | 12 | 2 |
7th | +3 | Metamagic | 4 | 8 | 14 | 2 |
8th | +3 | Ability Score Improvement | 4 | 9 | 15 | 2 |
9th | +4 | - | 4 | 10 | 18 | 3 |
10th | +4 | Heritage Origin Feature | 5 | 11 | 19 | 3 |
11th | +4 | Weave Empowerment | 5 | 12 | 21 | 3 |
12th | +4 | Ability Score Improvement | 5 | 12 | 22 | 3 |
13th | +5 | - | 5 | 13 | 25 | 4 |
14th | +5 | Heritage Origin Feature | 5 | 13 | 26 | 4 |
15th | +5 | Metamagic | 5 | 14 | 28 | 4 |
16th | +5 | Ability Score Improvement | 5 | 14 | 29 | 4 |
17th | +6 | - | 5 | 15 | 32 | 5 |
18th | +6 | Heritage Origin Feature | 5 | 15 | 33 | 5 |
19th | +6 | Ability Score Improvement | 5 | 15 | 35 | 5 |
20th | +6 | Weave Control | 5 | 15 | 36 | 5 |
Sorcery[edit]
Your spells are not learned from books or granted by pacts or prayers. They come from within you, from magic that flows within you just as your blood and breath do. The magic within you surges and seethes, and unleashing it into the world is tremendous act of will.
Sorcery has the similar magical effect that functions as a spell in all respects, except that casting a sorcery spell does not require you to speak or have a hand free (somatic or verbal component), and the power is not subject to spell disruption (counter spell and other similar effects).
- Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
- Will Power
The Inheritor table shows how many will power you have to fuel your features and cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of will power equal to the spell level. You cannot cast spells higher than the maximum spell level as seen in the Max Spell Level column in the Inheritor table. You regain all expended willpower when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 10 will power with the max spell level of 2, you can cast burning hands at 1st level by spending 1 will point or 2nd level by spending 2 will points.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Inheritor table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal to the max spell level. For instance, when you reach 6th level in this class, you can learn one new spelling of the 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be equal to or lower than your max spell level.
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Heritage Origin[edit]
At 1st level, you can choose a Heritage origin, which describes the source of your innate magical power.
Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.
Sidestep[edit]
At 2nd level, you are used to taking a step back to avoid danger. As a bonus action, you can move up to 5 ft. This movement does not trigger any attack of opportunity. While sidestep ignore any speed reduction, like difficult terrain, you must have at least 5ft of movement speed to use this feature.
Metamagic[edit]
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 7th and 15th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 will power and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 willpower to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 will power to make the range of the spell 30 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 will power to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 will power to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 will powers to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 will powers to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 will power to cast it without any somatic or verbal components. When you cast a sorcery spell, you can cast it without any somatic and verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of will powers equal to the spell's level to target a second creature in range with the same spell (1 will power if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.
Ability Score Improvement[edit]
When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Whims of the Weave[edit]
At 5th level, you are at the whims of the weave. When you are filled with magic, your spells freely flow out. When you are running out of magic, your magic boaster your physical prowess.
When you have more than half of your willpower left, you gain a boast to your spells. Whenever you cast a spell, you add your Charisma modifier (minimum of +1) to one roll of the spell.
When you are at half or less than your will power left, you gain extra attack. Whenever you take the attack action, you can attack two times, instead of one time.
Weave Empowerment[edit]
At the 11th level, you channel part of the weave into your attacks. When you have more than half of your willpower left, you gain empowerment to your spells. Whenever you cast a spell, you add 1d6 to one roll of the spell.
When you are at half or less than your will power left, you gain an empowerment to your physical attacks. Your natural, unarmed, and weapon deals an extra 1d6 damage. This extra damage is magical for the purpose of overcoming non-magical resistances.
Weave Control[edit]
At the 20th level, you have full control on how the weave influences your body and magic. You gain all features from Whims of the Weave and Weave Empowerment regardless of your current amount of willpower.
Additionally, as a bonus action, you can activate or disactivate any features from sorcerous origins that is based on how much of willpower that you have spent regardless of how much you actually used.
Heritage Origins[edit]
Unlike the modern-day sorcerers, Inheritor is more closely connected with their source of power. As Inheritor's willpower is depleted, them heritage transforms them. It might manifest the personality traits of their heritage, as well as physical traits. This "takeover" from heritage is the natural process of the body regaining lost willpower in the most efficient way possible. The closer a person is to their heritage, the more willpower they can regain after a long rest.
- Transformations
Almost at every level that an Inheritor gains a feature from their heritage, they gain a transformation of some kind. These transformations often have the wording of "When you spend a total of X willpower, this transformation happens." Unless told otherwise, this transformation automatically activates when the total willpower is spent without requiring the Inheritor to use an action or even to be conscious. Unless told otherwise or a transformation requires willpower or action, transformation cannot be delayed or stopped. Transformations are a type of curse, similar to lycanthropy. As such, transformation can be only removed when willpower is restored, like during a long rest, or through treatment similar to treatment of lycanthropy.
Aberrant Mind[edit]
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of you might?
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Mad Man: Your personality becomes more paranoid and unhinged as you lose willpower |
2 | Your eyes change color depending on your emotions |
3 | Multiple Personality: Your other personality become stronger and more active as you lose willpower |
4 | Everyone sees you with a different hair color depending on their personality |
5 | God Complex: Your personality becomes bolder and more charismatic as you lose willpower |
6 | You have a tenacle growing on your back. The tenacle has a mind of its own. |
- Spells
You learn additional spells when you reach certain levels in this class, as shown on the Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Message, Arms of Hadar |
5th | Alter Self |
9th | Hunger of Hadar |
13th | Polymorph |
17th | Reincarnate |
- Telepathic Message
At 1st level, your mind expands and your mental tenacles reach into other people’s minds. You can cast Message as a bonus action. The range of your Message is increased to equal to your Charisma modifier (minimum of 1) times 30 ft.
When you spend a total of 2 willpower and you cast Arms of Hadar, one of the tenacles from the spell continues to exist pass the duration of the spell. As an action, you can make a creature within 10 ft make a strength saving throw vs your spell dc. On a failure save, they take 1d6 necrotic damage and become grappled. You can grapple one creature per tenacle.
Each time you cast Arms of Hadar, and you have spent at least 2 total willpowers, you gain an additional tenacle. You can have a maximum of tenacles equal to your charisma modifier (minimum 1).
- Moldiable Body
At 6th level, your body is like clay: it is very easy to change it to what you liked. When you cast Alter Self, you can spend an extra 2 willpower to gain the benefits of two different options at the same time.
When you spend a total of 11 willpower, your head becomes warped. You can change the appearance of your head as if you cast disguise self when you transform. This is not an illusion, but it provides no mechanical benefits. While transformed this way, you gain resistance to psychic damage, and you have an advantage on saving throws against being charmed or frightened.
- Never Ending Hunger
At 9th level, your body requires more food to create more powerful transformation. When you cast Hunger of Hadar and you spend a total of 18 willpower, your eyes become black or other unnatural appearance. You are unaffected by Hunger of Hadar cast by you. Additionally, you can see through magical darkness.
- Ever Changing Flesh
At 13th level, your body yearns to become anything else than yourself. When you are Polymorphed by yourself, you can still cast cantrips.
When you use a total of 25 willpower, your muscles become stronger, and your eyes catch the quickest movement. Your strength or dexterity is increased by 2 (max of 20) but your charisma is decreased by 2 (min of 13).
- Secound Form
At the 17th level, your body is ready to take its new form. You can cast Reincarnation on yourself without any material components. You can cast this spell even if you are alive (effectively changing your race).
When you spend a total of 32 willpower, parts of body change into a different race. While this transformation is active, you can cast Reincarnation as a reaction to prevent yourself or someone you are touching from death. You can use this even if you are dying. When you cast reincarnation this way, that creature comes back to life with 1 hp.
Clockwork Soul[edit]
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Logical: Your personality becomes more detached and logical as you lose willpower |
2 | The hands of a clock spin in your eyes. |
3 | Gear in the Machine: Your personality becomes calmer and more subdued as you lose willpower |
4 | Your skin glows with a brassy sheen. |
5 | Knowledgeable: Your personality becomes more pride and smart as you lose willpower |
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
- Spells
You learn additional spells when you reach certain levels in this class, as shown on the Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Mending, Silvery Barbs |
5th | Aid, Air Bubble |
9th | Tiny Servant |
13th | Secret Chest |
17th | Antilife Shell |
- Order Must be Kept
At 1st level, your ocd and sense of justice kicks in when someone is different or has an unfair advantage. You can cast mending as a bonus action.
When you use a total of 2 willpower, your joints are covered and transform into metal or plastic. When you cast silvery barbs, you gain advantage to your next strength or dexterity-based ability check until the end of your next turn.
- Artifical Lungs
At 6th level, you discard the need for air to prevent dependency on weak organic flesh. When Aid is based on you or when you cast Aid, your, and anyone effected by your Aid spell, skin appear more metallic during the effects of the spell. When you cast Aid, you may spend an additional 2 willpower per person to grant them the effects of Air Bubble spell.
When you use a total of 11 willpower, your nose and lungs become artificial. You no longer require to breath. Additionally, when Air Bubble is cast on you, you gain the benefits of Aid for the duration of the spell.
- Clockwork Minions
At 9th level, you create more of your kind. When your Tiny Servants from the Tiny Servant spell grants a help action to a creature with disadvantage to any of their rolls, they gain the benefits of the dodge action.
When you spend a total of 18 willpower, an antenna grows from your head. You can give different commands to each of your Tiny Servants. Additionally, your tiny servants can wield a normal weapon and attack with it. They use your proficiency bonus and skill to these weapons.
- Personal Storage
At the 13th level, you can feel your body become more organized as you become closer to becoming a construct. As a bonus action, you can transform your skin into metal. For the next 1 hour, you are immune to poison damage. You are still affected by the poison condition.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 4 willpowers to use it again.
When you spend a total of 25 willpower, your torse transform into a construct. You no longer require drinking or eating. Somewhere on your torso, you can open a door to access a hidden compartment. This compartment is connected to your own personal ethereal plane that is created and maintained by the Secret Chest spell. Only you can open this hidden compartment. Only you can creatures with true sight can see the hidden compartment.
- Remove Organic Life
At 17th level, you have desire to convert all organic life into constructs. When you cast Antilife Shell, choose any number of willing creatures in the range of this spell. Each creature chooses to cost 2 willpowers. They transformed into constructs for the duration of this spell.
When you spend a total of 32 willpower, you transform into a construct. You no longer can have disadvantage to any kind of rolls.
Divine Soul[edit]
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Faithful: Your personality becomes more talkative and in awe of a certain god as you lose willpower |
2 | Your skin glows faintly. |
3 | Karma: Your personality becomes sterner and seek justice as you lose willpower |
4 | Soft, holy music plays from you. |
5 | Soothing: Your personality becomes more gentile and softer spoken as you lose willpower |
6 | Your eye or hair is vibrant and appear to glow. |
- Spells
You learn additional spells when you reach certain levels in this class, as shown on the Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Light, Cure Wounds |
5th | Warding Bound |
9th | Fly |
13th | Aura of Purity |
17th | Dawn |
- Blessing from the Gods
At 1st level, your divine blood makes it easier to cast healing magic. When you cast a spell that restore hit points, that creature gains a Blessing from the Gods. While blessed in this way, that creature can add 2d4 to a failed saving throw. This blessing ends after 1 minute or the blessing is used.
You can use this feature once per short or long rest.
- Divine Magic
At 1st level, you can feel divine magic flowing through your blood. When your Sorcery feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You cannot cast spells from the cleric spell list until you spend at least a total of 2 willpower.
When you spend a total of 2 willpower, the mark of divinity appears on you. This mark can a halo, shinning radiantly, symbol of your god, or some other mark. Your mark is always under the effects of the light cantrip. As long as your divine mark is active, you can cast cleric spells that you learned from this class.
- Bounded by God
At 6th level, you feel close attachment to the people you love. When you cast Warding Bond, the material component is any two rings regardless of cost and material.
When you use a total of 11 willpower, holy runes appear on your skin. You can cast healing spells from the location of the person under the effect of Warding Bond. Additionally, you could have two Warding Bonds active at the same time if you use metamagic twinning spell.
- Divine Flight
At 9th level, you desire to fly up to the gods. When you are under the effects of the fly spell, you manifest a pair of spectral wings from your back.
When you spend a total of 18 willpower, you manifest a pair of spectral wings from your back. Unlike your magical given wings, these wings grant a flying speed equal to your walking speed.
- Presence of the Gods
At 13th level, you can almost feel the gods next you. Any creature inside your Aura of Purity takes 4d10 fire damage (pants on fire), whenever they tell a lie.
When you spend a total of 25 willpower, the air around you feel warm and peaceful. All creatures within 60 ft of you are aware of your good or bad alignment (if any). You can cast Sanctuary on yourself at will as long as Aura of Purity is active.
- Second Coming
At 17th level, you can make the presence of god known to everyone. You can cast Dawn on yourself. When you do so, it does not require concentration and you are unaffected by this spell. Additionally, this spell is always centered on you and cannot move away from you. Any creature that lies in Dawn will take 8d10 fire damage (engulf in flames).
When you spend a total of 32 willpower, you become a celestial creature. When you die, you come back to life full of hit points. All creatures within 1 mile of you are aware that a powerful celestial creature is reborn (which may cause some creatures to flee in fear).
Once you use this feature, you can’t use it again for another full week.
Draconic[edit]
Somewhere in your ancestry, the blood of a dragon entered your lineage. Its effects do not manifest in every generation, and they do not always appear as full-fledged inheritors powers. But in you, blood runs true. The legacy of the wyrm twines through your dreams and flesh.
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Dragon's Pride: Your personality becomes more acquisitive and prouder as you lose willpower |
2 | You create minor and harmless elemental effects depending on your dragon type. Ex: Blue Dragon: your blue eyes spark with electricity when you are mad. |
3 | Dragon's Greed: Your personality becomes more processive and greedy as you lose willpower |
4 | Your skin becomes scaly like a dragon born |
5 | Dragon's Might: Your personality becomes more arrogant and boastful as you lose willpower |
6 | You have a pair of horns, similar to some Tieflings |
- Draconic Ancestor
At 1st level, choose a dragon type. You are descended from a dragon of that type. Your choice of dragon determines the damage type referred to in some of your sorcerous powers, and also affects your appearance and personality when you transform.
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
- Draconic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Primal Savagery, Wrathful Smite |
5th | Absorb Elements |
9th | Fly |
13th | Private Sanctum |
17th | Cone of Cold |
- Born to Fight
At 1st level, the draconic blood, which runs in your body, prepares you to fight what is yours. Your hit dice for Inheritor class is increased to 1d10.
Additionally, you gain proficiency in heavy armor and one martial weapon of your choice.
- Dragon's Might
At 1st level, you can channel the power of the dragon through your attacks. When you use Primal Savagery, you can replace the damage type with the damage type of your draconic ancestry. When you do this, your hand temporarily transforms into a dragon claw for this cantrip.
- Dragon's Body
At 1st level, you can transform parts of your body into mighty dragons. You can use Wrathful Smite on your natural weapon attacks. After you have spent a total of 2 willpower, your body becomes more dragon like, and your body grows more imposing. Until you complete a long rest; you gain one of the following natural weapon transformations.
- Bite. Your head transforms into a horn-less dragon. You gain a natural weapon attack that deals 1d10 piercing damage on a hit.
- Claws. Each of your hands transforms into a dragon claw, which you can use as a natural attack if it’s empty. It deals 1d4 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- Tail. You grow a lashing, scaly tail, which deals 1d6 bludgeoning damage on a hit and has the reach property.
You gain a second choice when you spend a total of 11 willpower, and you gain all natural weapon transformations when you spend a total of 18 willpower. These natural weapon transformations can only be reverted back to normal with completing a long rest.
- Dragon Scales
At 6th level, you cause your skin to thicken into protective scales, the hue of which is reminiscent of your draconic ancestry. When you cast Absorb Elements and the triggering type matches your draconic ancestry, you may spend 1 willpower to transform your skin into dragon scales. For the next 1 hour, this transformation last and you gain resistance to the damage type of your draconic ancestry.
This transformation becomes permanent when you spend a total of 11 willpower. Unlike most Inheritor transformations, you do not automatically transform when you reach 11 willpowers. This transform needs to be triggered through Absorb Elements spell to make it active.
- Dragon Wing
At 9th level, the dragon inside of you desire to take up into the sky. When you are under the effects of the Fly spell, you sprout a pair of dragon wings from your back for the duration of the spell.
If you manifest your wings while wearing armor or clothing not made to accommodate your wings, they are destroyed if non-magical or magically removed if they are magical.
When you spend a total of 18 willpowers, you grow your draconic wings. Unlike the magical wings granted by the Fly spell, these wings grant a flying speed equal to your walking speed.
- Lair of the Dragon
At 13th level, your great willpower has created a "portable" lair suited for the life of an adventurer. When you cast Private Sanctum, you can declare that this area is your lair as long as the spell last. You can only have one lair at a time.
When you spend a total of 25 willpower, your eyes become reptilian, and you gain the dragon creature type on top of your normal creature type. When you are in your lair and this transformation is active, you gain the following lair actions below. Lair actions have an initiative of 20 and loses to all tie breakers. To use a lair action, you must spend 2 willpowers. You cannot perform the same lair action two times in a row, even if you perform the lair action multiple turns ago or in a different battle.
- Wrath of Magic: You cast a spell of your choice. You cannot apply metamagic to this spell.
- Wrath of Might: You make two attacks.
- Wrath of Speed: You move up to your movement speed towards a creature.
- Wrath of Dragon: You cast Dragon's Breath on yourself without spending any willpower.
- Dragon's Breath
At 17th level, you can feel the elemental power inside of you. When you cast Cone of Cold, you can make the attack come out of your mouth. If you do so, this spell's damage type is your draconic ancestor’s damage type.
When you spend a total of 32 willpower and you are under the effects of Enlarge, you can use your bonus action and spend 5 willpowers to cast polymorph on yourself. You can only polymorph into a dragon. Casting polymorph this way consumes the magical effects of Enlarge.
This costs only 4 willpowers if your polymorph into a dragon of your draconic ancestry.
Shadow Magic[edit]
You are a creature of shadow, for your innate magic comes from the Shadow fell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Lifeless: Your personality becomes more dispatched and less energetic as you lose willpower |
2 | Everything around you tend to have a darker color |
3 | Darkness my Friend: Your personality becomes more comfortable in darkness and make more dark humor jokes as you lose willpower |
4 | You are always icy cold to the touch. |
5 | Trickster: Your personality becomes more child-like and mischievous as you lose willpower |
6 | You blinked. Once. Last week. |
- Spells
You learn additional spells when you reach certain levels in this class, as shown on the Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Chill Touch, Cause Fear |
5th | Darkness |
9th | Summon Shadow spawn |
13th | Enemies Abound |
17th | Mislead |
- Coming of the Grave
At 1st level, you can cause people fear for their life. When you get a natural 20 on your attack roll with Chill Touch, that creature frightens you until the end of your next turn.
When you spend a total of 2 willpower, your eyes turn black. You gain dark vision up to 120 ft. Additionally, you can see through any magical darkness created by you.
- Creature of the Dark
At 6th level, you feel safe when you are in the darkness. When you are in darkness, you can cast Darkness centered on yourself, as a bonus action, for 3 willpowers.
When you spend a total of 11 willpower, your skin turns black. You gain resistance to necrotic damage, and you have the advantage of stealth rolls while in darkness. When you take radiant damage, you become under the effects of the Light cantrip until the end of your next turn as your skin becomes white. This Light is considered as a light source equal to level 3 spell.
- Shadows of Ill Omen
At 9th level, you can feel the shadows around you. They are waiting for you to call on them. When you cast Summon Shadow spawn, you gain two new options: Friend and Omen.
Friend version does not require any material component. Friend version cannot use their Dreadful Scream ability.
When you cast the Omen version, choose a creature with 30 ft of them. Omen always knows the location of the target. When moving closer to the target, they can move an additional 10 ft. Omen can move through other creatures and objects as if they were difficult terrain. The shadow spawn takes 5 force damage if they end their turn inside an object.
When you use a total of 18 willpower, your hair becomes black and absorbs the light. As long as the Omen is within 5 ft of its target, that target has disadvantage to all saving throws cast by you.
- Hidden Among the Enemies
At the 13th level, you hide yourself from your foes. When a creature is under the effects of your Enemies Abound, they cannot see you nor your summons. If you or you summon damage to this creature, they have the advantage to end Enemies Abound.
When you spend a total of 25 willpower, everything you wear, and touch becomes covered with darkness. When you are in darkness, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is also in darkness.
Additionally, if you and you summon is in dim light or darkness and with 60 ft of each other, you can use your bonus action to switch places.
- Umbral Form
At 17th level, become one with the darkness. You can spend 6 willpowers (or 5 if you are in magical darkness) as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. If you have no willpower and you are in Umbral Form, it does not have a time limit.
Storm Sorcery[edit]
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.
1d6 | Quirk |
---|---|
1 | Wind Child: Your personality becomes looser and child-like as you lose willpower |
2 | Your hair is grey and always damp. |
3 | Thunderous: Your personality becomes louder and quicker to anger as you lose willpower |
4 | Your hair and clothes always sway to an unseen wind |
5 | Storm: Your personality becomes more energetic and wilder as you lose willpower |
6 | You easily generate a harmless static shock |
- Spells
You learn additional spells when you reach certain levels in this class, as shown on the Spells 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.
Inheritor Levels | Spells |
---|---|
1st | Shocking Grasp, Thunder Wave |
5th | Shatter |
9th | Call Lightning |
13th | storm sphere |
17th | control winds, destructive wave |
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
- Storm Child
At 1st level, the storm always treated you as a friend. You are unaffected by the wind and storms caused by natural effects.
Additionally, when you hit a creature with a conductive weapon, you can cast Shocking Grasp cantrip instead of dealing damage. This cantrip automatically hits. You can use this special attack once per turn.
When you spend a total of 2 willpower, wind is constantly blowing around you, as if it is playing with an old friend. You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
- Heart of the Storm
At 6th level, your body contains a miniature storm. Whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
When you spend a total of 11 willpower, harmless electricity jumps between your fingers, arm, and legs. You gain resistance to lightning and thunder damage.
- Storm Guide
At 9th level, you can help others in a storm. Every creature with 30 ft of you is unaffected by natural storms and your spells with the storm in its name.
When you spend a total of 18 willpower, a miniature cloud floats over your head. You gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
- Storm's Furry
At 13th level, you can feel the wrath of the storm inside of you. When you wield a conductive weapon, you can deal electric damage instead of the normal damage type.
When you spend a total of 25 willpower, your mini cloud creature soundless and harmless bolts of lightning. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. This attack comes from your mini cloud. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
- Wind Soul
At 17th level, your body is in tune with the wind. You gain immunity to lightning and thunder damage.
When you use a total of 32 willpower, your body is surrounded by wind. You gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Inheritor class, you must meet these prerequisites: 13 char
Proficiencies. When you multiclass into the Inheritor class, you gain the following proficiencies: Light and medium armor, shield, and simple weapons
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