The Chosen One (5e Subclass)

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The Chosen One Patron[edit]

Warlock Subclass

Your Patron is an epic adventurer destined, prophesied, or otherwise expected to save the world in which you live. Their deeds may include slaying hulking beasts or fighting back interplanar cosmic horrors. But very rarely does any hero vanquish alone. That’s where you come in. Whether you were friends before they started their quests, or you’re simply a zealous disciple who shares their convictions, you’ve dedicated some significant part of your life to helping their cause, and they’ve rewarded you with power in return. You probably don’t accompany them on every quest, but they may entrust you with completing tasks of your own, such as delivering messages to the king or helping townsfolk defeat a monster or two. And hey, you may not get your biography in history books, but you’re just as important to the story as they are, right?

Expanded Spell List[edit]

The Chosen One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Chosen One Spells
Spell Level Spells
1st bless, guiding bolt
2nd aid, warding bond
3rd beacon of hope, crusader's mantle
4th death ward, find greater steed XGE
5th legend lore, wall of force

Aide-de-Camp[edit]

At 1st level, you have assisted in tasks completed by those far greater than you, and what you lack in true experience, you make up for in tenacity. Your hit point maximum permanently increases by 3. It increases by an additional 1 whenever you take a level in this subclass. In addition, you can use the Help action as a bonus action, and you can help any creature within 30 ft of you.

Meat Shield[edit]

Also at 1st level, you can throw yourself in harm’s way to protect those in whom you’ve put your faith. When an ally within 5 ft of you takes damage from an attack roll, you can use your reaction to take that damage instead. When you take damage in this way, you can choose to reduce it by an amount equal to your Charisma modifier + your proficiency bonus, but you must take a minimum of 1.

It’s Me You Want[edit]

Starting at 6th level, your enemies don’t see you as much of a threat and may be compelled to kill you just to get it over with. When a creature you can see within 60 ft of you targets one of your allies with an attack roll or harmful spell, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failure, the creature must target you instead. If you are outside the range of their weapon or spell, they can use their reaction to move closer to you; otherwise, their attack or spell fails.

You can use this feature a number of times equal to your Charisma modifier and regain all uses on a long rest. It does not affect area-of-effect spells.

I Believe in You[edit]

Also at 6th level, when a creature within 30 ft of you fails an ability check or saving throw, you can allow them to reroll one of the dice. They must use the new roll, and they can add your Charisma modifier. The creature must be able to hear you.

Once you use this feature, you must complete a short or long rest to use it again.

I Won’t Let You Harm Anyone Else[edit]

Starting at 10th level, when you protect an ally with your Meat Shield feature, you deal radiant damage to the triggering creature equal to the damage you took.

Remember Their Sacrifice[edit]

At 14th level, when a hostile creature reduces you to 0 hit points, memories of the good you’ve done flash in the minds of your comrades, inspiring them to go all-out. Every ally within 60 ft of you that can see you gains temporary hit points equal to your warlock level, as well as advantage on Dexterity, Constitution, and Wisdom saving throws. In addition, once per turn, when they deal damage with a weapon or spell, they deal additional radiant damage equal to your Charisma modifier. If you were killed outright or die after being reduced to 0 hit points, your allies also gain resistance to all damage as well as the previous benefits.

These benefits last for 1 minute, or until you regain at least 1 hit point or are resurrected (if you died). Once this feature is activated, you must complete a long rest to activate it again.

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