The Piper's Soul (5e Subclass)

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The Piper's Soul[edit]

Your innate magic comes from the power of those that are small and meek, you live in the shadows protecting yourself against enemies. Perhaps one of your ancestors was piper or a mouse. Regardless this magical power allows you to tap into the in-between spaces that lie between people, places and things. Being small is nothing to be underestimated.

Piper's Soul Mother Bonus Spells
Sorcerer Level Spells
1st hex, Tasha's hideous laughter
3rd gift of gab, pass without trace
5th bestow curse, fear
7th banishment, giant insect
9th steel wind strike, temporal shunt


Terrifying Disposition[edit]

Beginning at 1st level, you can channel the dread presence of your mouse like ancestor, or play a haunting note causing those around you to become awestruck or frightened. You gain a number of charges for Terrifying Disposition equal to your charisma modifier. As an action, you can spend a charge to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. When you run out of charges you can expend 5 sorcery points to use the ability again. A creature that succeeds on this saving throw is immune to your aura for 1 round.

Strength of the Small[edit]

The small don't labor themselves with big weapons they instead stay nimble. At 1st level, you gain proficiency with medium armor and martial weapons. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your sorcerer spells.

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tiny Rage[edit]

Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is larger than you by a size, to a maximum of 6d8. The target also has to make a Wisdom saving throw against your Spell Save DC, or be frightened; failing to be frightened on a successful save.

Alluring Companion[edit]

Your small stature endears you to your allies and enemies. Starting at 6th level when you finish a long rest you can choose to gain expertise one of the following skills:

Persuasion (Cha)

Intimidation (Cha)

Deception (Cha)

Performance (Cha)

or Stealth checks. (Dex)

These benefits last till your next long rest and cannot coexist at the same time. At 14th level you can have two expertise at a time.

Fleet Footed[edit]

Starting at 14t level, your agility is not just a tool but a part of you. You gain the Extra Attack action, and your movement speed increases by 20ft.

Fury of the Piper[edit]

work in progress

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