True Striker (5e Subclass)

From D&D Wiki

Jump to: navigation, search

True Striker - Sorcerous Origin[edit]

A True Striker has been focusing his martial training for years on precise movements and strikes. Their trance-like repetitions opened micro-rifts, intersecting our realm with the Positive Material plane, and exposing them to intense energy. Parts of your molecules crystalize, allowing you to harden and create magical objects of war, that only you are innately proficient with.


Strike Magic[edit]

Starting at 1st level, you learn to cast True Strike cantrip and don’t need to maintain Concentration in order to keep it active. This does not count against the number of cantrips known. Whenever you cast True strike you choose one of these benefits:

  • You gain a bonus to all damage rolls against the spell's target. The bonus lasts for 1 minute and equals your proficiency bonus.
  • One ally within 10 feet of you also gains advantage on their first attack roll against the spell’s target.
  • For the duration of the spell, any 1 or 2 on an attack roll made against the target can be rerolled and the new roll must be used, even if the new roll is a 1 or a 2.

You can’t cast True Strike twice on the same target again until you finish a short or long rest.

Truth Seeker[edit]

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You adopt the defense style of fighting as your specialty, and gain proficiency with light and medium armor.

In addition, you can use your bonus action to create a truth weapon in your empty hand, you are proficient with this weapon while you wield it. Your truth weapon disappears if it is more than 5 feet away from you for 1 minute or more, or if you die. Dismissing the weapon or using this feature to replace the weapon, requires an action.

When creating or replacing the weapon you can use a sorcery point to gain temporary hit points equal to maximum of your proficiency bonus times half your level (rounded up). You can choose the form that this melee weapon takes each time you create it:

  • You can create a flail. The weapon has the reach property, and it neglects any target’s AC that is gained by a shield.
  • You can create a silvered rapier. If a target of your True Strike is reduced to 0 hit points, you can immediately change the target of the spell to a different creature. This change doesn't extend the spell's duration.
  • You can create a sickle. When you hit a creature with it, you can expend a spell slot to deal an additional 2d6 force damage to the target per spell level. This feature is not affected by Metamagic.

The truth weapon you create is a +1 magical weapon once you reach 10th level in this class.

Extra Strike[edit]

Starting at 6th level, You can attack with your truth weapon twice, instead of once, whenever you take the Attack action on your turn.

Bonus Strike[edit]

At 14th level, your True Strike spell grows more powerful. Whenever you use action to cast a spell that does not directly inflict damage, you may spend your bonus action to cast True Strike, gaining a benefit from Strike Magic feature. Also your True strike benefits improve:

  • All allies within 5 feet of the target also gain advantage on their first attack roll against the spell’s target.
  • For the duration of the spell, any 1, 2 or 3 on an attack roll made against the target can be rerolled and the new roll must be used.

Master of Truth[edit]

Starting at 18th level, You can use any truth weapon as a spellcasting focus for your sorcerer spells. You can now choose new forms that your truth weapon takes each time you create it and you are proficient with this weapon while you wield it.

  • You can create two +2 sickles and you can add your ability modifier to the damage of the second attack. When you hit a creature with them, you can expend a spell slot to deal an additional 2d6 force damage to the target per spell level. This feature is not affected by Metamagic.
  • You can create a scythe (+2 Glaive). While holding it you are aware of any creature with a soul within 60 feet of you, and you deal additional 3d6 necrotic damage to the target.
  • You can create a +3 rapier. When you create it, you can transfer some or all of the rapier’s bonus to your Armor Class, instead of using the bonus on the weapon. The adjusted bonuses remain in effect until you dismiss the weapon or it disappears.
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: