Vergeweaver (5e Subclass)
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Vergeweaver[edit]
Walking between the Verge, the Material, and Dream plane can be treacherous.
Knowledge of the Verge
Starting at 1st level, you can choose one cantrip from any spellcasting spell list to learn without it counting toward your maximum number of cantrips.
Memories of the Fallen
Starting at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature's death, you instead gain another random memory from that creature. This feature can only be used once per corpse.
Vergeweaver Origin Expanded Spells
Spell Level / Spells
1st / Bane, Bless, Cure Wounds
2nd / Aid, Augury, Lesser Restoration
3rd / Bestow Curse, Remove Curse, Revivify
4th / Death Ward, Divination
5th / Commune, Greater Restoration, Hallow, Mass Cure Wounds
Ritual Casting
When you choose this origin at 1st level, you can cast sorcerer spells as a ritual if that spell has the ritual tag and you have the spell known.
Verge Bend
Starting at 6th level, you gain the blade ward cantrip if you don't already know it. When you cast blade ward, you can cast it on another creature with a casting range of 30 feet. Additionally, you can spend 1 sorcery point to cast blade ward as a reaction when you or a creature you can see within 60 feet of you is hit by an attack, object, or spell.
Dream Bend
Starting at 14th level, you can augment the fate of a creature that you know of within 60 feet of you. When it makes an ability check, attack roll, damage roll, saving throw, or death saving throw, you can spend 2 sorcery points to allow the creature to reroll it and use either result.
Possession
Starting at 18th level, you gain the ability to take control of another creature's body. As an action you can spend a number of sorcery points equal to one third of their CR or level rounded up to attempt to possess a creature of size large or smaller within 5 ft. of you. That creature must succeed on a Charisma saving throw or be possessed. On a success, you then disappear, and the target is incapacitated and loses control of its body. While possessing a creature, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but you don't gain access to the target's knowledge, class features, or proficiencies.
At the start of each of your turns, if the possessed creature has been damaged at least once since the end of your lat turn it can repeat the saving throw, ending the effect on a success. You may alos end the effect using your bonus action. When the effect ends you appear in a spot within 30 feet of the creature you had possessed on your originating plane. A target is immune to Possession for 8 hours after succeeding on the saving throw.
This is a combination of two sorcerer archetypes I found on the internet so naturally none of this is mine.
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