Warrior Bloodline (5e Subclass)

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Warrior Bloodline[edit]

Sorcerer Bloodline

How well do you know your people? Do you know what your father did growing up? Do you remember the stories your mother told you about your family? Did you ever even know them or what their own parents were like? Well, if you did, you'd know that you were descended from someone strong. Someone powerful, whose name may be forgotten, but their blood and spirit now flows through your veins. You have the warrior's blood, a rare and strange kind of magical power born from seemingly nothing. At some point in your family's history, someone went on the warrior's path, growing strong, so quickly, through such terrifying perseverance that they eventually broke their natural limits, making even the divines or some otherworldly being take notice. Whatever the source of this strength was, it's effects were so strong that it still lingers, generations later and although never consistently, it always, at some point shows itself... when the Warrior, is needed once more.

Warrior's Magic

You learn additional spells when you gain levels in this class, as shown on the Warrior Spells table below. These spells count as sorcerer spells for you and don't count against the number of sorcerer spells you can know.

Warrior Spells
Sorcerer Level Spells
1st wrathful smite, hunter's mark
3rd magic weapon, dragon’s breath
5th blinding smite, counterspell
7th aura of purity, death ward
9th steel wind strike, hold monster
The Warrior's Edge

At 1st level, you gain the following benefits:

  • You are proficient with light armor, shields, simple weapons and two martial weapons of your choice.
  • You are proficient in the Intimidation skill. When you make a Charisma (Intimidation) check to intimidate humanoids, your proficiency bonus is doubled.
  • You know the cantrips booming blade and green-flame blade. These count as sorcerer cantrips for you and don't count against the number of sorcerer cantrips you can know.
Warrior's Spirit

Starting at 1st level, you are able to call upon the strength of the warrior to aid you in battle. As a bonus action on your turn, you invoke the spirit of the warrior and grant yourself the following benefits for 1 minute, provided you aren't wearing medium or heavy armor:

  • You gain an additional 10 feet to your walking speed, as well as your climbing and/or swimming speed (if applicable).
  • You deal additional damage with all weapon attacks equal to your Charisma modifier (minimum of +1).
  • You have advantage on all Dexterity or Strength saving throws(your choice).
  • When calculating you AC, you can use your Strength modifier instead of your Dexterity modifier when wearing no armor, wearing light armor or using the mage armor spell.

It ends early if you are incapacitated, fall unconscious or don medium or heavy armor. You can also dismiss it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, afterwards you regain all expended uses after completing a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Ode to Strength

Beginning at 14th level, the power of your Warrior Spirit has grown stronger by unseen forces. In addition to the benefits already provided when you use your Warrior Spirit feature, you now have resistance to nonmagical slashing, piercing and bludgeoning damage, as well as your choice of fire, cold, lightning, necrotic or radiant damage for it's duration. If you already have resistance to one of those following elements, then you must choose a different one.

The Call to War

At 18th level, you have not only tested yourself, trained yourself and beaten the odds; you've proved yourself worthy, to you and your Warrior Spirit.

As an action, you can let out a valorous battlecry so loud, that it can be heard from a mile away from you, invigorating your allies and terrifying your enemies. When you do so, you and your choice of 3 + your Charisma modifier of friendly creatures within 30 feet of you gain temporary hit points equal to your sorcerer level + your Charisma modifier and become immune to the frightened condition whilst they have those temporary hit points, meanwhile hostile creatures of your choice within that range must succeed on a Wisdom saving throw (save DC is your spell save DC). On a failure, the creature becomes frightened and their movement speed becomes 0 for 1 minute or until they succeed on their next saving throw. Once you use this feature, you can't use it again until you complete a long rest.

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