Warseed Bloodline (5e Subclass)

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Warseed Bloodline[edit]

Sorcerer Subclass

The blood of war flows through your veins, not as a blessing or curse from a god, but as a manifestation of the endless conflict that lurks within the hearts of mortals. You never sought to be a harbinger of battle, nor did you ask for the chaos that follows in your wake. Yet, wherever you walk, blades are drawn, tempers flare, and the drums of war begin to beat. Your very presence stirs unrest, as if fate itself conspires to ignite strife around you. You are more than just a wielder of magic—you are a force of war incarnate, an unrelenting storm of destruction. Whether you embrace this destiny or resist it, the battlefield always calls to you, and in its embrace, you find power unlike any other.


War Magic

1st Level You learn spells associated with battle and chaos. Whenever you reach a Sorcerer level that grants additional spells, you add the following spells to your list of known spells. These spells don’t count against your number of known spells.

Warseed Spells
Sorcerer Level Spells
1st command, compelled duel
3rd crown of madness, suggestion
5th antagonize, enemies abound
7th dominate beast, spirit of death
9th negative energy flood, dominate person

Additionally, when you cast a damage-dealing spell, you can add a bonus to its damage equal to your Charisma modifier once per turn.


Aura of War

1st Level You emanate an aura of conflict that influences those around you.

  • Whenever you or a ANY creature within 30 feet of you makes an attack for the first time on a turn, they can add 2d4 to the attack’s damage. This increases to 2d6 at 11th level and 2d8 at 17th level.
  • When you cast a damaging spell, a number of creatures within your aura, chosen at random, equal to your Charisma modifier, must make a Wisdom saving throw against your spell save DC. On a failed save, until the end of your next turn, they must use their action to attack the nearest creature.


Omen of Battle

6th Level The battlefield whispers its secrets to you, sharpening your perception of combat.

  • You have advantage on Initiative rolls and cannot be surprised.
  • When combat starts, any hostile creature that can see you must make a Wisdom saving throw against your spell save DC. On a failure, they become frightened until the start of their second turn.


Voice of War

14th Level Your presence incites fury or terror. As an action, you can choose a number of creatures up to your Charisma modifier within 30 feet of you. They must make a Wisdom saving throw against your spell save DC.

  • On a failure, they enter an uncontrollable rage for 1 minute. While in this state, they have advantage on melee attacks, but attacks against them also have advantage.
  • On a success, they are immune to this effect for 24 hours.

You can use this feature once per long rest.


Avatar of Carnage

18th Level You become the embodiment of war itself. As a bonus action, you can spend 5 sorcery points to enter a battle trance for 1 minute, gaining the following benefits:

  • Your attacks and spells ignore damage resistance.
  • Whenever you deal damage to a creature, you regain hit points equal to your Charisma modifier (minimum of 1).
  • Creatures that fail saving throws against your spells or abilities have disadvantage on their next attack roll until the end of their turn.

You can use this feature once per long rest.

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