Witchborn (5e Subclass)
Witchborn[edit]
Sorcerer Subclass
Perhaps your ancestor was a studious warrior, learned in both witchcraft and warfare. Perhaps they were a cunning trickster, swift of hand and sly of tongue. Perhaps they were sworn to a faith; or else to the world itself. Whatever the source of their craft, it was honed and practiced for one goal above all others: the eradication of all monsters and those who consort with them. And now a portion of their power - and their purpose - has been passed to you. Their descendant. Good hunting.
- Witchborn Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Witchborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from either the warlock spell list or the spell list of a half-caster.
Sorcerer Level | Spells |
---|---|
1st | Hunter's Mark, Command |
3rd | Branding Smite, Hold Person |
5th | Bestow Curse, Phantom Steed |
7th | Guardian of Nature, Locate Creature |
9th | Banishing Smite, Hold Monster |
- Family Business
Your ancestor has passed down a portion of their experience to you - and, more importantly, a part of their arsenal. When you choose this subclass at 1st level, you gain proficiency with medium armor, all martial weapons, and shields. In addition, you receive one of the following:
- A heavy martial weapon of your choice.
- A breastplate.
- A shield and a martial weapon of your choice that lacks the heavy property.
The option you choose may be used as an arcane focus for your spellcasting.
You also gain a bonus to your History (Intelligence), Arcana (Intelligence), and Religion (Intelligence) ability checks equal to your Wisdom modifier (minimum of 1) as your ancestor's teachings echo within your mind. You also gain a bonus to your Insight (Wisdom), Nature (Wisdom), and Survival (Wisdom) ability checks equal to your Intelligence modifier (minimum of 1) as your ancestor's recollections of past events offer you unorthodox solutions to current problems.
You may also use your Constitution modifier in place of your normal one when determining your ability to wear armor and when making attack and damage rolls with a heavy weapon.
- Iron is Hot
Your own experiences have begun to grant you a better understanding of your craft. Starting at 6th level, once per turn when you hit a creature with a weapon attack, you gain a bonus to your concentration checks equal to either your Wisdom modifier or your Intelligence modifier (your choice). This bonus lasts until the start of your next turn.
Also, whenever you take the Attack action on your turn with a weapon, you may spend 2 sorcery points to cast a spell with a casting time of one bonus action as part of that action (this includes spells you have Quickened with Metamagic).
- Salt of the Earth
You have learned how to distract your enemies and twist their own abilites against them. Starting at 14th level, whenever you or an allied creature within 20 feet of you is targeted by a magical effect from an enemy, you may spend your reaction and 2 sorcery points to attempt to disrupt the magic. The creature that created the magical effect must succeed on a Wisdom saving throw or else the effect will dissipate. When a creature fails this saving throw, you recover one spell slot of a level no higher than your Charisma modifier and that creature has disadvantage on attack rolls until the start of its next turn.
- This World is Not Yours
The power of your ancestor's legacy is now fully manifest in you. Starting at eighteenth level, as an action you may channel magic through your arcane focus and gain the following benefits for one minute:
- You sprout ethereal wings reminiscent of the source of your ancestor's power. If you are not wearing heavy armor, you gain a flying speed of 60 feet.
- You gain truesight out to a distance of 60 feet.
- Your attack rolls when using a weapon have advantage against fey, fiends, aberrations, elementals, and celestials.
- Any Wisdom saving throws made against your spell save DC are made with disadvantage.
These benefits end early if you decide to end them as an action or if you are knocked unconscious. Once this bonus action is used, it may not be used again until you finish a long rest or unless you spend 7 sorcery points to activate it again.
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