Believer (5e Subclass)

Believer

When you were a child, you were told to focus and train hard and certainly to abandon things like "imagination" and "daydreaming". But what happens if you don't listen to them. What happens if you dive so far into these facets of your mind that you discover a whole new reality of magic, your imagination. Everyone's imagination is like its own multiverse of new ideas and powers and you have learned how to tap into this well of thought and manipulate you magic with it.

Vivid Imagination

When you take this subclass at 1st level, your mind and understanding expands into your imagination and you see things as they could be instead of what they are. You gain the Minor Illusion cantrip and it does not count against the number of cantrips you know.

Imaginary Friends

At 1st level you also learn how to create subtle appearances of your imagination in the form of imaginary friends. You gain the Unseen Servant spell and it does not count against the amount of spells you know. You can cast Unseen Servant without expending a spell slot as many times as you have charisma modifier. You regain these uses at the end of a long rest.

Wandering Psyche

At 6th level your overactive imagination can influence other with euphoria and courage. As a reaction to another creature making a saving throw within 30ft of you, you can expend sorcery points to grant them a bonus to the saving throw equal to the amount of sorcery points you expend.

Unlimited Creativity

Your imagination is so powerful now that sometimes you can cast spells that don't make sense to the unimaginative. At 14th level, when you cast a spell that does damage you may roll 1d10 twice on the following chart.

1. Acid

2. Cold

3. Fire

4. Force

5. Lightning

6. Necrotic

7. Poison

8. Psychic

9. Radiant

10. Thunder

You roll both die until they show two different numbers and you may now substitute this damage for the spells original damage type. (For example Fireball is your most effective spell but you are fighting a creature resistant to fire. You roll your d10s and get a 10 and a 4. You may now either throw a ball of pure force or a rolling ball of vicious sound.) The spell loses any abilities that required its damage type to function, such as Fireball burning burnable objects. You may only cast a number of Unlimited Creativity spells equal to your charisma modifier regaining spent uses after a long rest. Using this trait also costs two sorcery points each time you use it.

Daydream

At 18th level, you can let your mind wander in combat to come up with new and creative ways to use your magic. As an action you can begin Daydreaming. You must concentrate on Daydreaming as though it were a spell. While Daydreaming you gain 1 sorcery point every time you reduce a creatures hit points to 0 and all metamagic options require 1 less sorcery point to use. If the metamagic option only requires 1 sorcery point you may use it once for free. You may stop Daydreaming with no action required by you or after 1 minute but you cannot Daydream again until the end of your next long rest.


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