Divine Bloodline (5e Subclass)
Your inherent arcane energy draws from divine power. You trace your lineage to a god or demigod, or perhaps divine power was bestowed to an ancestor.
A Divine Bloodline Sorcerer, who are sometimes Demigods |
Divine Blood
When choosing this bloodline, you choose a deity whose power derives your magic, or at the very least a domain as a cleric would. If choosing a specific deity, choose an associated domain. This domain is just as important to your sorcerer as it is to a cleric. You gain a unique feature dependent on your chosen domain.
Expanded Spell Lists
Your list of accessible cantrips includes those of the Cleric list. A number of spells equal to your Sorcerer level (minimum of 2) may be chosen from the Cleric spell list, as well spells granted by your domain (see the domain's bonus spells in the PHB).
Channel Divinity
At the 6th Level, you can channel divine energy from your bloodline, gaining an ability whose effects are determined by the divine domain:
(Knowledge) Knowledge of the Ages: You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
(Life) Preserve Life: You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your sorcerer level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
(Light) Radiance of the Dawn: You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you cause any magical darkness within 30 feet of you to be dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Sorcerer level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
(Nature) Charm Animals and Plants: You can use your Channel Divinity to charm animals and plants. As an action, you channel your divine nature. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
(Tempest) Destructive Wrath: You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
(Tempest, Fire Variant) Searing Wrath: You can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
(Trickery) Invoke Duplicity: You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
(War) Guided Strike: You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
(Death) Touch of Death: You can use Channel Divinity destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + · twice your Sorcerer level.
(Oceanic) Torrential Wrath: You can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you cause a forceful 10-foot-high wave of cold water to erupt in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.
(Time) Time on your Side: You can use your Channel Divinity to alter the flow of time to your benefit. Until the start of your next turn, your speeds are doubled, an additional bonus action, an additional reaction, and attack rolls and Dexterity saves you make have advantage, and attack rolls against you have disadvantage.
(Darkness) Shadow of the Nightmare: You can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you cause any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your sorcerer level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
(Love) Intoxicating Touch: You can use your Channel Divinity to intoxicate a creature. Make a touch attack against a creature, using your Charisma modifier. They must make a Wisdom saving throw against your Sorcerer spell save DC. On a failure, the creature's mind is clouded by your beauty charm and grace, and they have disadvantage on INT, WIS, and CHA saving throws for 1 hour, as well as attack rolls against you.
(Arcana) Hastened Casting: You can use your Channel Divinity to cast a prepared spell with a casting time of one action as a bonus action. A spell slot is expended, but the level of the spell slot expended may be no higher than your 1/4 of your sorcerer level (rounded up) + 1.
(Luck) Lucky Hit: By saying a quick prayer, you and your allies sometimes land miraculous blows in a fight. Whenever you or a creature you see within 30 feet makes an attack roll, you can roll an additional d20 and choose which of the d20s is used. If you or the creature successfully hits, reroll any damage dice that rolled a 1 and use the new results instead.
(Travel) Tailwind: You can present your holy symbol as a bonus action to invoke your deity's blessing. For 1 minute, you and up to 5 friendly creatures gain the following benefits.
- An increase in base walking speed equal to 5ft * your Charisma modifier (min 5 feet.)
- The ability to use the Dash action as a bonus action.
- An increase in Initiative equal to your Charisma modifier (min 1).
- Attacks of opportunity have disadvantage on affected creatures.
(Peace) Cease Conflict: As an action, you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed saving throw, a creature becomes indifferent towards creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. Even if some creatures succeed on the saving throw, they may still cease hostilities if many of their allies failed the saving throw, unless the DM rules otherwise.
(Vengeance) Marked for Revenge: As a reaction, you can activate your channel divinity and mark a creature that just caused you damage, this mark lasts for 1 minute. You gain advantage against the mark, and your attacks cause extra damage equal to your Charisma modifier. The mark also has disadvantage in attacks against you. The mark lasts for 1 minute.
You must complete a short or long rest before using Channel Divinity again.
Improved Channel Divinity
Starting at 14th level, you may spend 4 sorcery points to regain a use of Channel Divinity as a bonus action.
Alternatively, you can expend a spell slot through your Flexible Casting feature, and if the slot is at least a 4th level spell slot, you may- as part of the same bonus action- spend 4 of the sorcery points gained to regain an expended use of Channel Divinity.
Avatar of Divinity
At level 18, you gain a feature unique to your divine Domain:
(Knowledge) Visions of the Past: You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
(Life) Supreme Healing: You would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
(Light) Corona of Light: You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
(Nature) Master of Nature: You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
(Tempest) Stormborn: You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
(Tempest, Fire Variant) Born of the Furnace: You have developed an immunity to all fire damage, including infernal fire and lava. You may also add your Charisma modifier to spells that deal fire or radiant damage. You gain meteor swarm as a bonus spell, that does not count against your prepared spells.
(Trickery) Improved Duplicity: You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
(War) Avatar of Battle: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
(Death) Reaper: When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
(Oceanic) Seaborne: You have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.
(Time) Temporal Weave: You gain the spell time stop if you do not have it, and it is a Sorcerer spell for you. You stop aging, and you do not suffer the effects of old age.
(Darkness) Improved Shadow of the Nightmare: Your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + your Sorcerer Level psychic Damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.
(Love) Object of Affection: Your charm is permeating. When a single target fails a saving throw against an enchantment or illusion spell that you cast, you may designate them as "the object of your affection". The "object" has disadvantage on saving throws against enchantment and illusion spells you cast against them, as well as any charming features you use against them for the duration. Additionally, when such spells or effects end on them, they will not realize they have been charmed, and will not act as though they had. This feature expires when they succeed against your charm effect, or an enchantment or illusion spell you cast on them, or when you designate another "object". You must complete a long rest before using this feature again.
(Arcana) Spell Mastery: You may choose one 1st level spell, and one 2nd level spell from the wizard list. You may cast these spells at will without a spell slot and material components. They are sorcerer spells for you.
(Luck) Flow State: You can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.
(Travel) Divine Traveler: You can cast the spell teleport without expending a spell slot. You are always on target if possible. You must finish a long rest to use this feature again.
(Peace) Avatar of Pacification: You can cast the command spell as a 1st level spell without expending a spell slot. When you cast the spell in this manner, the target has disadvantage on the saving throw.
(Vengeance) Forced Repentance: When you mark someone with your Channel Divinity the target takes 1d8 psychic damage on the beginning of their turns and they have disadvantage against your spells for the duration of the mark.
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