Ninth Hour - Hades (5e Subclass)
Ninth Hour - Hades
Sorcerous Origin
Long ago, a powerful archdevil called Kankerok devised a way to break down the barriers between planes. Argentahl, god of balance and order, gifted sixteen newborn children on the material plane immense power. Forty years later, Kankerok began his ritual. Unbeknownst to him, the sixteen had been preparing, being recognised as protectors of the worlds by their immense power. They had assembled a massive army of billions, the full forces of the material plane. The army traversed the sixteen Outer Planes, guarding the portals that opened and thwarting those who would attempt to pass through. During this time, the sorcerers conducted an almighty ritual sealing the barrier. After sixteen hours, the ritual and the journey of the army were complete, but during the seventeenth Kankerok enacted a devious plan- he captured the billions of fallen souls that could not move on to outer planes due to the ritual's completion, for it had negated all travel between the planes for an hour after it was complete, and transmuted them into an army of ghasts that marched upon the material plane. For this battle, however, the sixteen could lead the army, and they conquered the ghasts, freeing them in time for their souls to escape to the outer planes. Over the course of these seventeen hours, the fate of the world was changed, causing gargantuan magical ripples across time that cause some to be touched by planar magic.
Taint of Hades
Starting at 1st level, when you kill a creature, you can take a bonus action to transform them into a Larva that obeys your commands and will sacrifice itself if you command it to do so. You cannot have more Larvae that your charisma modifier existent at once. If you summon another, you must choose one to banish to Hades itself.
Emptiness
Starting at 1st level, other creatures cannot discern your thoughts or feelings without the use of magic.
Heinous Detonation
Starting at 6th level, you can cause a Larva under your control to explode, dealing 2d6 Necrotic damage to creatures within 5 feet of it as an action. Also, as an action you can start or stop looking and hearing through the eyes and ears of a Larva you control.
Master of Darkness
Starting at 14th level, you have no limit to the number of Larva you can have under your control at once. Also, you can cause multiple larvae to fuse together before exploding as an action. The larva may not be more than 30 feet away from you, and the explosion can happen at a point of your choice within 60 feet of you. This deals 1d6 Necrotic damage and 1d6 Psychic damage to creatures within 5 feet of it per larva used. The number of larvae fused may not exceed your sorcerer level. You must finish a short or long rest before doing a Fuse Detonation again.
Bloodstorm
Starting at 18th level, if you have at least 1 larva, you may cause all your Larvae to fuse together and explode at once, dealing 20d6 Necrotic damage and 20d6 Psychic damage to enemies in a 60-foot radius sphere centered on a point within 200 feet of you. If you do so, you cannot create larvae again until you finish a long rest.
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