Orisorcerer (5e Subclass)

Jealous of the divine souls, some sorcerers with a knack for deceit and trickery were able to deceive the gods themselves, obtaining fragments of their divine power. Allegedly, through some incredible ancestry, the gods' ability to read the mind or see the events surrounding Orisorcerers has been severely dulled. Others believe the gods aren't deceived at all, granting power to mortals for their own agenda. Rumor has it that the most powerful of them will scream out in anguish on the battlefield, lamenting for their deity to answer their prayers; but the prayer is never answered.

Divine Facsimile

At 1st level, your link to the divine allows you to learn spells normally associated with the cleric class.

You have deceived a god, and earned their favor. Through lies, manipulation, or appeasement you have won the trust of a deity.

Spellcasting

At 1st level, you gain the ability to cast spells from the cleric spell list.

Cantrips

You know two cantrips of your choice from the cleric spell list, they become sorcerer cantrips, and they don't count against your number of sorcerer cantrips known. You learn one more cleric cantrip of your choice at 10th level.

Spell Slots

You gain no additional spell slots. To cast one of these spells, you must expend a sorcerer spell slot of the spell's level or higher.

Spells known of 1st level and Higher

You are the imitation of a cleric. At 1st level, you can prepare one 1st level cleric spell. When your spellcasting feature lets you learn a sorcerer spell of 2nd level or higher, you can also prepare one cleric spell of the same level. You can only have one cleric spell of each level prepared at any given time. You can only change your prepared spells when you finish a long rest. Prepared spells granted by this class feature don't count against your sorcerer spells known.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since your magic is drawn from the misguided trust of your deity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bonus Proficiencies

At 1st level, you gain proficiency in light armor, medium armor, shields, simple weapons, and one martial weapon of your choice.

Ungodly Fortitude

At 1st level, your hit point maximum increases by 1, and increases by 1 again each time you gain a level in this class.

Holy Wrath

At 6th level, when you take the attack action on your turn, you can cast a cantrip that targets one creature you can see as a bonus action.

Divine Fury

At 14th level, your sorcerer and cleric cantrips deal radiant damage equal to twice your Charisma modifier on hit, or failed save. Additionally, you can empower a number of cantrips equal to your Charisma modifier. An empowered cantrip has double range, and does double damage. The target of an empowered cantrip and up to two creatures within 10 feet must make Dexterity checks against your save DC or be blinded until the end of their next turn. You regain any expended uses when you finish a long rest.

Mockery of God

At 18th level, when you cast a cantrip or spell you've chosen from the cleric spell list, you regain hit points equal to the spell’s level + your Charisma modifier, minimum 1. Additionally, you know the Vicious Mockery cantrip, it becomes a sorcerer cantrip, and it doesn't count against your number of cantrips known. When you use the bonus action granted by Holy Wrath to cast Vicious Mockery, you may treat it as though you expended a use of Divine Fury without expending one.


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