Sorcerer
Base Class: Sorcerer

ome are touched by draconic blood, others by the raw chaos of the cosmos — but your gift is darker, older, and more intimate. You are Witchborn: a soul entwined with the ancient current of witchcraft that flows through the world like a hidden root system, buried deep beneath hearthfires and holy ground.

The origin of this power is always shrouded in fear and rumor. Perhaps your grandmother whispered curses that never failed, or your ancestor was burned at the stake but did not truly die, her spirit lingering in her bloodline. Maybe you were marked as a child by a wandering crone, or perhaps you were simply born under the wrong moon, with a shadow that moved when you did not. However it came to be, your very heart beats to the rhythm of hexes, omens, and whispers.

Unlike other sorcerers, your magic is not a raw torrent of elemental energy it is ritualistic, deliberate, and personal. To the untrained eye, it looks like superstition: charms strung with bones, salt scattered in circles, muttered rhymes and signs drawn in ash. But behind every gesture is the undeniable weight of power. Your spells bend luck and fate, weaken the strong, and empower the weak. Where you walk, crops might wither, candles sputter, or winds howl through the rafters yet you might also bless a child with health, charm away nightmares, or ensure good fortune at sea.

Those who know of your kind call you a curse made flesh. You are an omen, walking and breathing. The faithful may call you heretic, the fearful may call you monster, and yet all will knock on wood when you pass, or whisper a prayer under their breath. Some Witchborn lean into this fear, reveling in their role as hagspawn, hex-slingers, and doom-bearers. Others fight against it, using their power as healers and guardians, determined to prove that the legacy of witchcraft is not only shadow but also light.

Whether you embrace your reputation or deny it, the truth remains: the power that burns in your blood is ancient, uncanny, and inescapable. You are Witchborn, and the world will never look at you the same.

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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.

 

(You also get Banishing Smite, and Guardian of Nature)

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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