This document presents the Blood of the Deepwyrm sorcerous origin for D&D. It allows the player to take on draconic traits from an ancient union between a drow and a deep dragon. Key features include a corrosive breath weapon, tremorsense, resistance to fire and cold, and abilities like moving through stone and dominating enemies with psionic powers. The origin draws on lore of deep dragons and drow from the Forgotten Realms setting.
This document presents the Blood of the Deepwyrm sorcerous origin for D&D. It allows the player to take on draconic traits from an ancient union between a drow and a deep dragon. Key features include a corrosive breath weapon, tremorsense, resistance to fire and cold, and abilities like moving through stone and dominating enemies with psionic powers. The origin draws on lore of deep dragons and drow from the Forgotten Realms setting.
Original Description:
A Homebrewed Sorcerer Subclass option for Dungeons & Dragons 5th Edition.
Original Title
Subclass_Sorcereous Origin_Blood of the Deepwyrm_V2
This document presents the Blood of the Deepwyrm sorcerous origin for D&D. It allows the player to take on draconic traits from an ancient union between a drow and a deep dragon. Key features include a corrosive breath weapon, tremorsense, resistance to fire and cold, and abilities like moving through stone and dominating enemies with psionic powers. The origin draws on lore of deep dragons and drow from the Forgotten Realms setting.
This document presents the Blood of the Deepwyrm sorcerous origin for D&D. It allows the player to take on draconic traits from an ancient union between a drow and a deep dragon. Key features include a corrosive breath weapon, tremorsense, resistance to fire and cold, and abilities like moving through stone and dominating enemies with psionic powers. The origin draws on lore of deep dragons and drow from the Forgotten Realms setting.
A Draconic bloodline Variant Restriction: Drow Only
You are a creature of the depths, for your innate magic is the Only drow and half-elves with drow ancestry can choose the result of the union between a wicked deep dragons and a Blood of the Deepwyrm sorcerous origin. drow, the dragon’s only humanoid ally. Your DM can lift this restriction to better suit the These half-dragon spawns are extremely rare, with only campaign. The restriction reflects the story of Deep Dragons two recorded cases in history, but in your blood, this union’s and Deepwyrm Drow in the Forgotten Realms, but it might legacy lives on. The blood of the Deepwyrm is a highly not apply to your DM's setting or your DM's version of the volatile and unstable agent when mixed with the Drow blood, Realms. making the Deepwyrm Drows’s descendants steadily lose a Drake of the Depths distinct drow abilities as they age, developing random Wicked magic flows through your body, causing you to draconic traits in their place. develop the Deepwyrm's corrosive breath weapon. Starting at It was believed that the addition of a Deepwyrm’s blood in a 1st level, you can use your action to exhale corrosive energy Drow only fueled her ambition and desire for power, making in a 15 ft cone. her a threat to the hierarchy of most Drow societies, causing when you use your Corrosive Breath, each creature of flesh jealous pure-blooded Drow rivals to hunt and slay them- and blood in the area of the exhalation must make a Dexterity To this day, most Deepwyrm Drow keep their heritage and saving throw. The DC for this saving throw equals 8 + your abilities hidden, except for the few cases where they instead Charisma modifier + your Proficiency Bonus. A creature declare themselves loudly, aiming to use their dragonblood to takes 2d6 damage on a failed save, and half as much damage advance their own causes, name, or family. on a successful one. The damage increases to 3d6 at 6th Blood of the Deepwyrm Features level, 4d6 at 14th level, and 5d6 at 18th level. Sorcerer Level Feature After you use your corrosive breath weapon, you can’t use it again until you complete a short or Long Rest.. 1st Drake of the Depths, Drums in the Deep 6th Deepwyrm's Ward Drums in the Deep 14th Deep Dive, Deep Sight Starting at 1st level, your Draconic ancestry grants you Tremorsense with a range of 30 feet. 18th Deepwyrm's Domain You can detect and pinpoint the origin of vibrations within range, provided that you and the source of the vibrations are in contact with the same ground or substance. Your tremorsense can't be used to detect flying or incorporeal creatures. In addition, you a can cast the Detect Magic spell without expending a spell slot or needing to provide material components. This does not count against your Spells or Cantrips Known.
Blood of the Deepwyrm 1
Deepwyrm's Ward Dominion of the Deep. You attempt to dominate your At 6th level, you gain Resistance to Cold and Fire Damage, foes. As an action, you can spend 6 sorcery points and additionally you learn to replenish some of your health when issue a mental command, requiring all Hostile creatures channeling your draconic ancestry. within 60 feet of you to make Wisdom saving throws or be Whenever you use your Corrosive breath weapon, or begin Dominated for 1 round. casting a spell of 1st level or higher that deals Acid damage, While Dominating you issue one out of the following 3 you can use your Bonus action to begin regeneration health. commands, which the creature, or creatures, must obey For 1 minute you regain 1d4 hit points at the end of each on their turn. When a creature re-enters or starts its turn your turns. This amount increases to 2d4 at 14th level, and within the range of your Dominion they must repeat the 3d4 at 18th level. Saving throw until they succeed. Once you’ve used this ability, you can’t use it again until you Flee the Deepwyrm's Den! complete a short or Long rest. The creature uses its action to move as far as its speed allows away from you and then ends its turn. The creature Deep Dive doesn’t move into obviously dangerous ground, such as a Starting at 14th level you learn how to shift stone and move fire or a pit. through it, like the dragons of the depths. Worship the glorious Deepwyrm! At the end of your turn, you can use your Bonus Action to The creature falls prone and then ends its turn. step into a stone object or surface, within reach, large enough Attack the Deepwyrm's foes! to fully contain your body, allowing you to transport freely up The creature uses its action to make a melee attack to 120 ft through its mass. You re-emerge at the beginning of against a randomly determined creature within its reach. your next turn at any chosen space within range that is If there is no creature within its reach, the target drops connected to the stone where you entered. whatever it is holding, uses no movement, and then ends While moving through the stone you are considered its turn. immune to all types of weapon attacks and damage, except A creature that succeeds on this saving throw is for force and radiant. immune to this effect for 1 hour Deep Sight Starting at 14th level, you can cast the True Seeing spell Credits without expending a spell slot or needing to provide material Created by redditor killpopsc2. components. The spell does not count against your Spells Art from "Dragon Magic" Supplement for 3.5 known. Illus. by F. Tsai, refined by redditor killpopsc2. Once you’ve used this ability, you can’t use it again until you Template: The Homebrewery complete a short or Long rest. Deepwyrm's Domain At 18th Level you become Immune to any magic that attempts to bend your will. Additionally, as an Action you can transform and temporarily take on a more draconic appearance, granting you devastating psionic powers that bend the will of your foes. You grow claws, your eyes blacken, and your hair and skin darken to a deep maroon. Your transformation lasts for 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), and you can manifest one out of two distinct psychic powers. Dread of the Deep. You attempt to momentarily confuse and dazzle your foes. As an action, you can spend 5 sorcery points to exude a dazing aura to a distance of 60 feet, Hostile creature within the range of your aura must succeed on a Wisdom saving throw or be Dazed for 1 round. While a creature is Dazed, they cannot take any Action or use their movement, each Hostile creature that starts its turn in this aura must repeat the Saving throw until they succeed. A creature that succeeds on this saving throw is immune to this effect for 1 minute.