Sorcerer
Base Class: Sorcerer

Those of the Eldritch Bloodline are touched by the power of a long since forgotten Great old one whilst in the womb are "gifted", or "cursed" depending on who you ask, with the terrifying and Ancient power of Eldritch blood, Most individuals do not survive, and are miscarried before they come to term. Those that make it to birth are born with latent potential that can be realised at any point in their lives. However they all had or have three thingd in common: none were destined for greatness, all we're destined to witness a greatly traumatic event, and all had dangerously weak hearts, you are one of the few who survived. The Eldritch taint of the Great Old One lingers within the blood that flows through your being, and changes you irrevocably. The Great Old One still sends you dreams to you now and then as well, and the secrets revealed by it help to understand your eldritch power.


You know that many would be terrified of your abilities, and rightly so, Eldritch magic can barely be comprehended by experts, for it is a kind of magic that few ever witness. And those that have? They've been written off as madmen by society. You, however, know that there is far more to a lunatic's rantings than meets the ear. After all, the voices in your head say a maddened soul can sing the most beautiful of melodies...

Eldritch Knowledge

Starting at 1st level your magic awakens, and so does your mind. Strange and Ancient knowledge comes pouring into you from a gap in reality, temporarily opened You gain the ability to read, write, and speak in Eldritch Toung.

You gain proficiency in arcana and religion, if you are not already proficient. You can also choose one of your skills to gain expertise in. Additionally when you speak in the eldritch tounge all creatures within 10ft of you must make a wisdom saving throw when you spea, upon a fail all who can hear you become fearful of you, at 5th level they are also temporarily driven mad by you're other worldly speech. your otherworldly speech has a charming affect on those who are fearful of you. You gain advantage on persuasion and intimidation checks against creatures who are frightened of you, you also gain the cantrip: Eldritch blast at 2nd level

Metamorphosis

As your awakened blood spreads through your being, you to form a weak connection with the Far Realm, allowing a tiny part of it to harbor within you and transform you in both mind and body, turning you into a walking Eldritch horror. You choose one Metamorphosis trait to take on permanently from the table below. Once this choice is made it cannot be undone. At 10th level Your second metamorphosis trait is taken on permanently. The exact form these traits take is different for every individual that is corrupted by eldritch energy.

To determine what secondary trait you take on, roll a d6 off of the table below. At 14th level you may roll for a third and final metamorphosis trait, this trait does not become permanent. Additionally you cannot choose the same trait twice, if the die lands on you're first or second trait you must re-roll for you're trait

d6 Metamorphosis traits:

.1: Your Arms, Back, Chest, and Abdomen become covered in monstrous, Dimly glowing eyes. Granting you 120 ft. darkvision that can see through magical darkness, as well as 360 degree vision.

.2: A pair of otherworldly, Tattered Dragon-like wings sprout from your back. You gain a 35 ft. flying speed.

.3: One of your limbs mutates into a 15 ft. long tentacle that deals magical bludgeoning damage equal to your Sorcerer level and grants you advantage on Strength and Athletics checks during a grapple.

.4: Your head becomes elongated, expanding the size of your brain. You gain telepathy to a range of 60 ft. and can cast the Detect Thoughts spell at will without expending a spell slot.

.5: A hard chitin-like carapace or tough leathery hide covers your skin, granting resistance to all damage except Psychic, Poison, and Necrotic.

.6: Your skin becomes covered in mouths that you can speak from. You may cast the Dissonant Whispers spell as a bonus action at will without expending a spell slot.

Mark of the Old Ones

At 6th level the power and strange, alien energy within you amplifies your abilities to the degree that you and those who know of your dark gift can sense the influence of the Elder Gods in your every action.

Ancient Wisdom

As the Eldritch power in your blood spreads throughout your body, you begin to open your mind to the chaos down by the eldritch abominations that secretly hold dominion over the pockets outside of reality.

You can choose one skill to become proficient in. Additionally you have learned to harness the knowledge the voices have imparted upon you over many years to warp through the fabric of space. At 10th level you gain the ability to cause one or more powerful spacial disruptions within 30ft of you're position, a sorcery point is expended with each additional disruption, your target/s must succeed a DC16 dexterity saving throw or take 3D6 piercing damage and 2D6 slashing damage.

Eldritch Mind

Through repeated exposure to the eldritch power within you, your mind opens a step further, your thoughts leaking out and entering the minds of others. At 15th level you gain the ability to communicate telepathically with any creature within 100ft of you, and they can reply to these messages. Additionally you gain the spell: command, and this spell does not count against your known spells. You also become immune to being charmed and frightened.

Mantle of Insanity

Upon reaching 18th level, your body has become part of the Far Realm itself, allowing you to summon a small portion of it to consume your foes, by channeling the terrifying power of your Eldritch blood to exert its unknowable will upon the universe itself. This allows you to flout physics and exude dark energies through non-magical sources.

As an Action, you may expend one or more Sorcery Points to cause the physical manifestation of insanity and fear to seep out of your body like a thick, sticky tar and form a dome around you in a 30 ft radius. All creatures within, other than yourself, suffer Psychic damage equal to 1d6 per Sorcery Point expended, and must succeed a Wisdom saving throw equal to your spell save DC or become frightened of you until cured by a spell such as Greater Restoration. Once this feature is used, it cannot be used again until the end of your next long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2021 3:48:12 AM
115
8
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes