Sorcerer
Base Class: Sorcerer

Your magical capabilitier are not yours, from within yourself You are a part of something bigger, something more powerful and most certainly something that has its own interests in mind - in a hivemind, to be exact. Whether related to the Great Old One, touched by Aberrations, related to the Plane of Mechanus or part of a secret magic society, you are but a cog in a bigger mechanism - able to lend your power to the greater cause or call on the power of others in times of need.

Non-atomic Magic

Starting when you chose this origin at 1st Subclass level, you gain access to a shared pool of magical force - with the possibility of interference from others, whether con- or destructive. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a three or lower, roll on the Hivemind Interference table to create a magical effect.

You can also trigger this roll on purpose. Every time you do so, you roll a die with less sides than the previous on, e.g. D12 > D10 > D8 ect. It resets to a D12 when you finish a long rest.

Common Knowledge

Starting at 1st level, you can concentrate on your connection to other entities of your origin. As a ritual with casting time of 10 minutes, you can replace a spell in your spell list with another spell of the same level from the Sorcerer or Warlock spell list. This ritual does not require any components. When you use this feature, you can't use it again until a long rest. The DM may elect to make you roll on the Hivemind Interference table once at any time during the ritual.

 

Hivemind interference table (d12)

[1] You take 1 point of psychic damage. If this reduces you to 0 hit points, you are considered stabilized
[2] You create an unauthorized telepathic connection within the hivemind, which the counterpart is aware of. Your DM decides what profanities in what language you get to hear.
[3] You summon a creature from your hivemind. The DM decides which form it takes (modron, imp or likewise). It is indifferent to you.
[4] A status bar appears above any creature within 30 feet of you. It displays surface thoughts as read by the Detect Thoughts spell and vanishes after 1 minute.
[5] You create a telepathic bond with a random creature within your field of view. This bond lasts 1 minute or until dropped by you or the creature.
[6] You become proficient in a random chosen language for the next minute, and have the sudden urge to speak it.
[7] The effects of whatever you do (and whatever is done to you) only manifest at the end of your next turn, all at once. Until then, you appear to be frozen in place.

[8] You learn a random fact about the world you are in.
[9] You learn a cantrip (chosen randomly from all spell lists) for the next minute.
[10] You may choose to reroll your next d20, but you have to take the new value.
[11] The next spell you cast has a random Metamagic aspect applied to it, even if you cannot use it otherwise. You do not spend the Sorcery points normally needed nor do you know the particular to-be-applied metamagic before you cast the spell.
[12] You recover 1d4 sorcery points up to your current sorcery point maximum.

 

Call For Close Magic Support

Starting at 6th level, you are able to manifest an ally from the hivemind. As an action, you can summon a so-called Intruder. The DM determines what creature the Intruder takes shape of (it can be a beast, a humanoid, but not larger then medium). The summoning lasts for a duration of 1d4 + your proficiency bonus in minutes, until it has reached 0 hit points or when it is dispelled. You can use this feature once per long rest. The intruder acts on you initiative right after you and does not require any actions to command. It can cast spells on its own, including Concentration spells. It uses a spellcasting modifier of 14 and has a maximum of two spellslots. You determine the amount and level of the spellslots available to your Intruder when you summon it. The spellslots are then unavailable to you until the next long rest, even if the Intruder gets dismissed or otherwise disappears before using any of them.

Uncommon Knowledge

Starting at 14th level, you have strengthened your connection to the hivemind to the point where it sees you as one of the more privileged nodes. As a ritual with casting time of 10 minutes, which does not require any components, you can place a request for knowledge within the hivemind. This has the following effects:

- You learn something about a certain creature (DM decides what information you can gain and may require a Charisma[Investigation] check), DC8 + the creature's CR (or character level). On a successful check, you typically learn either the creature's immunities, resistances, vulnerabilities or its plane of origin.

- You can cast Scrying spell without expending spell slots or material components

- You can cast Augury an amount of times equal to your Proficiency modifier, without the cumulative random reading penalty, ignoring components and spell slots

- You can establish a telepathic connection to someone connected to the same hivemind (which ends when you stop the ritual). This connection can relay words, images, feeling and complex thoughts. The target does not have to be able to speak any languages. Alternatively, you may cast a Sending spell ignoring components if the creature is not connected to the same hivemind as you.

You can use this feature once per long rest.

 

World Wide Hive

At 18th level, you're among the most powerful creatures of your hive. This grants you certain rights and responsibilities.

- You learn the Dominate Beast, Dominate Person and Dominate Monster spells or any three other Sorcerer spells if you have the beforementioned spells already learned.

- Once per long rest, you can can touch a creature to connect it to your hivemind. If the target is unwilling, you have to make three consecutive contested Charisma checks, and the target has to fail all of them (they have disadvantage if they are under the effect of the Dominate Beast, Dominate Person or Dominate Monster spell). If successful, the target is charmed by you and all members of your hivemind. All creatures connected through this ability can converse in words images, emotions and complex thoughts, ignoring lingual barriers. The amount of creatures connected by this feature cannot exceed your proficiency bonus. All unwilling creatures count as two creatures for this limit. You can drop such a connection as a free action anytime with no components needed, and all connections drop if you go unconscious. When a connection to a target drops, it retains any knowledge grated by the hivemind and whether is was charmed or not.

 

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