Base Class: Sorcerer
Your innate magic comes to you from a connection to the realm of the Elder Things. This distant reality is inimical to our own, warping and changing that which is not utterly destroyed. You have been touched in such a way. Maybe your parents dreamed of a sleeping Old God. Maybe you delved into secrets best left hidden. Whatever the case, your brief encounter with the power of the that realm has forever changed your mind and body.
Expanded Consciousness
At 1st level, the effects of the touch of the Elder Things upon your physiology are already noticeable. You gain telepathy to a range of 120 feet. To establish this connection, you must share a language with and be able to see the creature.
At 6th level, this ability expands. You can link the minds of a number of willing creatures equal to your CHA modifier + 1 (minimum of 2). This number must include you. You must still share a language with all of the creatures in the link, but they do not need to all share a language with each other. Your mind translates for them. You can maintain the link even when the targets are behind full cover, as long as they remain willing and are on the same plane of existence.
Weird Magic
At 1st level, your link to the Elder Things allows you to learn spells from the warlock class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Variable Anatomy
Your internal anatomy does not always follow the rules of this reality. At 6th level, as a reaction when hit with a weapon attack that you can see, you can spend 1 Sorcery Point to gain resistance to weapon damage until the end of the next turn as you move all of your organs out of the way of incoming blows.
Visions of Distant Realms
At 14th level, your connection to the Elder Things has grown stronger. As an action, you can cause one creature that you can see to glimpse a corner of their realm. That target must make a WIS save (DC equal to your spell save DC) or be paralyzed. A target paralyzed this way can retry the saving throw at the end of each of their turns. On a success, the paralysis ends. Once you use this feature, you cannot use it again until you finish a short or long rest.
Empathic Camouflage
Your psychic abilities have reached their zenith. At 18th level, as a bonus action, you can spend 5 sorcery points to give yourself a limited empathic link to any creature that can see you. For one minute, any creature that targets you with an attack or a harmful spell must first make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This effect does not protect you from area effects, such as the explosion of a fireball. Creatures immune to psychic damage are not affected by this ability.
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