Sorcerer
Base Class: Sorcerer

Your soul is touched by the Far Realm, giving you access to horrific magic that disturbs the heart and corrupts the body. Perhaps you were exposed to eldritch magic as an infant and bonded to it, or perhaps you were once a cultist who took part in otherworldly rituals to call upon the great old ones: rituals that left their mark upon you. Or perhaps even your birth was marked by those great old gods of the unknowable, destined to be a herald to their coming.

One way or another, you have been "gifted" with the power of eldritch magic, a kind 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 Visage

You can call upon the eldritch power latent within you to momentarily change your appearance into that of a walking nightmare. As a Bonus Action, you can attempt to scare a creature of your choice within 30 feet of you provided that the creature can see you. The creature must succeed a Wisdom saving throw against your spell save DC or become frightened of you. The affected creature can repeat the saving throw at the end of each of their turns and upon a success, is no longer frightened and becomes immune to your Eldritch Visage for 24 hours.

 

Mouth of Madness

You gain the ability to read, write, and speak Deep Speech. Additionally, your otherworldly magic 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.

 

Metamorphosis

At 6th level, you've learned how to concentrate your eldritch magic into parts of your body, allowing you to temporarily mutate them into something otherworldly. As a Bonus Action, you can spend one or more Sorcery Points to transform a body part to take on a random Metamorphosis trait. This trait lasts a number of minutes equal to the number of Sorcery Points spent. To determine what trait you take on, roll a d6 off of the table below. Only one Metamorphosis trait may be active at a time. 

d6 Metamorphosis trait
1 Your skin becomes covered in monstrous eyes. Granting you 120 ft. darkvision that can see through magical darkness, as well as 360 degree vision.
2 A pair of otherworldly wings sprouts from your back. You gain a 30 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 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 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.

Eldritch Horror

Starting at 14th level, your eldritch magic begins to form a connection with the Far Realm, allowing a tiny part of it to harbor within you and transform you in both mind and body, making you into a walking eldritch horror. You may choose one Metamorphosis trait to take on permanently. Once this choice is made it cannot be undone. Additionally, you become immune to the charmed and frightened conditions. 

Mantle of the Old Ones

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.

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 liquid and form a dome around you in a 30 ft radius. All creatures within, other than yourself, suffer Psychic damage equal to 1d10 per Sorcery Point expended, and must make a Wisdom saving throw against your spell save DC. Upon a failure, creatures become frightened of you. Creatures frightened of you in this manner can only be cleansed of the condition by a Greater Restoration or Wish spell.

Once this feature is used, it cannot be used again until the completion of your next long rest.

Previous Versions

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7/30/2023 8:38:51 PM
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