Sorcerer
Base Class: Sorcerer

Immerse yourself in the madness of the eldritch horrors and gain power from their origins. Summon Eldritch beings to fight by your side and inflict madness on your foes. They command the terrors of the void. Conduits of otherworldly powers.

Eldritch Summoning

At 1st level, you gain the ability to summon otherworldly creatures to aid you in battle as an action. These summoned beings are nightmarish abominations with unsettling appearances. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your mental commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. You can have one Horror summoned at a time and it lasts for 1 hour or until killed. You can use his feature a number of times equal to your proficiency bonus. 

Eldritch Horror

Armor Class 15 (natural armor)

Hit Points 10 + your sorcerer level

Speed 30 ft.

STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
5 (-3)
WIS
10 (+0)
CHA
17 (+3)

Damage Resistances psychic

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus 

 

Actions

Eldritch Tendril. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit:  1d12 + 2. The horror gains temporary hp equal to the damage it deals.

Unsettling Scream.  Enemy creatures that can hear this scream within 15 ft must make a Wisdom saving throw against your save DC. On a failure the creatures have disadvantage on attacks made against the horror and you. 

 

Madness Infusion

Starting at 6th level, your connection to the eldritch voids grants you the ability to inflict madness on your foes. When you deal damage to a creature with your spells or summoned creatures, you can expend 2 sorcerer points to have the target make a Wisdom saving throw or suffer from temporary madness, as per the rules in the Dungeon Master's Guide. This feature can't be stacked on one creature and can only be used once per turn. 

Eldritch Resilience

At 14th level, you gain resistance to psychic damage and advantage on saving throws against being charmed or frightened. Your mind has become partially attuned to the alien energies you command, making you more resistant to the effects of madness. Also, your summoned creatures can be used as a shield for you, if you are dealt damage and a summoned creature is within 5ft you can use your reaction to have the summoned creature take half of the damage dealt. 

Unleash the Eldritch Blood

At 18th level, you gain the ability to temporarily channel the power of a Great Old One, granting you immense magical strength and madness-inducing abilities for a limited time. During this state which lasts for a round, your spells become even more potent, and your enemies are subjected to intense maddening effects when hit by your spells or attacks. When you deal damage with a spell or attack from your summoned creature, the target must make a Wisdom saving throw or be inflicted with long-term madness, on a natural one the target gains indefinite madness, as per the rules in the Dungeon Master's Guide. Once you use this feature you can't use it for 1d10 days.

Previous Versions

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10/13/2023 9:45:05 PM
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