Sorcerer
Base Class: Sorcerer

Over the years, many people of various races have struck deals with entities they don't understand in order to find happiness, wealth, success, etc. Everything comes with a price though, and those who have deals with these entities to conceive children end up with interesting offspring. While they still retain all of the characteristics of their various ancestry, something always feels odd about them; they are often abandoned as children for the simple reason that they make many people uncomfortable. Some, however, particularly beings already in service to one of these deities, may seek out these deals on purpose to provide ready-made servants to their chosen god. 

Eldritch Ancestor

At 1st level, you choose one deity who you may or may not be on good terms with. The damage type associated with each deity is used by features you gain later.

Eldritch Ancestry
Diety Damage
Dagon

Acid

Hastur

Lightning

K'baa

Fire

Cthulhu

Lightning

Noth-Yidik

Cold

Yog-Sothoth

Fire

Nyarlathotep

Cold

Bokrug

Poison

Azathoth

Acid

Shubb-Niggurath

Poison

You can speak, read, and write Deep Speech. Additionally, whenever you make a Charisma check when interacting with servants of your diety, your proficiency bonus is doubled if it applies to the check.

Azathoth

At 1st level, you choose one type of deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Bokrug

At 1st level, you choose one type of deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Cthulhu

At 1st level, you choose one deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Dagon

At 1st level, you choose one type of deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Hastur

At 1st level, you choose one deity as your ancestor. The damage type associated with each deity is used by features you gain later.

K'baa

At 1st level, you choose one deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Noth-Yiddik

At 1st level, you choose one deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Nyarlathotep

At 1st level, you choose one type of deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Shubb-Niggurath

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Yog-Sothoth

At 1st level, you choose one type of deity as your ancestor. The damage type associated with each deity is used by features you gain later.

Eldritch Resilience

As magic flows through your body, it causes physical traits of your deity to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin, translucent sheen of a color (from outer space). When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your deity, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Eldritch Persona

At 14th level, you gain the ability to sprout fins, gaining a swimming speed equal to your current walking speed. You can create these as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Various amounts of skin also develop a fish scale like texture. 

You can’t manifest your fins while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your fins might be destroyed when you manifest them.

Eldritch Presence

Beginning at 18th level, you can channel the dread presence your deity, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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