Base Class: Sorcerer
Life has not been kind.
You once floated through the colourful expanse of the Emerald Sea: castles of branching coral were your home, surfacing-dwelling elephantfolk paid homage to your kind with lavish gifts in return for guidance and everything below the waterline was your kingdom.
This all changed when you were caught.
Hooked with a sharp spike, your amorphus form twisted and writhed against the iron barb embedded in it. You were dragged to the surface. An unthinking, scaled face with a sharp beak stared at you, wide-eyed. A tortle. A child. An idiot child had ensared you with a tool for catching fish. It crammed you in a jar and stuck you on a shelf. That was were you remained for some years. But flumphs have no shortage of time, your regenerating body remained unaffected by aging. So there you stayed. Watching. Waiting.
That idiot child grew up to make further enemies and, eventually, was hunted down for his bounty by an armour-clad creature from the swamp: Atlas. He found you there, sealed in a glass jar and released you. Since then, you have been journeying together; your growing telepathic abilities proving extremely useful in aiding your ruthless friend.
Once again, you are free to roam the world, and your powers are only growing stronger.
Mental Influence
Controlling the minds of other creatures requires an exertion of psychic energy; your reserves of this energy are represented by Influence.
Your Influence is equal to your level + 1, so you have 2 Influence at level 1.
You regain all used Influence when you spend 1 hour feeding off the psychic energy of others during a short or long rest. This does not cause harm to those you feed off.
Telepathic Commands
At 1st level, you gain the following Telepathic Commands. You can exert some of these without any cost, but more powerful commands require you to spend Influence.
You must be within 60ft of a creature to issue a Telepathic Command to them; you do not need to see the target, but you must be able to make a telepathic connection to them. Creatures with no mind (such as constructs) and creatures with protection against mind control are immune to your commands.
Some commands will require your target to make a saving throw against your Command DC, which is equal to 8 + your proficiency bonus + (either your CHA, WIS or INT bonus, your choice).
Telepathic Commands
| Command | Effect |
|---|---|
| Self-Immolate | As an action, you force a creature to attack themself in a fit of confusion. They must make a WIS Saving Throw against your Command DC. On a failed save, they make one melee attack against themself (this attack automatically hits). |
| Betrayal | As an action, you temporarily make the target confuse friend and foe. They must make a CHA Saving Throw against your Command DC. On a failed save, they will attack a creature allied to them on their next turn. |
| Phobia | As an action, you cause the target to become irrationally scared of a creature they can see. They must make a WIS Saving Throw against your Command DC. On a failed save, they will be frightened of a creature of your choosing until the end of your next turn. (A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight and cannot willingly move closer to the source of their fear) |
| Falter | As an action, you spend 1 Influence and cloud the target's mind with indecision. They must make a WIS Saving Throw against your Command DC. On a failed save, they are stunned until the end of your next turn. (They cannot take actions or reactions, cannot move, and attacks against them are made with advantage) |
| Obscure | As an action, you spend 1 Influence and cause yourself to become blurred from the vision of others. For 1 minute, you become invisible to others. This effect ends early if you take an action that clearly makes your presence known, e.g: attacking someone, speaking loudly, moving an item in full view of someone. You can stretch this ability to other creatures within 60ft of you, spending 1 Influence per additional creature. Other obscured creatures must remain within 60ft or become visible. |
| Bolster | As an action, you embolden the courage of another creature. The target gains 1d6 + (your character level) temporary hit points for 1 minute. You can enhance this ability with Influence, either giving the same target an additional d6 per Influence, or extending this effect to 1 additional creature per Influence. |
Carrionette
As an action, you can spend 2 Influence and use your psychic energy to animate a recently deceased humanoid; the raised creature has the statistics of a Zombie, with the additions of being immune to psychic damage, and the charmed and frightened conditions. You cannot have more than one Carrionette at a time.
You can issue simple commands to the Carrionette as a bonus action ('attack', 'flee', 'retrieve') or can take precise control as an action (during which you see and hear through the Carionette's senses).
The Carionette can be made to equip any non-magical equipment, such as leather armour, a crossbow or a shortsword.
This effect ends when the Carrionette is killed, if you are killed or if you use this feature on another corpse.
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