Sorcerer
Base Class: Sorcerer

Rising from the deep waters, roaming across endless deserts, and emerging from vast starscapes; the realms are full of indescribable beings of ultimate power. 

Your innate magic comes from these dark and unspeakable sources of power. A madness that would consume lesser minds. Perhaps your ancestor was a priest to these Eldritch beings and was gifted a child of prophecy. Perhaps an eldritch being disguised as a mortal to mingle amongst them. Perhaps, a dreaded elder sign marked your birth. 

Elder spawn sorcerers strike fear into the hearts of their enemies and cause unease in their allies. No matter their intent, the eldritch source of their power looms over them and subtly influences them. 

Child of the Old Ones

At 1st level, you choose one type of Eldritch ancestry from the chart below. You gain advantage on saving throws against one condition and become proficient in one extra skill. The skill does not count against your total number of skills that you know.

 

Eldritch Ancestry

Condition and Skill

Depths

Blinded; Athletics

Sands

Charmed; Survival

Void

Frightened; Stealth

Depths

Provides advantage on saving throws against Blinded and proficiency in Athletics 

Sands

Provides advantage on saving throws against Charmed and proficiency in Survival

Void

Provides advantage on saving throws against Frightened and proficiency in Stealth

Eldritch Corruption

You gain a disfigurement to either your body, mind, or soul influenced from your eldritch heritage, which allows you to inflict suffering onto others. As an action, you can target a creature within 60 feet of you with this ability and force them to make a Wisdom saving against your Sorcerer DC. If the creature fails, it is effected by the condition determined by your Eldritch Ancestry for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Eldritch Corruption feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.

When you reach 3rd level in this class, you may spend 3 sorcery points to ignore immunity to the condition when using your Eldritch Corruption feature.

At your option, you can pick from or roll on the Eldritch Corruption tables to create a quirk for your character based on their Eldritch Ancestry.

 

Depths Corruption
d6

Quirk

1 You have a tentacle growing somewhere on your body
2 Your skin is perpetually slick with moisture or slime
3 You always smell like the sea
4 You have a huge desire to be in water or bathe
5 There is always the soft sound of waves and the sea around you
6 A low fog always trails behind you
Sand Corruption
d6 Quirk
1 You have a forked tongue
2 You have vibrant bestial eyes
3 You sometimes speak in tongues 
4 You get cold more easily than others
5 The space around you is unnaturally warm
6 Insects are attracted to you

 

Void Corruption
d6 Quirk
1 You have an extra eye that never seems to be in the same spot
2 Some part of your body is partially translucent 
3 At times when you speak, occasionally your voice echoes 
4 When you sleep, you share the dreams of others
5 Sometimes your shadow moves on its own, or you are followed by the shadows of others
6 Individuals around you sometimes hear voices from beyond

Fevered Visions

Starting at 6th level, your Eldritch Corruption can now be effected by your Meta Magic. In addition to this, when a creature affected by your Eldritch Corruption dies, you can spend a reaction to swap it to a different creature within range. The creature must make the normal save. If it fails, it is now marked for the remaining time of your Eldritch Corruption. It can continue to repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

If it saves, your Eldritch Corruption ends.  

Supernatural Protector

At 14th level, you gain a supernatural defense from beyond the material plane. When a creature within 5 feet hits you with an attack, they must make a Charisma saving throw against your Sorcerer Spell Save DC or be forced to move 30 feet away from you in a straight line. You pick the direction. The creature’s movement does not incur attacks of opportunity.

Horrific Avatar

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a nightmarish avatar of an unspeakable form. In this form, you distort reality in an aura of 60 feet around yourself.  You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. 

When an enemy creature enters the area for the first time on a turn or starts its turn there, it takes 2d6 psychic damage and must make a Wisdom saving throw against your Eldritch Corruption. On a failed save, the creature is effected by the condition determined by your Eldritch Corruption for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Previous Versions

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