Sorcerer
Base Class: Sorcerer

Your innate magic comes from aberrant life force that was imbued in your bloodline in the days of yore. Most often, sorcerers with this origin trace their lineage along a line of freed thralls, or occasionally from a reformed aberration's attempt to assimilate into society, although the latter is rare. Being descended from an aberration, some of the physical traits that present themselves make you prone to hiding from common folk.

Aberration Ancestor

At 1st level, you choose one type of aberration as your ancestor. The ancestor you choose bestows an ability upon you, as well as physical characteristics, which are up to you and the dungeon master.

Aberrant Ancestry

Aberration

Ability

Aboleth

Telepathy up to 120 ft

Beholder

Area of antimagic, as in the antimagic field spell, in a 15 ft. cone. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. The area works against your spells, as well as any of your allies'

Flumph

Immunity to any effect that would sense emotions or read thoughts, as well as all divination spells

Gibbering Mouther

Immunity to psychic damage

Grell

Blindsight up to 60 ft

Mindflayer

All spells cast are cast without material, somatic, or verbal requirements

Morkoth

Swim speed is double normal movement speed.

Neogi

30 ft. climb speed on difficult surfaces, including upside down on ceilings, without needing to make an ability check

Otyugh

One arm is replaced with a tentacle. The tentacle can be used for unarmed strikes, but has a reach of 10 ft., and deals (1d8 + CHA) bludgeoning damage. If the target is Small or smaller, it is grappled (escape DC 10 + CHA) and restrained until the grapple ends

Slaad

Regain hit points equal to your proficiency bonus at the start of your turn if you have at least 1 hit point.

You can speak, read, and write Deep Speech. 

Aboleth

Aboleth Ancestor

Beholder

Beholder Ancestor

Flumph

Flumph Ancestor

Gibbering Mouther

Gibbering Mouther Ancestor

Grell

Grell Ancestor

Mind Flayer

Mind Flayer Ancestor

Morkoth

Morkoth Ancestor

Neogi

Neogi Ancestor

Otyugh

Otyugh Ancestor

Slaad

Slaad Ancestor

Far Realm Armor

As the anomalies in your blood increase in power, physical traits of your eldritch ancestors to emerge. As a result, parts of your skin secrete a thin layer of mucous that allow you to avoid incoming attacks. When you aren’t wearing armor, your AC equals 15 + your Dexterity modifier.

Eldritch Consumption

Starting at 6th level, when you cast a spell that deals psychic damage, you can add your Charisma modifier to one damage roll of that spell. Simultaneously, you can spend 1 sorcery point to gain health equal to half the damage dealt by the spell.

Otherworldly Levitation

At 14th level, you learn how to control vertical position of you and others with mere force of will, gaining a flying (hover) speed equal to half your current speed. 

You can also cast Levitate at will a number of times equal to your CHA modifier per long rest.

Presence of Insanity

Beginning at 18th level, you can channel the eldritch insanity of your aberrant ancestor, causing those around you to become confused and frightened. As an action, you can spend 5 sorcery points to radiate an aura of confusion and fear to a distance of 30 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 under the effects of the Confusion spell and frightened until the aura ends. 

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