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.
Although the mind flayer option is overpowered the beholder option could easily be used for fighters and barbarians that want to counter spellcasters. Although the beholder option balances itself out if you don't multiclass it would be overpowered on any martial classes. Morkoth is the only really balanced one. Also revivify is overpowered with no material components. The lack of material components is a class feature in zealot barbarian and that is one of the best features of choosing a zealot barbarian.
From level one this subclass is already completely broken. Having telepathy up to 120 feet without noted restriction is pretty overpowered already. The others have said it many times, but the Mindflayer option is just a no-brainer for me. First off, it completely shuts off counter options like counterspell or silence, and removes any and all need for the metamagic option subtle spell. Subtle spell is a counter to counterspell in the way that it removes the need for verbal components already, and it is balanced by the fact that it takes up a metamagic option and costs sorcery points to use. This not only completely negates all of that, but it is utterly broken when we're looking at more expensive spells. One single level dip in this class and I can cast spells like revivify, glyph of warding and simulacrum for free, without having to spend gold or get specific items needed. Removing the need for verbal and somatic components is one thing, removing the need for MATERIAL components is a whole other level of broken.
Then, the Far Realm Armor feature. This completely negates the need for mage armor. Not only that, it's BETTER than mage armor.
This means that, looking at what we have so far, at 1st level we have a better mage armor for free AND the possibility to never be countered when casting a spell.
How would you even cast spells without using a verbal, somatic or material component? Like, do you just stand there and THINK the spell and it just happens? A lot of spells list the way the spell is cast in their descriptions. Let's take fireball, for example: "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame." In this scenario, where does the bright streak come from?
Eldritch Consumption sounds like an okay feature, but I would say just write it like this for simplification: "At 6th level, when you cast a spell that deals psychic damage, you may add your Charisma modifier to the damage. Additionally, you may spend a sorcery point to regain hit points equal to half of the spell's damage."
Presence of Insanity sounds fine, but I would say that you don't lose concentration 'as if you were casting a concentration spell', but rather you lose concentration 'as if you were concentrating on a spell'. That's more like official D&D language.
Overall, 1st level features are an utter mess and completely broken. In fact, I'd say that the inclusion of Mindflayer makes this class unusable in many cases, as it breaks so many fundamentals and balancing mechanics of the game. I would suggest reworking the 1st level features completely.
My brother in Christ this is some DND 5e homebrew
nerf far realm armor
No cloaker ? NO CLOAKER !? Outrageous.
Just because it’s very over powered doesn’t mean you got to be mean!!! What if the WHOLE point of this was that it was supposed to be op? What if you think about the time and effort of making a awesome subclass even if it’s a op one? At least he wasn’t one of the people that does the “you touch a creature. It deals 1000000d19000000 damage” he put real effort and work into it and tried to make something fun, then you came in and yelled at him because it was a little powerful, at least give suggestions on how to fix it!!! (don’t be upset if he doesn’t change anything) And again if no one is supposed to use homebrew to make there OP stuff then where do expect them to go?
Edit: this is pointed at you guys. Also *UPVOTE*
15+ dex modifier?? How is that balanced
>like yeah i could spend all night destroying this and telling you how broken it is but i need to sleep
Yeah, OP, just know the only thing keeping your sanity and dignity in tact is THIS guys bed time. You got lucky.
i think it is too OP because at level one your AC is 15 plus your DEX and you have a choice to basically cast a level 8 spell at level one. if you pick on of the other ones they are quite balanced in ability. the beholder one is overpowered
this is broken just from level one aboleth, gibbering mouther, beholder, flumph, grell, mindflayer, neogi and slaad are all broken interms of there power level heck a barbarian could multi class into this 1 level and get immunity to the only damage type that effects them for full damage if they wanted
like yeah i could spend all night destroying this and telling you how broken it is but i need to sleep
here is my Discord Foo#0895 add me and ill destroy this for you another time
Just think before you post!
@Natsuki1776 What do you mean?
Why does the Grell only give a penalty? Seems dumb
A lot of people are hating on this subclass, but only because it starts off overpowered. If you just change the first level ability and nerf the 6th level ability, the whole thing would actually be quite balanced. Overall, this class is really cool, and I may make some revisions myself in order to use this if thats ok. Also as far as the AC =15+dex, I would just say that surpirsingly, it should be 12 + cha. I know it sounds strange, but max AC of 17 is balanced, and as far as the cha mod, its because you are secreting a mucus which is magical. What do you use to cast spells? Charisma. Thats why i think it should by 12+cha, but feel free to do whatever. Also, if you still think thats strange, look at hexbade warlocks. Why do they get to add their cha mod to their attacks? Yep. Because they can. Anyway, I actually really like the subclass overall. Its super dope and if it were nerfed, it would be really really fun to use.
15+ dex modifier?? How is that balanced
I think this class is very overpowered, and may need some balancing in the future. Otherwise, it does seem like it would be fun to play!
Feel free to make your own version! WotC already did in their UA lol.
I really like the idea/concept of this subclass! Do I have permission to try to create my own more balanced variant of this subclass? Also, I am sorry so many people were just saying mean things about it. While it is unbalanced in my opinion, those people are not trying to help you make it more balanced in any way! I think if someone posts a comment on an article it should either be positive or it should be helpful feedback/advice. I think that the only too unbalanced thing is the aberrant ancestry. mrllamacorn3 made a very insightful comment that could be used to improve it! Also maybe change the far realm armor of debuff it to a 11 or 12+con. Con because one, most sorcerers have a lower con and two, I think it makes more sense in this case... You could also ask others for ideas to replace far realm armor! Anyway, that is all I have to say.
so is the mind flayer one it makes all your spells free other then spell slot restriction
Barbarian: I use my own muscles to block against blows!
Monk: I use my calmness, awareness, and lightness to defend myself!
Dragon Bloodline Sorcerer: My dragon ancestor has shown itself and I have a layer of protective scales on me!
Aberrant Bloodline Sorcerer: im slimy so my lv 1 unarmored ac peaks at 18, while yours is a mere 16
>like yeah i could spend all night destroying this and telling you how broken it is but i need to sleep
Yeah, OP, just know the only thing keeping your sanity and dignity in tact is THIS guys bed time. You got lucky.
i think it is too OP because at level one your AC is 15 plus your DEX and you have a choice to basically cast a level 8 spell at level one. if you pick on of the other ones they are quite balanced in ability. the beholder one is overpowered
Yeah, the Ancestry party needs a total rework, try looking to the barbarians animal totems to see how they balanced their stuff. Far Real Armor could be workable but id suggests looking at a race like Lizardman or the tortun and mold it after there natural AC ability. The 6th and higher skills seem totally fine to me.
NP!
You are the first to give me some actual advice, and it is much appreciated!