Sorcerer
Base Class: Sorcerer

Following the immense trauma and suffering of the Age of Worms, strange magic began to well up from the ground like geysers. Among these mysterious magical effects were the corruption of bloodlines. These people were gifted, or cursed, with the power of the far realm. As such, they take on the traits of the creatures of the deep, learning horrible sorcerers from being of pure madness. They are one of the Aberrant Brood. 

Aberrant Origin

At 1st level, you choose one type of aberration as your ancestor. 

Aberrant Origin

Aberration

 Effect

Aboleth

Telepathy 120 ft.

Balhannoth

Audvantage on checks to see through illusions 1st Level or higher; see through cantrips automatically

Beholder

Advantage on all perception checks, and can’t be surprised unless visibility is impaired 

Cloaker

Advantage on stealth checks, and hide as a bonus action 

Gibbering Mouther

Immunity to acid damage, as well as the poisoned condition 

Illithid

Immunity to being charmed 

Morkoth

Able to breath air and water, and have a swim speed equal to your movement +20

Slaad

You can regain 1+CHA hit points as a bonus action 

Star Spawn 

You are immune to psychic damage

 

 

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

Aboleth

You gain telepathy for 120 ft.

Balhannoth

You have advantage on all ability checks to see through illusions of 1st Level or higher. Illusions created by cantrips are seen through automatically. Illusions not created by spells are not subjected to this effect.  

Beholder

You have advantage on all perception checks. In addition, you cannot be surprised unless there is some sort of visual impairment, such as darkness or the blinded condition. 

Cloaker

You have advantage on Stealth checks. In addition, you can use the hide action as a bonus action. 

Gibbering Mouther

You are immune to acid damage, as well as the poisoned condition.

Illithid

You are immune to the Charmed condition.

Morkoth

You gain the ability to breath air and water, as for the amphibious trait. In addition, you gain a swim speed that is equal to your movement speed +20.

Slaad

As a bonus action, you can regain hit points equal to 1 plus your Charisma modifier. 

Star Spawn

You have immunity to psychic damage.

Far Realm Glimpse

Starting at 6th level, when you cast a spell that deals damage, yoiu can use 1 sorcery point to force the target to make a Wisdom saving throw, with a DC equal to your spell save DC. On a failed save, they take an extra 2d6 psychic damage, and cannot use their action to do anything other than scream for 1 round. The creature is then immune to this effect for 24 hours.

Bodily Warp

At 14th level, you gain the ability to change your body using the Aberrant energy that runs through you. The options for bodily warps are listed below. 

Withering Wings 

Flight speed equal to movement 

Gibbering Mouths 

Speak all languages

Beastial Claws 

Burrow Speed equal to Movement 

Tentacle Arm

Extend reach to 10 ft.

Scrying Eyes

Truesight 30 ft

 

Your body and clothing is magically made available to accommodate these changes, if they weren’t already. 

Aberrant Bloom

Beginning at the 18th level, you can cause a surge in your innate archaic energy that extends beyond your body into a magical aura. This aura takes the form of a mysterious blood-red light and gasesous substance, and extends out in a 30 ft. radius from yourself. All targeted creatures that are within this radius can be forced to make a Wisdom saving throw, taking 5d6 psychic damage on a failed save. In addition, for every creature damaged, you regain 1 sorcery point. The area of effect costs 1 Action, and last for 1 round. It recharges on a long rest. 

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