Sorcerer
Base Class: Sorcerer

In a Nightmare, a dark force buried itself within you, manifesting the fears of those around you within your body and awakening your sorceres  powers. Your Mind and Flesh took the form of these collective nightmares, allowing you to manipulate their power into spells. Now, as the nightmare personified, are able to call upon the powers of the void.

Incarnation of Fear

At 1st Level, you morph into an incarnation of fear. Whenever you finish a short or long rest, roll on the Table below to determine your incarnation, which lasts until you finish your next short or long rest.
Each incarnation lists two spells, one available to you at 1st level and another available to you once you reach 3rd level. While an incarnation is active, you know the listed spells, and each counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know.

D6

Incarnation

1 Level

3 Level

1

Arachnid

False Life

Web

2

Disease

Inflict Wounds

Ray of Enfeeblement

3

Gloom

Fog Cloud

Darkness

4

Serpent

Poison Spray

Protection from Poison

5

Judgment

Vicious Mockery

Hold Person

6

Thunder

Thunderwave

Shatter

 

Additionally, you gain an effect based on your current incarnation while it is active, as a detailed below

Arachnid. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free

Disease. When a creature hits you with a melee attack, you can use your reaction to deal necrotic damage to them equal to your proficiency bonus.

Gloom. You can see normally in darkness, both magical and non magical, to a distance of 60 Feet.

Serpent. Your walking speed increases by 10 feet. Also, you gain a swimming speed of 30 feet.

Judgement. You have advantage on Charisma (Intimidation) Checks against creatures that can see or hear you.

Thunder. Once per turn when you deal damage to a creature, you can move up to 5 feet in any direction of your choice, except upwards.

When you reach 3rd level, you can spend 1 Sorcery point as a bonus action to switch your current incarnation to another of your choice.

Void Rift

Starting at 6th Level, you can tear a rift in reality, summoning an aberrant creature from the void to fight along side you. As a bonus action, you can spend 3 sorcery points to summon a void Lurker in an unoccupied space of you choice within 30 feet of you.

The lurker is friendly to you and your companions and obeys your commands, its statistics are detailed below, which uses your proficiency bonus in several places. You determine the lurkers appearance, which is often a vile monster reminiscent of common phobias and fears.

In Combat, the lurker shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn in the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. On the turn you summon the lurker, you can command it as a part of the bonus action used to summon it. If you are incapacitated, the lurker can take any action of its choice, not just dodge.

The lurker disappears and returns to its home plane after 1 hour or after it is reduced to 0 hit points. It also returns if you use this feature to summon a lurker again or if you die.

 

Void Lurker

Armor Class 14

Hit Points 5 + five times your Sorcerer level

Speed 30 ft.

STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
5 (-3)
WIS
12 (+1)
CHA
12 (+1)

 

 

Senses passive Perception 11

Languages understands those that you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Terror Form. The lurker shares the effects of your current incarnations. It gains no benefit from the extra spells

Actions

Void Slash. Melee, 5ft Your spell attack modifier to hit, 1d8 + PB necrotic

Reactions

Terrify. The lurker attempts to scare a creature within 60 feet of it that you can see. The target must make a Wisdom saving throw against your spell save DC or be frightened until the end of its next turn. On a successful saving throw, it is immune to this effect for the next 24 hours.

Anomalous Form

At 14th level, your form is corrupted further by the void. When you roll for your incarnation, you gain two instead of one ( re-rolling duplicates). The both remain active until you finish your next short or long rest.

Additionally, you can breathe in air and water, as well as communicate telepathically to any creature you can see within 30 feet of you, so long as they share a language with you.

Dreadful Collapse

At 18th level, you can cause a burst of shadowy energy to erupt from you as a bonus action on your turn. Creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, a target is teleported to another space withing 30 feet of you and is frightened of you for the next minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you cant do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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