Base Class: Sorcerer
Hive minds are interconnected systems of people, with the ability to share messages and information across the system. You are one such memeber, hand have been given a special link to the powers and knowledge of the collective.
Multilingual System
Starting at 1st level, you can draw on the uniqiue population of the system. After finishing a long rest, choose one language. You instantly gain proficiency in the language until your next long rest.
The amount of languages you can gain proficieny after the long rest with increases as you level. Two at level 7 and three at level 15.
Shared Experience
Also at 1st level, you can draw on the experience of the system in times of need. When making a skill check you can choose to gain proficieny in the skill if you don't already have it. If you do, you can double your proficiency bonus for the check.
You can do this a number of times equal to your charisma modifer (minimum of 1) and you regain all uses on a long rest.
Magic of the Hive
Starting at 6th level, fellow sorcerers of the system can give you assistance in magical means. As an action, choose a sorcerer spell of 5th level or lower you have not learnt. You may expend sorcery points equal to twice the level of the spell (cantrips count as 1st level for the purposes of this feature) to gain that spell until the end of your next long rest.
You can do this a number of times equal to your proficiency bonus, and you gain all uses back on a long rest.
Blessing of the System
At 14th level, your connection to the system is strong enough to temporarily share its power with others. As an action, choose a number of willing creatures you can see equal to your charisma modifier. The creatures you selected, as well as yourself, gain advantage on all intellegence, wisdom, and charsima saving throws for one hour. In addition, each creature gains temporary hitpoints equal to 4d6 + your sorcerer level, as the system sheilds and protects them from danger.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
One with All
At 18th level, you are fully invigorated by the system. It's power and knowldedge flowing through your body. As an action, you can awaken to the collective mind and gain the following benefits.
You gain truesight up to a 60ft range.
You gain proficiency in all saving throws and skills.
As a bonus action, you may choose one creature within 60ft ofu you and flood it with knowledge. That creature must make an Intellegence save equal to your spell save dc. On a failure, that creature takes 4d6 psychic damage and id stunned until the end of its next turn.
This form ends after 1 minute has passed, you end it as a bonus action, or you fall unconcious.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Active senses.
At 6th level, the system has given you more awarness of your surroundings.
You cannot be suprised as long as you are not incapacitated.
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Posted Oct 28, 2022Sorry for any wonky wording/formatting and such. This is a work in progress, just wanted to publish it now for posterity.