Sorcerer
Base Class: Sorcerer

Aberrant Form

You have been drenched by otherworldly powers. Perhaps you were covered in a fiend's essence, maybe scratched by one, raised by one, or born of one; somehow or another the deep and intimate exposure to the power of an outer entity has manifested a physical malformation of that power on your body. This manifestation may even hold its own will. Most will be unnerved by your newfound limb, bone, head, or other general appendage, and it may even be known across the land as a curse or heretical symbol due to its origins. Whatever the case, it acts as a powerful extension of your body.

Fiendish Manifestation

Beginning at 1st level, a manifestation of your power grows as an extension of your body, appearing as a protrusion of the spine, an extra set of ribs, a finger, a hand, a malformed head, or any other mass of flesh and/or bone. However it appears, it grows disproportionately large, though the weight doesn't affect your balance. Your Fiendish Manifestation can extend up to 15 feet in any direction and can be used as the point of origin for spells. Moving it from its position relative to you costs 5 feet of your movement.

As it is a part of you, you take any damage your Fiendish Manifestation receives. It has an AC of 10 + your Constitution and Charisma modifiers. If the Fiendish Manifestation is between you and the path of an attack, or if it occupies the same space as an attacker, your Fiendish Manifestation is targeted instead of you.

Your Fiendish Manifestation can shrink down to smaller sizes or conceal itself in your body if you so choose.

Manifestation Metamagic

Beginning at 6th level, the nature of your Metamagic is altered by channeling it through the power of your Manifestation. Your Metamagic is enhanced in the following ways

  • Careful Spell - The effects of this Metamagic always affect you when using it but does not count you towards the maximum number of creatures you can select to succeed the saving throw.
  • Distant Spell - You can choose to expend an additional sorcery point when using this Metamagic to double the area of effect of spells. The width of spells such Lightning Bolt are also doubled.
  • Empowered Spell - You can choose to expend an additional sorcery point when using this Metamagic to roll the die twice and choose from either roll, although you still must pick one of the new rolls.
  • Extended Spell - You can choose to expend an additional sorcery point to instead triple the duration of any spell with a duration of 1 minute, up to 24 hours.
  • Heightened Spell - You can choose to expend an additional sorcery point to cause the creature affected to have disadvantages on all saving throws against the spell.
  • Quickened Spell - You can choose to expend two additional sorcery points when using this Metamagic to be able to cast any spell of 1st level or higher as an action after you cast a spell as a bonus action. (You typically cannot cast two 1st level spells or higher in a turn. You still have to use your spell slot)
  • Seeking Spell - You can choose to expend an additional sorcery point to roll the die twice and choose from either roll, although you still have to pick one of the new rolls
  • Subtle Spell - When not in combat, you can choose to expend an additional sorcery point to prevent targets from making a reaction in response to the spell you cast.
  • Transmuted Spell - The effect of this Metamagic now allows you to change the damage type of any spell you cast to any other elemental or magical damage type. You cannot change a damage type into a physical damage type.
  • Twinned Spell - You can choose to expend an additional number of sorcery points equal to the spell's level to target another additional creature (now up to three) with single target spells. You can also choose to spend 1 additional sorcery point to affect spells that can target multiple creatures without an area of effect, however you can only target a creature with as many instances of damage or effect as you could with one cast of the current level of the spell. You can target a number of creatures equal to your Charisma modifier (Minimum of 2) with spells of this nature. Targeting a number of creatures higher than your Charisma modifier costs 1 sorcery point for every additional creature targeted.

    For example, Eldritch Blast at 5th level fires two beams. Using Twinned Spell, you now fire 6 beams, but can only target a creature with up to two of them. You can alternatively target six different creatures with one beam targeting each. If your charisma score was 14 with a modifier of 2 and you chose to target six creatures, you spend an additional 4 sorcery points. The total cost of an action like this is 1 (base cost) + 1 (multi target spell is used) + 4 (a higher number of creatures was targeted than CHA Modifier) for a total cost of 6 sorcery points.

Aberrant Defense

 At 14th level, you Fiendish Manifestation has hardened from battle, and now subconsciously defends you. When a creature makes an attack roll against you, you can expend your reaction and 2 sorcery points to your Charisma and Constitution modifiers to your AC (minimum of 1) until the beginning of your next turn.

Heinous Aggregate

You and your Fiendish Manifestation have come to a near perfect unity and can combine your forms into one horrific, perfect vessel of magical power. When you reach 18th level, you can use your action to expend 2 sorcery points to combine with your Fiendish Manifestation and enter the Rebis form. While in Rebis form, you cannot extend your Fiendish Manifestation beyond your space, and you cannot use Aberrant Defense. You gain the following abilities while in Rebis form:

  • Your AC becomes 10 + your Charisma, Constitution, and Dexterity modifiers.
  • You gain a bonus to Intimidation equal to your charisma modifier.
  • You gain disadvantage on all charisma skill checks except for Intimidation if the creature(s) can see you.
  • You gain a bonus equal to your charisma modifier to saving throws against spells.
  • You can expend two sorcery points to upcast a spell to the next level.

Rebis form lasts until the end of your next turn. Before your next turn ends, you can expend a sorcery point to extend the duration of Rebis form by an additional turn up to 9 times.

Previous Versions

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