Sorcerer
Base Class: Sorcerer

Aberrations are the things of nightmares. And sometimes those nightmares become reality. Sometimes, Aberrations create such a terror, that their influence invokes the spark of strange, alien magic. Perhaps your character's parents came in contact with an Aberration of incredible power. Or, perhaps your character became the focus of some, dark, strange and unpredictable experiment, leaving them physically altered and mentally warped. Whatever the case, they have become something different.

Aberrant Sorcerers are typically considered strange to those of the general public; often thinking in foreign ways, and sometimes having strange or deformed limbs, but not altogether deterring. Although free to choose their own path, they may have chaotic tendencies. Whatever their future, it is marked for something of power.

Alien Physiology

Your body has been altered to the stuff of nightmares. Starting at 1st level when you choose this bloodline, your reach is increased by 5ft. You also gain a climbing speed equal to your walking speed. You may climb on vertical surfaces and upside-down without any penalty.

 

Stuff of Nightmares

Starting at 6th level, as an action you may cast Alter Self on yourself using 2 sorcery points. If you cast it this way, you gain the following benefits:

  • If you use the Aquatic Adaptation feature of this spell, you may also gain bio-luminescence in any way you choose. You shine bright light in a 10ft radius, and dim light for another 10ft. You also don't suffer any effects from deep water pressure.
  • If you use the Change Appearance feature of this spell, you may also make yourself appear monstrous. While you look monstrous, you have advantage Intimidation on checks. You do not gain this benefit against aberrations, or any creature immune to fear effects.
  • If you use the Natural Weapons feature of this spell,  declare poison or acid. You may choose to deal an extra d6 of damage of the declared type. You may spend up to 5 more sorcery points to add an extra d6 per sorcery point spent.
Strange Mind

Strange Mind

Starting at 14th level, your mind has become menacingly alien. You gain telepathy out to 120ft. You do not need to speak the same language as those you communicate with in this way, so long as they understand at least one language. In addition you have advantage on saving throws against being charmed or frightened. If you are already resistant, you become immune.

Strange Mind

Starting at 14th level, your mind has become menacingly alien. You gain telepathy out to 120ft. You do not need to speak the same language as those you communicate with in this way, so long as they understand at least one language. In addition you have advantage on saving throws against being charmed or frightened. If you are already resistant, you become immune.

Aberrant Nature

Starting at 18th level, your body has become terrifyingly resilient. If you are bellow half of your hit point maximum, you heal a number of hit points equal to your sorcerer level at the beginning of each turn. You do not gain this benefit if you go above half your hit point maximum, or if you are unconscious. Your reach also increases by another 5ft.

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