Sorcerer
Base Class: Sorcerer

You don't know when it started, but you've been hearing these voices for a while now. They seem to whisper to you, asking you to join them. You've learned how to use these eldritch whispers to your advantage, and have gained magical abilities in the process. The bigger question is, will you control them, or will they control you?

Whispering Voices

You hear whispers in your ears, though no one else hears them. This has made you a bit weird. Choose from the table below or roll a d6 to determine how they have affected you.

Manic - The whispers have made a bit insane. Anyone who looks at you feels uncomfortable and a bit scared. You can use 2 sorcery points to make a creature frightened of you for a number of rounds equal to half of your level (rounded up).

Hollow - The whispers have overtaken your emotions, making you hollow. All Persuasion checks made against you automatically fail.

Haunted - The whispers have lived in your mind for a long time now, and your brain is close to snapping, though nobody sees that. You can use a sorcery point to spread this to all creatures within 30 feet, making them fall prone. This includes your allies. Constructs and undead are unaffected by this (constructs don't have brains, and undead don't usually use theirs).

Paranoid - You've heard the whispers talk about everyone plotting to hurt, use, or abuse you. After all these years, you're starting to believe them. You can take a reaction to move 15 feet away from an attacking creature. If this moves you out of a spell's range, then the spell can't target you (or, to be more precise, you can't be affected by a spell if you move out of the spell's range).

Wild - You've given in to the whispers, and they now can control your motor functions. You can use 3 sorcery points to do up to two more attacks with a -2 penalty to hit (this stacks if you use this ability more than once). However, if you roll 6 or lower on your hit roll (you have to roll it, not have the penalty bring it down to 6 or lower), your attack targets an ally within that attack's range (for area of effect spells, this doesn't matter, since if you put the area where your ally is, then it's your fault already). The attack automatically hits unless that ally uses a reaction to dodge.

Silenced - The whispers have silenced your voice, taking it for them. All spells with verbal components can't be cast unless you use another action to temporarily gain control of your voice for 10 minutes. In addition, you can spend a sorcery point to silence an enemy, removing their voice and giving it to you for a number of minutes equal to your level minus their CR (in case you're wondering, if the CR is equal to your level, then you get to talk with their voice, but they still can speak by themselves).

Eldritch Whispering

Starting at 6th level, when you hit a target with an attack you can spend 2 sorcery points to deal an extra amount of psychic damage equal to a number of d6 equal to half your level (you roll a number of d6 equal to half your level, then add the results up. Then you add the sum to your total damage).

Eldritch Wings

At 14th level, you gain the ability to sprout a pair of aberrant wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Eldritch Presence

Beginning at 18th level, you can channel the dread presence of the Far Realm being that whispers to you, causing those around you to become frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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