Base Class: Sorcerer
ARCANE ANOMALY
Sometime It Takes a Monster
Sometimes Wizards let ambition override common sense. Behind closed doors, many conduct unsafe and unethical arcane experiments. Some birth new spells, while others create monstrosities-unnatural creatures infused with magic-and, fewer still, create something more-Arcane Anomalies-part humanoid, part magic. Their magical abilities stem from these experiments, whether in their youth, in the womb, or inherited from another anomaly. A lot of "heroes" have pretty messed up childhoods, but their parents really take the cake. Whether by intention or carelessness, they endangered and transformed their child's very being.
As they get older and their power grows, their monstrous traits become more apparent. These physical traits can make it challenging to blend in with society, forcing many such sorcerers into the outskirts of civilization. Despite this innate power, many are only able to find work in the dark recesses of the city. The potent combination of power, ostracism, and consorting with "unsavory sorts", can lead to a host of personality issues that make them a joy to be around. They'll likely boost the power of any party they join, but is it truly worth all that brooding and complaining?
Absorb Magic
You can tap directly into a creature's source of magic... and violently rip it out of them. As a Magic action, you can drain the magic from mages or Monstrosities you can see within 5 feet of you. An unwilling creature must make a Constitution saving throw against your spell save DC. An Unconscious creature automatically fails this saving throw. If a creature with spell slots or innate spellcasting fails this saving throw, you can consume their highest level spell slot (including spells that can be cast a number of times per day), thereby rendering it used and granting you a number of Sorcery Points equal to the level of the spell consumed. If a Monstrosity without spell slots fails this saving throw, you gain a number of Sorcery Points equal to their Challenge Rating and their Speed is reduced by 10 feet until the start of your next turn. The maximum number of Sorcery Points you can consume from a single Action is equal to your Proficiency Bonus. You can use this ability a number of times up to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Monsters Kin
Your magic has more in common with Monstrosities than other mages. As a result, you can better combat the abilities and spells of such creatures. You have Advantage on D20 Tests against Monstrosities.
Monstrous Presence
Your magic mutates your body, taking on the properties of a Monstrosity. You choose between Displacer Beast, Manticore, or Phase Spider and manifests some of their traits both physically and magically.
If you choose Displacer Beast, you sprout two barbed tentacles from your back. You can make an unarmed strike, using Charisma, with the tentacles with a range of 10 feet. When you hit with them, you deal ld10 + your Charisma modifier Piercing damage. In addition, when you are hit with an attack, you can take a Reaction to reduce the attack's total damage against you. The reduction equals ldlO plus your Sorcerer Level. You can use this ability a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
If you choose the Manticore, you sprout feathered wings. You gain a Fly Speed equal to your Speed.
If you choose Phase Spider, your eyes become spider- like and you can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. You can also use a Bonus Action to teleport into the Ethereal Plane until the start of your next turn as if by the Etherealness spell. Once you use this feature, you can't do so again until you finish a Short Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Displacer Beast
If you choose Displacer Beast, you sprout two barbed tentacles from your back. You can make an unarmed strike, using Charisma, with the tentacles with a range of 10 feet. When you hit with them, you deal ld10 + your Charisma modifier Piercing damage. In addition, when you are hit with an attack, you can take a Reaction to reduce the attack's total damage against you. The reduction equals ldlO plus your Sorcerer Level. You can use this ability a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Manticore
If you choose the Manticore, you sprout feathered wings. You gain a Fly Speed equal to your Speed.
Phase Spider
If you choose Phase Spider, your eyes become spider- like and you can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. You can also use a Bonus Action to teleport into the Ethereal Plane until the start of your next turn as if by the Etherealness spell. Once you use this feature, you can't do so again until you finish a Short Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Monster Within
As your monstrous lineage grows stronger, so do your abilities. You gain new abilities based on your choice from the Monstrous Presence feature.
• Displacer Beast: Your tentacles become longer, increasing the range of your tentacle attack by 10 feet (to 20 feet). In addition, attack rolls against you have Disadvantage, as you project an illusion that makes you appear to be near your actual location. This trait is suppressed while you have the Incapacitated condition.
• Manticore: Your Speed increases by 20 feet and you grow a tail that bristles with detachable spikes. You can shoot spikes from your tail by making a Spell Attack with a range of 100/200 ft. and dealing ld8 plus your Charisma modifier Piercing damage.
• Phase Spider: Portions of your skin become hard and chitinous. You gain Expertise with Stealth and you have Advantage on saving throws to avoid or end the Poisoned and Paralyzed conditions.
Displacer Beast
Displacer Beast: Your tentacles become longer, increasing the range of your tentacle attack by 10 feet (to 20 feet). In addition, attack rolls against you have Disadvantage, as you project an illusion that makes you appear to be near your actual location. This trait is suppressed while you have the Incapacitated condition.
Manticore
Manticore: Your Speed increases by 20 feet and you grow a tail that bristles with detachable spikes. You can shoot spikes from your tail by making a Spell Attack with a range of 100/200 ft. and dealing ld8 plus your Charisma modifier Piercing damage.
Phase Spider
Phase Spider: Portions of your skin become hard and chitinous. You gain Expertise with Stealth, you are immune to the Poisoned and Paralyzed conditions, your armor class increases by your constitution modifier, you are resistant to poison and acid damage.
Devour Magic
Your understanding of the foundation of magic allows you to unravel Enchantment spells and those within Magical Items to drain their energy. When you cast Dispel Magic and successfully dispel a spell, you gain Sorcery Points equal to the level of the spell (but no more than your Proficiency Bonus). You can also cast Dispel Magic on a Magic Item. If the Magic Item is successfully dispelled, the item is destroyed. You do not gain Sorcery Points from dispelling your own spells.
The table below details the requirements to dispel magic items by rarity, where Dispel Magic Level is the level required to automatically succeed, Check DC indicates the difficulty of the ability check if Dispel Magic is cast at a lower level, and Sorcery Points is the amount of Sorcery Points gained on a success. You only gain half of the listed Sorcery Points when dispelling Potions, Spell Scrolls, or other consumable items.
Devour Enchantment Table
Rarity Dispel Level Check DC Sorcery Points
Mystic Eyes
Your eyes transform, glowing bright or becoming dark orbs that reflect no light. You gain 120 ft. of Truesight.
Metamagic Expert
You gain two new Metamagic options:
Chaotic Spell
Cost: 1 Sorcery Points
When you make spell attack, you can spend 1 Sorcery Point. On a hit, the target loses Concentration. You can use Chaotic Spell even if you've already used a different Metamagic option during the casting of the spell.
Hardened Spell
Cost: 2 Sorcery Points
When you use your Reaction to cast a spell, you can spend 2 Sorcery Points and expend a spell slot to cast the Shield spell in addition to your other Reaction.
Previous Versions
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10/5/2025 2:40:59 AM
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