Base Class: Sorcerer
Prerequisite: Must have the ability to shapeshift as a species feature.
Your innate magic comes from your people's ability to swap between faces and personalities, hiding your true form behind a mask. Perhaps you from a far world, or perhaps you are one of the Tzeyactl from Ardia. Regardless of your origin, everyone who takes the Mantle of Many Faces has one singular quality that brings them together: they are more comfortable wearing other's faces than their own. This is not a flaw or a criticism, merely a statement of fact. And once you are able to accept that about yourself, then an entire new world of opportunities opens up to you.
Level 3: Mantle Spells
When you reach a Sorcerer level specified in the Mantle Spells table, you thereafter always have the listed spells prepared.
| Level | Spells |
|---|---|
| 3rd | Alter Self, Charm Person, Detect Thoughts, Disguise Self, Silent Image |
| 5th | Counterspell, Major Image |
| 7th | Blight, Confusion |
| 9th | Hold Monster, Seeming |
Level 3: Mantles of the Fractured Self
You have honed your shapeshifting abilities to the point of gaining benefits of your favored forms.
At 3rd level, you gain access to Mantles. Mantles are forms and personas that you shapeshift into that give you mechanical benefits.
With a Bonus Action, you can adopt your Mantle, which will remain until you change forms, are incapacitated, or complete a long rest. You can reinforce your Mantle with Sorcery Points.
Each Mantle consists of:
- A Passive Identity Trait (a constant bonus to your stats)
- A Spell Modification (affecting only one spell per turn)
- A Sustain (a way to modify the Mantle with Sorcery Points)
- and a Tell (a visible behavioral quirk)
You gain access to two, and will earn additional Mantles at 6th, 9th, 12th, 15th, and 18th levels. You may only assume one Mantle at a time.
Level 6: Reflexive Assumption
You gain the ability to swap between Mantles as a reaction to events that happen to you, rather than pre-planning.
You may use a Reaction to swap between Mantles if one of the following things happen to you:
- You are hit by a spell or weapon attack
- You fail a saving throw
- An ally that you can see takes 30 or more damage in a single hit, or if they are reduced to 0 hp.
Level 14: Layered Identities
You no longer have one self.
You can maintain two Mantles simultaneously. Only one Mantle can effect a spell per turn, but you may select which ability is in use.
Both Tells show simultaneously.
Level 18: Paragon of Uncounted Selves
You no longer wear identities. They wear you.
As a bonus action, you may enter a state of Multiplicity for 1 minute.
While in this state, you gain the following boons and banes:
🔹Identity Supremacy
- You may maintain up to three Mantles simultaneously
- You choose which Mantle applies to each spell you cast
- You may apply two Mantle Spell Modifications to the same spell (still limited to once per turn)
🔹Perfect Adaptation
Once per turn when you fail a saving throw, or are hit by an attack, you may immediately assume a different Mantle without using an action.
🔹Strain Is Power
You ignore all negative effects of Strain. Whenever you would gain Strain, instead gain advantage on your next attack roll, ability check, or saving throw.
🔻Cost: Identity Burn
When the minute ends:
- You immediately gain maximum Strain
- You gain one Lingering Echo (see below)
- You cannot assume a Mantle for 1 minute
Once you use this feature, you cannot do so again until you finish a long rest.
Mantles
Mantles are forms favored by shapeshifters that have been used so much the shifter begins to wonder how they ever existed without this form.
Below are a list of possible Mantles. They are mechanics only, so you must find how the form appears for yourself.
The Veiled Speaker
Manipulator • Diplomat • Spy
Passive Trait
You gain proficiency in Deception and Persuasion. If already proficient, you gain expertise instead.
Spell Modification
When you cast an Enchantment or Illusion spell that targets at least one creature, you may impose disadvantage on the first saving throw made against that spell if the target is unaware you are casting a spell.
Sustain (1 Sorcery Point)
You can cast the spell without verbal components.
Tell
Your voice echoes a half-beat late, as though someone else almost spoke.
The Sundered Blade
Aggression • Direct Combat
Passive Trait
When you deal damage with a sorcerer cantrip, you gain a +1 bonus to damage per damage die.
Spell Modification
When you cast a spell that deals damage, you can change the damage type to acid, necrotic, or psychic.
Sustain (1 Sorcery Point)
If the spell reduces a creature to 0 HP, you gain temporary hit points equal to your Charisma modifier + sorcerer level (minimum 1).
Tell
Your limbs tense unnaturally, joints locking as if braced for violence.
The Hollow Scholar
Knowledge • Observation • Control
Passive Trait
You gain proficiency in Arcana and Investigation.
Spell Modification
When you cast a Divination spell or a spell that forces an Intelligence, Wisdom, or Charisma save, you can learn one of the target’s saving throw modifiers (DM tells you).
Sustain (1 Sorcery Point)
Treat a failed saving throw by a creature as if it rolled one lower (minimum total unchanged if already failed).
Tell
Your eyes unfocus, tracking things no one else sees.
The Many-Skinned
Infiltration • Survival
Passive Trait
You gain advantage on Stealth checks and disguise-related checks.
Spell Modification
When you cast a spell on yourself, you may also gain the effects of Disguise Self for the spell’s duration (no concentration required).
Sustain (1 Sorcery Point)
While disguised, creatures have disadvantage on Insight checks against you.
Tell
Your shadow does not perfectly match your movements.
The Fractured Sentinel
Defense • Reaction
Passive Trait
When you are hit by an attack, you can reduce the damage by your Charisma modifier (minimum 1) once per turn.
Spell Modification
When you cast a spell that grants AC, resistance, or imposes disadvantage on attacks, you can also push one creature within 10 feet of you 5 feet away (no save).
Sustain (1 Sorcery Point)
Gain advantage on the next saving throw you make before the end of your next turn.
Tell
Your skin briefly hardens or ripples like stone under water.
The Borrowed Crown
Authority • Command
Passive Trait
You gain proficiency in Intimidation. Creatures have disadvantage on checks to resist being commanded or compelled by you if you outrank them socially or tactically (DM adjudication).
Spell Modification
When you cast a spell that forces a creature to move, flee, or obey, you may affect one additional creature within 10 feet of the original target.
Sustain (2 Sorcery Points)
One affected creature is charmed by you until the end of your next turn.
Tell
Others instinctively lower their gaze—or bristle—around you.
The Waking Nightmare
Fear • Psychological Warfare
Passive Trait
You gain resistance to psychic damage.
Spell Modification
When you cast a spell that deals psychic damage or imposes the frightened condition, one affected creature has disadvantage on its next attack roll or saving throw.
Sustain (1 Sorcery Point)
The creature also has its speed reduced to 0 until the start of its next turn.
Tell
Your reflection lags behind reality.
The Echoed Child
Chaos • Emotional Instability
Passive Trait
Once per turn, when you roll damage for a spell, you may reroll one damage die and take the new result.
Spell Modification
When you cast a spell that targets a single creature, you may also target a second creature within 5 feet of the original target for half damage or half effect.
Sustain (1 Sorcery Point)
The secondary target suffers the full effect instead.
Tell
Your expressions change too quickly—joy, grief, rage in seconds.
The Unmoored Witness
Reality Distortion • Far Realm
Passive Trait
You have advantage on saving throws against being charmed or frightened.
Spell Modification
When you cast a spell with an area of effect, you can slightly distort its shape (DM-approved), as long as the area does not increase.
Sustain (2 Sorcery Points)
One creature in the area treats the spell as if it originated from a different point of your choice within the area.
Tell
Gravity seems optional around you.
The Empty Name
Erasure • Anti-Magic Identity
Passive Trait
You can’t be detected by spells of 3rd level or lower that detect thoughts, alignment, or creature type unless you choose to be.
Spell Modification
When you cast a spell that forces a saving throw, creatures can’t benefit from advantage on that save.
Sustain (2 Sorcery Points)
On a failure, the creature also forgets you until the end of its next turn (they still perceive effects).
Tell
People struggle to remember your face when not looking directly at you.
New Mechanics
DM Note: These are optional rules that can liven your table. If you want to utilize these without going down the full rabbit hole, Strain can easily be swapped out for Exhaustion.
Strain
Strain represents the stress of maintaining false selves over a fractured identity. Mantles are stable lies, and switching too often or pushing too hard causes identity bleed. The Far Realm doesn’t punish its children — it reclaims you.
You accumulate Strain similar to how you would accumulate Exhaustion, with your level rising or lowering based on your choices.
How You Gain Strain
You gain 1 Strain when:
- You switch Mantles more than once in the same combat
- You use a Mantle’s Sustain ability
- You maintain two Mantles simultaneously (starting at level 14)
- DM-triggered narrative moments
- Failing any save again Far Realm effects
Strain Temptation
Once per turn, when you would suffer a negative Strain effect, you may choose to gain 1 additional Strain to ignore the effect for that roll or spell.
Reducing Strain
You reduce all Strain by taking a long rest. You may reduce 1 Strain on a short rest if you remain in the same Mantle for the duration and do not cast leveled spells.
Strain Capacity
You maximum Strain = your Charisma modifier + proficiency bonus, to a maximum of 10. If you push yourself past this, you suffer Identity Collapse (see below).
Strain Levels
There are six levels of Strain, each stacking on the one before it. For every two Strain Points you gain, you climb to the next Strain Level. Once you pass your maximum strain, regardless if you are below the 5th Strain Level or not, you suffer an Identity Collapse.
🜂 Strain 1 — Friction
The lie doesn’t fit quite right.
Effect: Disadvantage on the first ability check you make each scene.
🜃 Strain 2 — Bleed
One voice answers when another should.
Effects: Disadvantage on Charisma saving throws. You must also verbally or physically display your Mantle’s Tell at all times
🜄 Strain 3 — Instability
Your identities no longer fully separate.
Effects: When you cast a spell of 1st level or higher, roll a d6: On a 1, the spell’s damage type or visual manifestation is altered (DM choice, function unchanged). You also have disadvantage on Concentration checks.
🜅 Strain 4 — Fracture
The mask cracks.
Effects: Your maximum Sorcery Points are reduced by 2. When you switch Mantles, you take psychic damage equal to your proficiency bonus.
🜆 Strain 5 — Erosion
There is less of you every time you change.
Effects: Disadvantage on all saving throws, and you cannot benefit from advantage on saving throws.
☠Identity Collapse — Unraveling
There is no mask left to hold the shape.
Trigger: You exceed your maximum Strain.
Effects:
- All Mantles immediately end
- You are stunned until the end of your next turn
- Your true form manifests
- Gain one Lingering Echo
- Strain resets to half your maximum (rounded down)
Lingering Echo
A Lingering Echo is a persistent trait gained when you suffer Identity Collapse or finish using certain high-level features (such as your capstone). You can have only one Lingering Echo at a time unless otherwise stated.
How You Gain One
You gain a Lingering Echo when:
- You exceed your maximum Strain
- You finish a use of Paragon of Uncounted Selves
- The DM introduces one as a consequence of Far Realm exposure
How You Lose One
A Lingering Echo can be:
- Resolved through a significant story event
- Replaced by a new Lingering Echo
- Removed by powerful magic (DM discretion)
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