Base Class: Sorcerer
Mutated anomalies of their kind, Interdimensional Nightmare Sorcerers are a terrifying batch. While they may initially seem like your average magic caster, their manipulative, terrifying, and reality warping spells, unnatural forms, their ability to possess others, and other features, it quickly becomes clear that these Interdimensional Nightmare Sorcerers are the stuff of, well, nightmares. Their magic typically comes from a combination of simply mutations as well as exposure to extradimensional energy and experiencing a terrifying event.
Level 3: Origin Spells
You gain additional spells at the sorcerer levels listed below. These do not count against your total number of prepared spells.
Sorcerer Level Spells Prepared
3rd Crown of Madness, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
5th Fear, Hypnotic Pattern
7th Confusion, Phantasmal Killer
9th Animate Objects, Dream
Level 3: Mindscape Existence
You are fundamentally an interdimensional nightmarish being trapped in a non corporeal form. You get the following traits:
- Noncorporeal Form: You can slide through gaps as narrow as 1 inch wide without squeezing.
- All Seeing Eye: Your body functions as a spellcasting focus. As a Magic Action, you can cause an eye matching yours to open up on any surface within 60 ft. For the next hour, you can see from that eye. You can use this a number of times equal to your Charisma modifier per Long Rest.
- Unarmored Defense: Your base AC is 10 + you Dexterity modifier + your Charisma modifier.
Level 3: Handshake Deal (Possession)
You cannot easily interact with the physical world, so you steal bodies. As a Magic Action, you can extend a hand covered in harmless blue flames to a willing or Incapacitated Humanoid and forge a deal.
- The Puppet: Your physical body vanishes, and your conscious flows into the target. You control the creature. You use its physical statistics (Strength, Dexterity, Constitution, Hit Points) but retain your mental statistics (Intelligence, Wisdom, Charisma), personality, and Spellcasting. You retain any mental features you have, and you gain the physical features of the creature. For example, you would keep your spells, but you would lose Unarmored Defense, using the host's Armor Class instead.
- The Shell: If the possessed host drops to 0 Hit Points, you are violently ejected into an unoccupied space within 5 feet of it, taking 2d6 Psychic damage, and you return to your normal form.
- Ending the Deal: You can end the possession as a Bonus action. You can use this feature once per Long Rest, unless you spend 2 Sorcery Points to use it again.
Level 6: Physical Breakthrough
When you channel your Innate Sorcery, your chaotic, multi-dimensional reality bleeds into the physical plane. When you activate Innate Sorcery, a 20 ft. Emanation of Weirdmageddon erupts from you.
- Face Shuffle: When you cast a spell that forces a saving throw, and the target is within the Weirdmageddon area and fail the save, then you can choose to shuffle the function of every hole in their face, turning a mouth into an eye or an ear into a nose, for instance, causing the target to become Blinded, Deafened, and Incapacited until they leave the Weirdmageddon area. Additionally, at the start of each of their turns while they remain inside the Weirdmageddon area, they gain a level of Exhaustion. You can trigger this once per use of Innate Sorcery.
- Madness Matter: Whenever you deal damage with a sorcerer spell to a target inside the Emanation, the damage type can be Fire, Psychic, or its normal damage type.
- Overwhelming Gravity: The Emanation is Difficult Terrain for your enemies, as gravity goes haywire.
Level 14: Nightmarish Summoning
Your ability to pull horrors and warp space becomes effortless.
- You always have the Summon Aberration and Summon Fiend spells prepared.
- Whenever you cast a Conjuration spell that requires Concentration, or Animate Objects, you can spend 3 Sorcery Points to eliminate the Concentration requirement for that casting of the spell. You can only have one Concentration-free spell active in this way at a time.
Level 18: Weirdmageddon Incarnate
You break the barrier between dimensions completely, achieving your true, physical, world-ending form. As a Magic action, you can spend 6 Sorcery Points to transform for 1 minute.
- True Form: Your size becomes Huge, and you grow extra limbs.
- Levitation: You gain a flying speed of 60 ft. and can hover.
- Regeneration: You regain 10 Hit Points at the start of each of your turns.
- Molecular Transmutation: Once per turn, when you hit creature with a spell, you can force that creature to make a Charisma saving throw against your Spell Save DC. On a failure, they are Petrified until the end of your next turn.
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