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 you know the spell Alter Self if you do not already. This does not count against your spells known. 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 on Charisma (Intimidation) 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 3 more sorcery points to add an extra d6 per sorcery point spent.
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. You may also give those you communicate with the ability to telepathically respond. In addition you gain immunity to the charmed and frightened conditions.
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. You also cannot be critically hit, and your reach also increases by another 5ft.
unless you're in a level 20 campaign i feel like just every single martial class would dip one level into this just for the 5ft, and climbing speed if they don't have it. maybe even some spellcasters, especially a warlock
strange mind is just the aberrant soul ability
also just unless an enemy kills you/knocks you out solely in their turn, you're technically immortal because it doesn't specify your turn in aberrant nature. pop on a ring that heals you (even if downed) and you can either be killed in 6 seconds or not at all. also just why do you need more reach and the effects of adamantine armor (which just makes you even more unkillable)
BRUH is just abberant MIND
what on earth happened here
Some people are just weird and might think that the beholder looks like a tall drink of water. I mean, in some DM cases they like to explain a bit more about a creature then they should.
(Response to Hydra_gamedev's message.)
4/5 stars. Just so you don’t that I mean 4/10
I like it the only thing I don't like about it is the spelling of the name. 4 stars.
Who the hell would want to marry a beholder? It makes sense that dragon blood sorcerer exist because dragons eventually learn to turn into humans but why aberrations?
Alter self with stuff of nightmares seems OP, the natural weapons deal too much damage every turn. Aberrant nature also seems to strong. The healing should be either, half your level, or your PB depending on how strong you want it to be. I would go with PB because it also has additional benefits and it is for a spellcaster, but that's up to you in the case you choose to listen to this suggestion.
Hope this helps, you don't have to listen to this, but at least consider it.
awesome
Really cool!