Base Class: Sorcerer
The destructive capabilities of a Mythic creature is not limited to the killing of adventurers or terrorizing a population, sometimes the destruction can come 9 months later when your child is born with a physical mutation akin to that of said Mythic creature. The blood of a Mythic creature is not inherently capable of corrupting a humanoid, but mix it with a humanoid and arcane energy and you have a recipe for a monstrosity. Mythic Curse Sorcerers are such creatures and live their lives knowing that their strength is owed to the sworn enemy of their people, whether they submit to it or fight against it is their choice.
Monstrous Origin
Your powers come from the Mythic Monstrosities of Theros, and their curse has affected your physical body. Choose which mythic creature your powers come from, this choice will affect future features at 6th and 14th level.
Mythic Creature |
Physical Alteration |
Arasta, The Spider Queen |
Your hair is as thin as webbing and your eyes are pure black |
Hythonia, The Medusa |
Scales grow on parts of your body and your eyes glow yellow in the dark |
Tromokratis, The Kraken |
Carapace like material grows on your body, centralized around your heart and your arms are as flexible as tentacles. |
Powerful Notoriety
Starting at 1st level, creatures can sense the presence of your mythic strength. Beasts have disadvantage on saving throws made against you or your spells effects. This effect extends to monstrosities at level 6, dragons at level 14, and humanoids at level 18.
Sorcerous Monstrosity
At 6th level, you can use your font of magic to use lesser abilities of your Monstrous Origin.
Mythic Creature |
Sorcerous Monstrosity |
Arasta’s Spiderlings |
As a bonus action you may spend 1 sorcery point to summon arcane forms of Arasta’s Spiderlings from a point within 30 feet of you. Arasta’s Spiderlings use the Swarm of Spiderlings statistics with the following changes:
They take their turn immediately after yours. You can only control a maximum of two swarms at the same time. |
Hythonia’s Slithering Hair |
As a bonus action you may spend 2 sorcery points to send an arcane form of a serpent from Hythonia’s Hair to a hostile creature within 30 feet of you. The creature must make a Strength saving throw using your spell save DC, if the creature fails it is restrained and poisoned for three turns. If the creature succeeds, they are only poisoned for three turns. A creature can use their action to make a strength saving throw against your spell save DC to free themselves or a restrained creature. A poisoned creature can make a constitution saving throw against your spell save DC at the end of their turn to no longer be poisoned, creatures restrained by this ability automatically fail this save. |
Tromokratis’ Tail |
As a bonus action you may spend 1 sorcery point to manifest an arcane form of Tromokratis’ Tail to knock down hostile creatures in a 15 foot cone in front of you. Creatures within the cone must make a dexterity saving throw against your spell save DC or be knocked prone. |
Mythic Power
At 14th level, your physical alterations begin to manifest power based on your Monstrous Origin.
Mythic Creature |
Mythic Power |
Arasta’s Web of Hair |
As an action you command your hair to restrain hostile creatures within 15 feet of you. The creature must succeed on a dexterity saving throw using your spell save DC or be restrained. A creature can use their action to make a strength saving throw against your spell save DC to free themselves or a restrained creature. You may do this once per short rest. Arasta’s Spiderlings know the location of creatures affected by this ability |
Hythonia’s Petrifying Gaze |
As an action you cause your eyes to flash a bright light in a 30 foot cone in front of you. Hostile Creatures inside this cone must make a constitution saving throw against your spell save DC or be paralyzed until the end of your next turn. You may do this once per short rest. |
Tromokratis, The Kraken |
As an action you can fully manifest your arms into tentacles and grab up to two creatures that are large or smaller and within 10 feet of you. The creature must make a strength saving throw against your spell save DC or be thrown (5 x your spell attack bonus) feet in any direction, dealing 1d6 per 10 feet (rounded down) to the creature. You may do this once per short rest. |
Monstrous Resilience
At 18th level, when your hit points are reduced to 0, you don't die or fall unconscious. Instead, you regain half of your hit points and can use your Sorcerous Monstrosity without using sorcery points or Mythic power without expending its use. You may only use this feature once per long rest.
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