Sorcerer
Base Class: Sorcerer

You don't have tarrasque blood in your veins. No such a thing is inconceivable. You are the tarrasque. By some magic you were turned into this creature but some power can not be fully hidden.

Blood of the Tarrasque

You are the tarrasque transformed. You can speak, read, and write Primordial and you gain proficiency for CHA intimidation checks. 

Physique of the Tarrasque

parts of your skin are covered by a thin sheen of tarrasque-like scales. When you aren’t wearing armor, your AC equals 12 + your proficiency bonus. You lose the dexterity bonus to your ac due to the thickness of the scales.

Additionally the vitality of the tarrasque flows through you. You gain an extra hp every level.

You can also eat everything non-magical. Your stomach can handle everything.

 

Strength of the Tarrasque

Starting at 6th level, when you cast a spell that deals physical damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. You can only gain resistance to one damage type at a time.

 

When using the transmute metamagic option, you can also choose to change the damage to bludgeoning, slashing or piercing.

Carrapace of the Tarrasque

Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are affected as normal. On a 6, you areunaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Presence of the Tarrasque

Beginning at 18th level, you regain the dread presence of the Tarrasque, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura  of fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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