Sorcerer
Base Class: Sorcerer

Your innate magical abilities come from seeing a rift into Limbo.  Most often, sorcerers with this origin are insane to varying degrees.  Most people who have seen Limbo cannot comprehend what they see, and as a result, their mind is literally shattered.  The people who survive this process are imbued with strange powers, ranging from seeing the future to preforming superhuman feats of strength.  Having powers from viewing Limbo, your powers are not hereditary, but unique and special to you.

Lucid Insanity

You are slightly insane. You can speak, read, and write in one of the following exotic languages.  When making Charisma checks with insane creatures, roll a 1d2.  On a 1, act as if it was a 1 on a 1d20.  On a 2, act as if it was a 20 on a 1d20.

Abyssal

Spoken by Demons

Celestial

The language spoken by Celestials

Deep Speech

The Language spoken by Aboleths and  Cloakers

Infernal

The Language spoken by Devils

Primordial

The Language spoken by Elementals

Sylvan

The Language Spoken by Fey creatures

Phycotic Resistance

As magic flows through your body, it increases your unconscious functions and recovery speed.  You have accidentally separated your brain into cognitive functions, and unconscious functions.  Doing so, not only do you have increased intelligence and wisdom, but you get a set AC equal to half your intelligence, rounded up, added to your wisdom, regardless of any armor worn.

Mental Capacity

Starting at 6th level, when you cast a spell that deals psychic damage, you can add your Charisma modifier to one damage roll of that spell. Furthermore, you gain an invulnerability to psychic damage.

Dual Mentality

Due to the increased flow of magical power, it has caused your already cracked mind to fully split into two- your right and left hemispheres of your brain.  Due to this, you can multi-task two things at once, and, once per Short Rest- cast a spell using intelligence instead of charisma.  This does not take up a spell slot. You obtain this at level 14.

The bringing of Limbo

Beginning at 18th level, you can channel the chaos of Limbo, causing those around you to become awestruck or frightened. As an action, you can spend 4 sorcery points to draw on this power and exude an aura of awe or 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 psychic damage for 24 hours, and will have resistance for a further 24 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 6:07:16 PM
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