Sorcerer
Base Class: Sorcerer

You are descendant from a foul creature, and its blood wreaks havoc in your family tree. Those in your house are rarely and seemingly at random born hideous, and with terrifying powers, and as such, generation after generation has committed infanticide on the abominations. You are one such monster, cursed at birth yet spared the knife by your mother, free to live out your miserable span of existence a freak divorced from society. Yet your power grows, as fearsome as your aspect and as dreadful as your glare.

 
 

Aberration Blood

Beginning when you select this origin at 1st level, your skin is thicker, scalier, or furrier than normal. When you aren’t wearing armor, your armor class equals 13 + your Dexterity modifier.
Additionally, you gain darkvision, with a range of 30 feet of you. If you already have darkvision, its range increases by 30 feet.

 
 

Hideous Appearance

At 1st level, your appearance is hideous to behold. You can add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold.

 
 

Inhuman Reach

At 6th level, your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also gives you advantage on Strength (Athletics) checks you make to climb.

 
 
 

Tentacles

 

 

Warped Mind

 

 

Monstrous Transformation

At 18th level, as a bonus action expending 3 sorcery points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you use your bonus action to end this effect, you have resistance to bludgeoning, piercing, and slashing damage, but can't cast spells of 1st level or higher. Each round you begin in this form, you expend 3 additional sorcery points.
In addition, creatures who look upon this form become frozen in horror. Each creature that can see you within 30 feet, except for allies which know to avert their gaze, must make a Wisdom saving throw. On a failed save, the creature is paralyzed while you are transformed. At the end of each of its turns, affected creatures can repeat this saving throw. A creature that succeeds this save is immune to this effect for 24 hours.
Once you use this ability, you must finish a long rest before using it again.

 
 

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