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Sorcerer |
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Sorcerer: Sorcerous Manifestation: Aberrant Mind |
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Sorcerers whose magic manifests in this way trace their lineage to an
alien force, perhaps tied to the nightmarish entities of the Far Realm. This
connection grants them psionic power, allowing them to touch the minds of
others and influence both their thoughts and the fabric of reality itself. |
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Aberrant Mind Features |
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Psionic Magic If you expend
sorcery points to cast a spell from the ‘aberrant mind’ spell list, it
requires no verbal or somatic components. Also, when you
expend sorcery points to cast these spells, your spells also appear
otherworldly and strange (such as summoned creatures with tentacle mouths or
purple flames that burn inwards), giving other creatures disadvantage on any
check to identify, counter, or dispel the spell. If you replace a
spell from you manifestation spell list, the new spell must be an enchantment
or a divination spell from the arcane spell list. Aberrant Manifestation Beginning from 3rd
level, you take on a characteristic of aberrant creatures granting you the
following benefits: •
Unsettling Presence. You
have advantage on Charisma (intimidation) checks against humanoids. •
Telepathic Speech. You
can form a telepathic connection between your mind and the mind of another.
As a bonus action, choose one creature you can see within 30 feet of you. You
and the chosen creature can speak telepathically with each other while the
two of you are within a number of miles of each other equal to your Charisma
modifier (minimum of 1 mile). To understand each other, you each must speak
mentally in a language the other knows. The telepathic connection lasts for a
number of hours equal to your Charisma modifier or until you lose
concentration (as if you were concentrating on a spell). When you speak
telepathically, the target perceives your communication as otherworldly and
alien. |
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Revelation in Flesh Starting
at 10th level, our aberrant nature takes hold of your flesh granting you gain
one of the following abilities: •
Voidsight. Your
eyes turn black or become writhing sensory tendrils. You gain darkvision with a range of 60 feet and you can see
any invisible creature within 60 feet of you, provided it
isn’t behind total cover. •
Otherworldly Flight. Your
skin glistens with mucus or becomes glasslike. You gain a flying speed equal
to your walking speed, and you can hover. When you fly, you shine with an
otherworldly light, creating dim light in a 5 feet radius around you. •
Deep One. Gills
grow from your neck or fan out from behind your ears, your fingers become
webbed, or you grow writhing cilia that extend through your clothing. You
gain a swimming speed equal to twice your walking speed, and you can breathe
underwater. •
Oozeform. Your
body becomes slimy and pliable. You can spend 5 feet of movement to end the restrained
or grappled condition on yourself. You can also move through any
space as narrow as 1 inch without squeezing leaving behind any equipment that
is not able to fit through that space. You
can use a bonus action to suppress or activate your chosen ability.
Alternatively, you can spend one sorcery point to change this ability to
another one from the list as a bonus action. Revelation of Mind Also
beginning at 10th level, the aberrant truth hidden stronger hold of your mind: •
You gain resistance to psychic damage.
•
You have advantage on Constitution
saving throws to maintain concentration on spells you have cast with your
‘psionic magic’ feature. •
When you cast a spell that requires
concentration, you can remove the concentration from the spell. Instead, the
spell lasts for its full duration, and you have no further control over the
spell (e.g. you cannot use any actions or bonus actions described in the
spells and you cannot command creatures created by the spell). You can use
this ability once between long rests. Mind Blast Beginning
at 14th level, you can emit psychic energy in a 60-foot cone as an action.
Each creature in that area must succeed on an Intelligence saving throw
against your spell save DC or take 5d8 psychic damage and be stunned for
1 minute or until you lose your concentration (as if you were concentrating
on a spell). A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Once
you use this ability, you can’t use it again until you finish a long rest,
unless you spend 5 sorcery points to use it again. |
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