Difference between revisions of "Sorcerer/Aberrant"

From Magisphere
Jump to: navigation, search
(Origin Spells)
(Origin Spells)
Line 5: Line 5:
  
 
===Origin Spells===
 
===Origin Spells===
You gain these spells at the sorcerer level listed below. Click here to read more about [[Sorcerer#Origin_Spells|origin spells]].
+
You gain [[Sorcerer#Origin_Spells|origin spells]] at the sorcerer levels listed below.
  
 
<div class="box">
 
<div class="box">

Revision as of 10:05, 29 March 2020

sorcerer

Aberrant Origin

Your being has been touched by forces beyond this world. Mind Flayers, Aboleths, Beholders, Great Old Ones, aberrations such as these wield strange and chaotic powers, often psionic in nature. You and your magic seems to exist in many states at once, arcane and psionic, here and not here, regular person and eldritch mutant.

Origin Spells

You gain origin spells at the sorcerer levels listed below.

Awakened Mind

Starting at 1st level, your alien influence gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature doesn't gain telepathy itself, and can't respond in kind.

Psionic

At 1st level, your particular magics are intertwined with the psionic powers of alien creatures. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the psionic spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. When you cast a spell that appears on the psionic spell list, you can cast it without any verbal or non-costly material components.

Mutant

Starting at 6th level, the aberrant powers coursing through your body can incur unpredictable physical alterations. When you cast a sorcerer spell of 1st level or higher, you can choose to mutate. If you do so, roll on the mutations table to gain a magical mutation for 1 minute, or until you gain a new mutation.

d6 Mutation

1 Antennae grow from your forehead, constantly probing the environment around you. You gain blindsight with a radius of 30 feet, and have advantage on Wisdom (Perception) checks.
2 Your grounding to this reality grows unstable. Once per turn when you move, you instead teleport to a unoccupied space of your choice within a number of feet equal to your movement speed. This costs an amount of movement equal to the distance you teleported, and does not provoke attacks of opportunity.
3 Hazardous beams of light shoot from your eyes. As a bonus action, you can make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes radiant damage equal to half your Sorcerer level.
4 Your visual form becomes beyond description. Creatures within 30 feet of you that can see you have disadvantage on attack rolls against you.
5 Your skin sprouts pulsing crystals that conduct magical energy away from you. Damage you take from spells is reduced by an amount equal to half your Sorcerer level.
6 Your arms transform into tentacles. You have advantage on Strength (Athletics) checks made to grapple a creature, and your unarmed strikes use a d8 for damage and have their reach extended to 15 feet. You can make one unarmed strike as a bonus action.

Warp Spells

Starting at 14th level, when you cast a spell that affects an area, you can spend 1 sorcery point change its shape into one of the following shapes of your choice: cone, cylinder, line, sphere, or square.

If you choose cylinder or sphere, the radius becomes a number of feet of your choice up to 20 feet, and if the spell's range is self or less than 30 feet, it becomes 30 feet.

If you choose cone, line, or square, the length becomes a number of feet of your choice up to 40 feet, and the spell's range becomes self.

Walk the Timescape

At 18th level, you slip the shackles of reality and walk freely across the planes. You can cast plane shift targeting willing creatures without expending a spell slot. If you target a location on the Material Plane, you can also cast the spell without components. Once you cast the spell using this feature, you can't do so again until you complete a short or long rest.

Spell List

Cantrips (0 Level)

enhance pain friends guidance mage hand message thaumaturgy

1st Level

bane catapult cause fear charm person command compelled duel comprehend languages dissonant whispers heroism hex inflict wounds magic missile sanctuary tasha's hideous laughter sleep wrathful smite

2nd Level

augury crown of madness enthrall hold person levitate mind spike see invisibility suggestion zone of truth

3rd Level

beacon of hope bestow curse catnap clairvoyance enemies abound fear haste hypnotic pattern nondetection sending speak with dead tongues

4th Level

charm monster compulsion confusion dominate beast locate creature

5th Level

dominate person dream geas hold monster modify memory Rary's telepathic bond scrying synaptic static telekinesis wall of force

6th Level

find the path globe of invulnerability mass suggestion mental prison move earth Otto’s irresistible dance true seeing

7th Level

mirage arcane power word pain project image reverse gravity

8th Level

antipathy/sympathy dominate monster feeblemind glibness mind blank power word stun telepathy

9th Level

astral projection foresight psychic scream weird