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Aberration Bloodline

Your innate magic comes from the planes that lie beyond the boundaries of reality and the understanding of mortal minds. Chaotic forces of wicked creation run through your veins, as you are a far-descendant of an aberration or you were exposed to a magical power coming from a place out of time and space.

Your unique powers let you understand the secrets of the universe, and they combine with arcane energies to build domination over minds through your spells.

Sudden Realization

Starting at 1st level when you become aware of the source of your magical power, you experience a sudden realization. You wander through the dreams of aberrations and are exposed to numerous visions. You wake up remembering only a glimpse of these wild dreams. You perhaps recall an aboleth building an underwater city, a cloaker constructing an extradimensional portal, or another aberration consuming the memories of one of its slaves. These memories force you to understand some secrets of the universe. As a result, your Intelligence, Wisdom, or Charisma score increases by 2.

Mind Player

Starting at 6th level, you are able to use your sorcerous powers to dominate the minds of others. You gain the following benefits:

Enslave Mind. When you cast a sorcerer spell that targets one creature, you can fill the spell with your alien powers and try to enslave the creature. You can spend 1 sorcery point to force the creature to make a Wisdom saving throw. On a failed save, it becomes charmed until the end of its next turn.

Memory Eater. When you kill a creature using a sorcerer spell, you can choose to spend sorcery points to drain and consume the memories of the creature. You can spend 1 sorcery point to learn the deceased creature’s memories of its last hour. You can spend 2 sorcery points to learn its memories of its last day, or spend 3 sorcery points to learn its memories of its last week.

Aberrant Glyphs

Starting at 14th level, as your control over magic has grown strong, your aberrant heritage manifests itself and alien glyphs materialize on your body as tattoos.

These glyphs are marks of aberrations, their unrealistic geometries, and a part of their alien languages. They grant you the ability to cast the glyph of chaos*, glyph of slaves*, glyph of deep water* or glyph of slime* spells without expending a spell slot a number of times equal to your Charisma modifier (minimum once). You regain any expended uses after you finish a long rest.

A Mind Out of Reality

Starting at 18th level, your alien source of power lets you warp reality through your spells. As a bonus action, you can enter a state of focus where the alien glyphs on your body shine, and your eyes become voids for 1 minute or until you leave the state. While in this state, you can cast your next spell purely mentally, without its somatic, verbal or material components unless it requires a material of 50 gp or more.

Because you show no signs of spellcasting and your magic becomes otherworldly, a spell you cast cannot be countered by a spell or ability and the DC for dispelling it increases by 2, and target creature(s) have disadvantage on saving throws against it.

You can use this feature 1 or 2 times (which the GM determines by rolling a percentile dice after each long rest), and you regain any expended uses after you finish a long rest.

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