Beyond the boundaries of the known cosmos, past the realms of gods and titans, lies
The Outer Dark—a place of formless entropy, where writhing tendrils of void and madness stretch toward reality like grasping fingers. This place, which exists outside the reach of fate itself, is not inert; it yearns for all things to return to its embrace. Sometimes, whether through deliberate tampering or an unfortunate brush with its essence, a mortal becomes irrevocably tied to this dark beyond.
Your magic is a fragment of this force, a conduit through which the whispers of the void flow. Your presence unnerves those around you, for they sense the silent pull of the Outer Dark in your gaze, the way your magic warps reality just slightly wrong. The power within you is neither demonic nor alien—it is something far more fundamental: the hunger of oblivion itself.
Bloodline Spells
1st-Level Sorcerer (Darktouched Bloodline) Feature
Your connection to the Outer Dark has granted you access to spells that twist perception, unravel existence, and call forth the darkness that lurks beyond all things.
Once you gain access to a bloodline spell, you always have access to it. It can't be changed to a different spell when you gain a level, and it doesn't count against your number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. A listed spell is of a base level equal to your highest-level sorcerer spell slot at a given level, even if it is normally a different level for other classes.
Whispers of the Outer Dark
1st-Level Sorcerer (Darktouched Bloodline) Feature
The darkness beyond the cosmos speaks to you, revealing terrible truths and unfathomable secrets. You gain proficiency in your choice of either Deception or Intimidation. Additionally, you can communicate telepathically with creatures within 30 feet of you. This telepathy does not require a shared language; however, creatures that do not understand a language experience your words as unsettling, incomprehensible murmurs, causing them to instinctively recoil from you.
Whenever you cast a sorcerer spell of 1st level or higher, you can choose one creature within 10 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or become
Frightened of you until the end of its next turn.
Unraveling Form
6th-Level Sorcerer (Darktouched Bloodline) Feature
Your connection to the Outer Dark begins to manifest physically, allowing you to shift and flicker like a being unstuck from reality. When you take damage, you can use your reaction to partially phase out of existence. Until the start of your next turn, you gain resistance to all damage except force and psychic damage, and your form distorts unpredictably—attack rolls against you have disadvantage.
You can use this feature a number of times equal to your Sorcerer Power Reservoir, and you regain all expended uses when you finish a long rest.
Abyssal Hunger
14th-Level Sorcerer (Darktouched Bloodline) Feature
The Outer Dark seeks to consume all, and through you, it reaches into the material world. Once per turn, when you deal damage to a creature with a sorcerer spell, you can force it to make a Constitution saving throw against your spell save DC. On a failure, the creature takes 2d8 necrotic damage and is surrounded by grasping, void-born tendrils that sap its vitality. Until the start of your next turn, the creature's speed is reduced to 0, and it has disadvantage on Strength and Dexterity saving throws.
Once you use this feature, you cannot use it again until you finish a short or long rest unless you expend 5 sorcery points to use it again.
Unshackled from Reality
18th-Level Sorcerer (Darktouched Bloodline) Feature
You are no longer wholly of this world. You can see normally in magical darkness, and you gain resistance to psychic damage. Additionally, as a bonus action, you can enter an ephemeral state where your form flickers between existence and nothingness for 1 minute. While in this state, you gain the following benefits:
You have resistance to all damage except force and radiant.
You can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are immediately shunted to the nearest unoccupied space and take 1d10 force damage.
When a creature fails a saving throw against one of your sorcerer spells, you can impose disadvantage on its next attack roll before the end of its next turn.
Once you use this feature, you cannot use it again until you finish a long rest unless you expend 20 sorcery points to use it again..
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