Aberrant Bloodline, Variant (5e Subclass)
From D&D Wiki
Your innate magic comes from the Far Realm—the maddening plane that threatens all others. Given the rarity of situations which would allow contact with the energies of the Far Realm itself, it is inferred that awakened bloodlines stem from those that originate from the said plane, like beholders or mind flayers.
As one touched by the Far Realm, aberrant sorcerers have rather off-putting appearances and are quick to make others uncomfortable or suspicious. Due to this, most of them prefer solitude, venturing into towns only when necessary, say, when getting provisions.
As one would expect, most aberrant sorcerers originate from the Underdark. Still, with the number of adventurers delving into the Underdark, it is not entirely uncommon to see aberrant bloodlines appearing within other races.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Aberrant Bloodline Bonus Spells
|1st||cause fear, dissonant whispers|
|3rd||alter self, mind spike|
|5th||fear, hunger of Hadar|
|7th||Evard's black tentacles, phantasmal killer|
|9th||synaptic static, telekinesis|
From 1st level, you have the characteristic common to all aberrations. You have darkvision with a range of 60 feet.
You can speak, read, and write Deep Speech and Undercommon. Whenever you make a Charisma check when interacting with aberrations, your proficiency bonus is doubled if it applies to the check.
Starting at 1st level, you can project the unsettling presence of your ancestor. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all frightened of you until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 6th level, you learn to manipulate your alien anatomy to suit your current needs. You can replace any number of your saving throw proficiencies with another after you finish a short or long rest. These changes last until you finish your next short or long rest.
By 14th level, your frequent use of transmutation effects on yourself has made such magic nigh effortless for you. You can cast the alter self spell at will.
Starting at 18th level, your eldritch aura becomes heavy enough that even those who don't rely on sight falter in their assault. When a creature makes an attack roll against you, it must succeed on a Wisdom saving throw against your sorcerer spell save DC or suffer a penalty to the roll equal to your Charisma modifier.