Deep Mind Sorcerer (5e Subclass)

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Deep Mind Sorcerer[edit]

Your soul is bound to the unfathomable mysteries of the Far Realm, a place where the natural laws of reality break down, and the mind is twisted by incomprehensible forces. The vastness of your power is rooted in the obscure and the alien, drawn from the murky depths of the cosmos or the dark recesses of the ocean where the boundaries between worlds blur.

Deep Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st create or destroy water, arms of hadar
3rd alter self, phantasmal force
5th major image, sending
7th summon abberation, control water
9th synaptic static, telekinesis
Tentacle of the Deep

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 psychic damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Far Realm's Fury

Starting at 6th level, when you are damaged by a creature you can see within 60 feet of you, you can use your reaction to deal psychic damage to the attacker. The damage equals your sorcerer level. You may also force the attacker to a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the attacker is hurled 20 feet in a direction you choose and is knocked prone.

Metaphysical Harvesting

Starting at 6th level, whenever you or a creature summoned by you kill a creature by dealing psychic damage to it, you gain 1 sorcery point. In addition, whenever you deal psychic damage to a creature, the creature takes an additional 1d8 psychic damage.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, 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.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion

At 18th level, you can unleash your deep power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 psychic damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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