Limbo Lineage (5e Subclass)

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Limbo Lineage[edit]

Sorcerer Subclass

Somewhere in your family's distant lineage, someone spent time in the plane of Limbo. Limbo was a plane of supreme chaos, ever morphing and inconstant. Creatures could only maintain reality through sheer acts of concentration. This is likely where the Limbo Sorcerers (often called "Chaotics" or, less often, "Limmies") developed their reputation for superior concentration. The place's very nature was likely responsible for the powers these descendants wielded, particularly their penchant for transmutation magic.

Stories suggest that Limbo is long gone now, a victim of the Spellplague resulting in a clash between deities. All that remains of the plane are its descendants scattered throughout the Great Wheel, many finding roost on the Material Plane.

Limbo Spells[edit]

You learn additional spells when you reach certain levels in this class, as shown on the Limbo Spells table. Each spell 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 conjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.

Limbo Spells
Level Spells
1st absorb elements, entangle
3rd enlarge/reduce, rope trick
5th blink, hunger of hadar
7th fabricate, polymorph
9th bigby's hand, passwall

In addition, consult the Manifestations of Chaos table below and choose or randomly determine a way your connection to chaos and mutability manifests while you are casting any of your sorcerer spells.

Manifestations of Chaos
d6 Manifestation
1 the length, color, and style of your hair changes
2 the pitch and tone of your voice changes
3 the nature of your arcane focus changes (wand to crystal, for example)
4 your skin tone and texture changes to that of a different lineage
5 your distinguishing markings (scars, birthmarks, etc.) change location
6 the ground beneath your feet becomes covered (with snow or sand or leaves, etc.)

Aura of Transmutation[edit]

At 1st level, creatures near you can sense your differentness and it affects them. You and a number of creatures of your choice (up to your Charisma modifier) that are within 10 feet of you gain one of the following benefits:

  • Gain Darkvision for 30 feet or increase your Darkvision range by 20 feet
  • An increase to speed of 10 feet
  • A +1 bonus to Constitution saving throws
  • Resistance to one damage type of acid, cold, fire, lightning, or thunder (you select when the aura initiates).

Each time that you finish a short or long rest or you cast one of your Limbo spells, you choose a different (not the same) benefit for your aura. The aura remains active as long as you are not incapacitated.

Reliable Control[edit]

At 6th level, you learn to supplement your concentration with sorcery points. Whenever you make a Constitution saving throw to maintain concentration on a spell or similar ability and you fail, you can expend one sorcery point to your add +2 to your roll, potentially turning a failure into a success. You can add more sorcery points to add another +1 to your roll for each point spent. The total number of sorcery points spent with this feature cannot exceed your Constitution modifier.

Bolstering Changes[edit]

At 6th level, you gain benefits when things around you -- or, more specifically, within you -- change. When you convert a spell slot into sorcery points or sorcery points into a spell slot, you gain temporary hit points equal to three times the level of the spell slot. At a cost of two sorcery points, you can also give the same amount of temporary hit points to a number of creatures equal to your Charisma modifier that are withing 30 feet of you. These temporary hit points last for one minute or until you use this feature again. Once you've used this feature, you can't use it again until you cast a leveled spell or use metamagic.

Mutable Damage[edit]

At 14th level, when you or a creature within 30 feet of you takes damage from a source other than you, you can use your reaction to change the damage type to a similar but different type. Physical damages of bludgeoning, piercing, and slashing can be changed into each other. Similarly, elemental damages of acid, cold, fire, lightning, and thunder can be changed into each other. Radiant and necrotic damage can be switched. Force, poison, and psychic damage cannot be changed.

When you change the damage type, you can also expend sorcery points to lessen or increase the damage. For each sorcery point spent (up to 3), you can decrease the damage by a d8 or increase the damage by a d6.

At a cost of 1 sorcery point (and the necessary spell slot), this feature can be used simultaneously with the absorb elements spell as part of the same reaction.

Controlled Chaos[edit]

At 18th level, when you are concentrating on a spell, you can use your bonus action to expend 3 sorcery points to enter into a trance that provides the following benefits:

  • add +2 to your AC
  • gain temporary hit points equal to your Charisma modifier at the start of each of your turns
  • each metamagic costs one fewer sorcery point (minimum 1)
  • you have advantage on Constitution saving throws
  • when you use your movement, you teleport all or part of the distance (one teleport per turn) if you can see your end point. This still uses your movement but ignores difficult terrain.

This trance and its benefits last for 10 minutes or until you are no longer concentrating on a spell. If you begin to concentrate on a new spell before the previous spell's concentration is lost, the trance endures as long as the 10 minutes has not elapsed. You can enter this trance once without penalty, regaining the use at the end of a long rest. It is possible to enter a second trance between long rests, but doing so incurs 2 levels of exhaustion.

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