dauntless/content/Classes/Sorcerer/Abominable.md
2026-03-08 21:51:42 -06:00

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Raw Blame History

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Players Guide 2

You receive your magic from the primordial beings who existed before the creation of reality and that remain uncaring about its existence or their horrific influence upon it. Whether through your lineage or some unspeakable ritual, you become a conduit for these beings incursions. You feel assured, however, that you will withstand the changes they evoke.

Abominable Progression
Sorcerer Level Features
3rd Abominable Origin Spells, Physical Mutation, Unsettling Reaction
7th Shadow Servant
11th Black Guard
15th Nights Veil

Abominable Origin Spells 

3rd-Level Abominable Feature 

You gain origin spells at the sorcerer levels listed in the Abominable Origin Spells table. See the Sorcerer Subclass class feature in the Players Guide for how these spells work.

Abominable Origin Spells
Sorcerer Level Spells
3rd detect thoughts, ray of enfeeblement
5th bestow curse, fear
7th black tentacles, confusion
9th cloudkill, telepathic bond
11th mass suggestion, true seeing

Physical Mutation 

3rd-Level Abominable Feature 

Your body undergoes subtle transformations as you embrace your otherworldly origin. Vital organs shift or merge without any negative impact to you, but they make it more difficult for others to inflict grievous harm to you. When a creature scores a critical hit against you, there is a 25 percent chance it becomes a normal hit. This increases to 50 percent at 11th level and 75 percent at 15th level. As a reaction when you take damage, you can spend 1 sorcery point (see Players Guide) to increase the percent chance by 25 percent (and automatically turning the critical hit into a normal hit at 15th level or higher). 

In addition, you have advantage on saves against spells and effects that would alter your form against your will.

Unsettling Reaction 

3rd-Level Abominable Feature 

When you reduce one or more creatures to 0 HP, one creature you can see within 30 feet of you must succeed on a WIS save against your spell save DC or be frightened until the end of its next turn. You can spend 1 sorcery point to affect one additional creature you can see within 30 feet or to extend the duration on the target to 1 minute. A frightened creature can repeat its save at the end of each of its turns, ending the effect on itself on a success.

Alien Mind 

7th-Level Abominable Feature 

As you become more comfortable with the eldritch realities underlying your origin, your outlook and psyche change. You have advantage on saves against being charmed or frightened. As a bonus action, you can spend 1 sorcery point to become immune to one of these conditions for 1 minute.

In addition, as a reaction when a creature that isnt an Aberration tries to read your mind or contact you telepathically, you can cause a mental backlash, your alien mind sending the creature reeling. The creature must succeed on a CHA save against your spell save DC or be stunned until the end of its next turn.

Beyond Death 

11th-Level Abominable Feature 

Death becomes another trivial aspect of reality you can ignore. When reduced to 0 HP, you can spend 5 sorcery points to be reduced instead to 1 HP. Until you regain hit points, your body shows signs of the trauma it endured, and you have disadvantage on all CHA ability checks except for Intimidation.

Alternatively, when you are reduced to 0 HP, you can spend 3 sorcery points to grant yourself advantage on death saves for 1 minute.

Body Warping 

15th-Level Abominable Feature 

As an action, you can manipulate your flesh to your liking. For 1 minute or until you are knocked unconscious, you gain the following benefits:

  • As a bonus action, you can cast any Arcane transmutation spell without expending a spell slot and without needing spell components. To do so, the spell must have a casting time of 1 minute or less and be of a spell circle no higher than half your PB (rounded down). Regardless of the spells duration, the spell ends when this features duration ends. If the spell requires concentration, you dont need to maintain concentration on the spell for the duration.
  • If you cast a transmutation spell on another creature and it fails its save, it takes damage equal to your PB at the start of each of its turns until the spell ends.

Once used, you cant use this feature again until you finish a long rest, unless you spend 11 sorcery points to do so.