Aberrant Bloodline
Hit Points
Hit Dice: d6 per Aberrant Bloodline level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
You are descendant from a foul creature, and its blood wreaks havoc in your family tree. Those in your house are occasionally, and seemingly at random, born hideous and with terrifying powers, and as such generation after generation has committed infanticide on the abominations. You are one such monster, cursed at birth though spared the knife by your mother, free to live out your miserable span of existence a freak divorced from society. Yet your power grows, as fearsome as your aspect and as dreadful as your glare.
Aberration Blood
Beginning when you select this origin at 1st level, your skin is thicker, scalier, or furrier than normal. When you aren’t wearing armor, your armor class equals 13 + your Dexterity modifier.
Additionally, you gain darkvision, with a range of 30 feet of you. If you already have darkvision, its range increases by 30 feet.
Hideous Appearance
At 1st level, your appearance is hideous to behold. You can add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold.
Inhuman Reach
At 6th level, your arms elongate, allowing you to touch the floor with your hands while standing straight. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also gives you advantage on Strength (Athletics) checks you make to climb.
Tentacles
At 6th level, you can expend 2 sorcery points as a bonus action to grow long, whipping tendrils that sprout grotesquely from your form and last until the beginning of your next turn. When a creature comes within 5 feet of you or begins its turn there, it takes 3d6 bludgeoning damage. You can extend this duration for another round by spending 2 sorcery points at the beginning of your turn.
Warped Mind
At 14th level, your tainted form has altered the nature of your brain, making you resistant to psychic attacks, and more capable of inflicting them upon others. You gain resistance to psychic damage and have advantage on saving throws against being charmed.
Additionally, you can emit a mind blast in a 60-foot cone. As an action expend up to 6 sorcery points. Each creature in the cone must succeed on an Intelligence saving throw or take 1d8 psychic damage for each sorcery point expended plus your Intelligence modifier, and cannot take reactions until the start of your next turn. A creature that passes this saving throw takes half as much damage and suffers no other effects.
Monstrous Transformation
At 18th level, as a bonus action expending 3 sorcery points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you use your bonus action to end this effect, you have resistance to bludgeoning, piercing, and slashing damage, but can't cast spells of 1st level or higher. Each round you begin in this form, you must expend 3 additional sorcery points to maintain it.
In addition, creatures who look upon this form become frozen in horror. Each creature that can see you within 30 feet, except for allies which know to avert their gaze, must make a Wisdom saving throw. On a failed save, the creature is
paralyzed while you are transformed. At the end of each of its turns, affected creatures can repeat this saving throw. A creature that succeeds this save is immune to this effect for 24 hours.
Once you use this ability, you must finish a long rest before using it again.