Far Touched Sorcerer Origin

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Far-Touched Sorcerer Origin

The Far Realm

Very few know of the Far Realm. Save for a few scholars, even the most far traveled likely have never even heard of the place. Mention of it to one of the few individuals who know of it draws imagery of gnashing teeth atop slimy tendrils, creatures that absorb their prey, morphing the poor creature into more of it's killer, or other monstrosities that have leaked into our realm over the millenia. The truth however is far more terrifying. The Far Realm is not simply another plane of existence. It isn't another planet in this grand cosmology we call home. It's the fabric, it's the canvas that our reality is painted on. It's an incomprehensible number of layers of different size and makeup, who's rules change seemingly at random. Even time isn't safe in this regard, as entire millennia go by in seconds and an instant can last several years. To open your eyes to the Far Realm is to grasp the infinite, to look into infinity until you find an end. It is to surrender your mind, to swim at the bottom of an endless sea and suffer all the weight that promises.

A Realm Forbidden

To know the Far Plane, to any serious degree is to go mad. This is the Eldritch Truth that we've forgotten. The fact that we're surrounded by things that we can't hope to understand. Our sheer insignificance on the true scale of reality has crushed the minds of many would be scholars.

Far Touched

Your magic comes from the utterly alien place known as the Far Realm. Your body has learned the Eldritch Truth even if you're mind has been spared, the freakish energies of the Far Realm granting you untold power, but opening the door to the things that lie beyond. The mundane, ordinary and simple are insignificant to the Far Plane, but you've opened the door. Try as you might to shut it and look away, you never know what's peering through the cracks.

Far-Touched Origin Spells
Sorcerer Level Spell
1st Tasha's hideous laughter
3rd detect thoughts
5th hypnotic pattern
7th confusion
9th telekinesis
11th mental prison

Awakened Mind

The magic of the Far Plane has irrevocably changed you. Your waking mind may have forgotten, but your subconscious mind remembers. Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Strange Mind

Also at 1st level, you can also speak, read, and write Deep Speech, and gain Darkvision out to 60 feet. If you already have Darkvision from your race, it's range is increased by 30 feet.

Befuddle

You've learned to touch the minds of others with your magic. Beginning at 6th level whenever you affect a creature with a spell of 1st level or higher, and that creature has an intelligence of 3 or more you can spend 3 sorcery points to force that creature to make a wisdom saving throw. On a failed save, the creature rolls on the derangement table, and suffers the listed effect. If an effect has a duration of 1 minute or longer, the target can make another Wisdom saving throw at the end of each of its turns, ending the effect on a success. If a creature dies or falls unconscious while still under an effect from the Derangement Table, you regain 3 sorcery points.

Grasp of the Far Realm

Starting at 14th level, you've realized that the Far Realm is only a small distance away, forever waiting just beyond the boundaries of our world. As a bonus action, you can expend 3 sorcery points to summon spectral tendrils in the space of a Large or smaller creature that you can see within 120 feet. Any creatures within the space must make a DC 15 Strength saving throw or become restrained. They then take psychic damage equal to your Sorcerer level as the tendrils burrow into them, whispering secrets of the Far Realm. Creatures grappled in this way can remake the saving throw at the end of their turns, freeing themselves on a success. If the tendrils are no longer restraining a creature, they fade away.

Forgotten Harmony

You've embraced the truth of the Far Realm. In doing so, your consciousness has been elevated as you've embraced a sort of harmony with this forbidden knowledge. At 18th level, you gain the following benefits:

  • You gain immunity to psychic damage.

  • Your Enchantment spells last twice as long.

  • You gain proficiency in Wisdom saving throws.

  • Whenever you deal damage with a sorcerer spell, you can change the damage type of that spell to psychic.


In addition, you can unleash a blast of psychic energy. Using your Action, you can force every hostile creature that can see or hear you within 60 feet to make a Wisdom saving throw. On a failed save, they must roll on the Derangement table per your Befuddle feature. You must complete a short or long rest to use this feature again.


Spectral Tendrils

Large, unnaligned


  • Armor Class 12
  • Hit Points 40
  • Speed 0

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 4 (-3) 0 (-5) 15 (+2) 16 (+3)

  • Skills Athletics +5
  • Damage Resistances Bludgeoning, Slashing, and Piercing from Nonmagical weapons
  • Damage Immunities Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Languages Deep Speech
  • Challenge 2

Actions

Piercing Whispers. Creatures grappled by the Tendrils take psychic damage equal to your sorcerer level.

Derangement Table

d6 Derangement
1 The target is blinded until the end of its next turn, perceiving its surroundings as an inky darkness.
2 The target is paralyzed.
3 The target falls under the effects of the Otto's Irresistable Dance spell.
4 The target is frightened.
5 The target acts as if under the effect of the Crown of Madness spell. It regards all creatures it comes into contact with as if it was directed to attack them by the caster. If there are multiple targets, the DM can choose one at random.
6 The target takes psychic damage equal to 5 times your Sorcerer level.
 

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