My Documents
Support GM Binder!
## eldritch Bloodline Your innate magic comes from the Far Realm, a place of unknown horrors barely understood by the fragile human mind. How this blood enters into the bodies of humanoids is not well understood, but the most prevalent theory is that it comes from exposure to planar rifts. #### Vessel of the Elder Gods Starting at 1st level, your eldritch heritage allows you to affect the minds of mortals. You gain the ability to communicate telepathically with any creature within 30ft of you. To communicate in this manner, the creature must understand at least one language, though it does not have to be a language you know. Additionally, you gain darkvision in a range of 60ft. #### Forbidden Knowledge Your connection to the Far Realm allows you access to magic beyond a sorcerer’s normal capabilities. Whenever your Spellcasting features allows you to learn a sorcerer cantrip or spell of 1st level or higher, you may choose the new spell from the warlock spell list or the sorcerer spell list, and the spell becomes a sorcerer spell for you. #### Avatar of the Old Ones You have become a master of the magic of the darkest eldritch gods. At 6th level, you may choose one spell from the Warlock spell list. You learn this spell and it doesn’t count against the number of spells you know. You learn one additional spell in this way at 10th level, and again at 14th level. #### Link to the Far Realm Your intense training has opened a tenuous connection to the Far Realm. Once a week, you can cast the Commune spell as a ritual, contacting the elder gods when you do so. Their knowledge is vast but eclectic, and it is up to your DM to determine what they would and wouldn’t know. #### Eldritch Transformation At 18th level, the blood of the Far Realm has become nearly too much to contain. It is something that threatens to spill out of you at every moment. As a bonus action, you can release this eldritch energy by spending 6 sorcery points to transform into a mass of writhing tentacles, an avatar of the eldritch gods. For the duration of the transformation, you gain immunity to psychic damage and resistance to all damage types other than fire and piercing, bludgeoning, and slashing dealt by magical weapons. When you transform, you automatically cast the Arms of Hadar spell without expending a spell slot. It is cast at 3rd level. The transformation threatens to ravage your body. It lasts until you dismiss it as a bonus action. The first 5 rounds of the transformation proceed normally. At the end of your turn on the 6th round, you suffer 1d10 necrotic damage, ignoring any resistances. Each subsequent round deals necrotic damage equal to a number of d10 equal to the number of rounds over five the transformation has been active. The transformation forcefully ends after one minute. After the transformation ends, you suffer on point of exhaustion.
\pagebreak ## Eldritch Spells Do you feel as if the available spells don't fit the aesthetic of your sorcerer who breaks the bonds of reality, calling upon the ancient and timless entities from the Far Realm? Here are some arcane, forbidden spells lost to time, known only by those that delve the deepest into the dark knowledge of the old ones. For the purpose of these, consider them all part of the Walock spell list, though as a DM you can choose to put them on any spell list you like! #### Delban’s Bitter Cold *3rd-level evocation* **Casting Time:** 1 action
**Range:** 120ft
**Components:** V, S, M (An unmelting piece of ice)
**Duration:** Instantaneous
You call upon Delban to steal the warmth from the world, creating a 20ft sphere of cold centered on a point within range. Each creature within the sphere must make a constitution saving throw or suffer 8d6 cold damage as the heat is taken from them, taking half damage on a success. Nonmagical liquids that would logically freeze at low temperatures are instantly frozen if they are within the spell’s area. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd. #### Nihal's Dark Bindings *4th level conjuration*
**Casting Time:** 1 action
**Range:** 60ft
**Components:** V, S, M (an ebony link of chain)
**Duration:** 1 minute
You call upon the ancient god Nihal to bind your foes. Choose a creature within range. Dark, writhing chains appear from the air around them, as if out of a portal, and wrap around them. The creatures makes a strength saving throw. On a fail, they take 4d6 bludgeoning damage and are restrained. On a success, they take half as much damage and are not restrained. A restrained creature may spend its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to escape the tentacles. A creature that ends it’s turn restrained by the chains takes 4d6 bludgeoning damage. If there is no creature restrained by the chains, a creature that enters their space must make a strength saving throw or become restrained. They occupy the 5ft space in which they are summoned. \columnbreak #### Glimpse of the Far Realm *8th level conjuration*
**Casting Time:** 1 acton
**Range:** Touch
**Components:** V, S, M (a dark chunk of mysterious, unknown metal)
**Duration:** Instantaneous
You use this spell to send a creature momentarily to the Far Realm, to witness incomprehensible horrors. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature is instantly transported to the Far Realm until the end of your next turn, at which point it appears in the same space it left. If that space is occupied, it appears in the nearest unoccupied space. Even glimpsing the beings of this vast, unknown plane threatens to permanently damage the creature’s psyche. If they are not an aberration, they take 10d10 psychic damage. Additionally, when they return from the Far Realm, they make a wisdom saving throw. On a fail, they are frightened of you for one minute, and must spend their action to rave madly about the forbidden knowledge they now possess. They can repeat this save at the end of each of their turns. #### Maw of Acamar *9th level Conjuration*
**Casting Time:** 1 action
**Range:** 120ft
**Components:** V, S, M (A platinum shrine to Acamar worth at least 200gp)
**Duration:** Instantaneous
You sweep your hand and rip a tear into the very fabric of reality, opening the maw of the dark one Acamar. A 20ft long, 10ft wide rift opens centered on a point within range and pulls everything within a 60ft radius towards it. Creatures within the range may make a strength saving throw to
grab onto a fixed object. Creatures who are pulled into
the rift feel the gnashing teeth of Acamar bite into
them, taking 10d8 piercing damage and
5d8 psychic damage. Nonmagical items pulled into the rift are
destroyed.