

Eldritch Soul
By @genasilesbians
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.
Eldritch Soul Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Vessel of Elder Gods, Forbidden Knowledge |
| 6th | Avatar of the Old Ones |
| 14th | Link to the Far Realm |
| 18th | Eldritch Transformation |
Vessel of 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 30 ft. 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 60 ft.
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 are learning to master your eldritch magic. At 6th level, you may choose one spell from the Warlock spell list. You learn this spell and it does not 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 Dungeon Master to determine what they would and would not 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 and lasts for the duration of your transformation.
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.