[Subclass] Eldritch Sorcery, a 5e Sorcerous Origin

by WryGUI

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Eldritch Sorcery

An alien presence behind a veil of void hides an energy foreign to the known planes, which you draw your innate power from; a wellspring of mysterious magic older than reality itself. Perhaps you've learned to channel this energy from forbidden texts, or maybe you've felt this connection from birth. Either way, you are changed and utterly unique, and this gives you certain powers over the simplistic minds that surround you.

Eldritch Spellcasting

A sorcerer typically draws on their force of personality to channel their powers, however, the nature of an eldritch sorcerer is a wholly unique case. Their power is drawn from the mind, in its otherworldly configuration.

 At your DM's discretion, you may use your Intelligence instead of Charisma ability score when calculating your Spellcasting Modifier and Spell Save DC. In addition, it is recommended to replace your proficiency in Charisma saving throws with proficiency in Intelligence saving throws.

 Eldritch Invocations that are based on your Charisma modifier, such as agonizing blast, should instead be based on your Intelligence modifier.

Eldritch Sorcery Features
Sorcerer Level Feature
1st Expanded Spell List, Diffusing Thoughts,
Psionic Grasp
6th Alien Mind, Eldritch Metamagic
14th Psionic Resistance
18th Suspended Being, Superior Psyche

Expanded Spell List

You may choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Eldritch Sorcery Expanded Spells
Spell Level Spells
cantrip kinetic burst, unnerve
1st arms of hadar, dissonant whispers
2nd calm emotions, enthrall
3rd hunger of hadar, sending
4th evard's black tentacles, phantasmal killer
5th contact other plane, modify memory

Diffusing Thoughts

Starting at 1st level, you can communicate telepathically with 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.

Psionic Grasp

At 1st level, you learn the mage hand cantrip if you don't already know it. When you cast mage hand, the spectral hand is invisible

Alien Mind

Starting at 6th level, your thoughts can't be read by telepathy or other means unless you allow it.

Eldritch Metamagic

At 6th level, you learn to modify your spell in ways previously unconceived. You gain the following two Metamagic options:

Dazing Spell

When you deal psychic damage to a creature from one of your spells, you can spend 3 sorcery points to attempt to daze the target. The target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.

Forceful Spell

When one or more creatures or objects are moved by one of your spells, such as psionic burst, catapult, or telekinesis, you can spend sorcery points to increase how far they are moved. The creature(s) or object(s) move an additional 10 feet for each sorcery point spent (maximum of 5).

Psionic Resistance

Starting at 14th level, you gain advantage on saving throws against spells and other magical effects.

Suspended Being

At 18th level, you gain a magical flying speed equal to your current speed.

Superior Psyche

Starting at 18th level, when you succeed on a saving throw made to resist the mind-altering effect of a spell or feature from a creature you can see, such as hold person, feeblemind, or a mind flayer's mind blast, you can spend 6 sorcery points to reflect the effect back on the creature. The creature suffers the effects of the spell or feature as if it failed the saving throw and you were its source.



Additional Spells


Kinetic Burst

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You direct a blast of kinetic force toward a target creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unnerve

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You focus horrific thoughts toward a creature you can see within range. A target creature must make an Intelligence saving throw. On a failure, a target takes 1d6 psychic damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Eldritch Sorcery, D&D homebrew

Sterling @WryGUI, 2019


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Mind Flayer, Page 1

Conceptopolis, Wizards of the Coast http://dnd.wizards.com/dungeons-and-dragons/...


Elder Brain, Page 2

Wizards of the Coast https://forgottenrealms.fandom.com/wiki/...

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