Grotesque amalgamations of several creatures, manticores are monstrosities in every sense of the word. They are cunning predators, possessing the ability to reason and to speak through the voices of humanoids they have killed using their demonic approximation of a humanoid face. The manticore has no way to mate or reproduce, being born of malice and living only to hunt and kill. There are many ways for someone to become of the manticore bloodline, such as a close encounter with a manticore where the acidic blood of such a vile creature mixed with the blood of a humanoid with latent magical ability. As a sorcerer with manticore blood, you possess some of the intense territoriality and hatred of the manticore, whether you choose to embrace it or to keep it under control.
Level 3: Monstrous Spells
When you reach a Sorcerer level specified in the Monstrous Spells table, you thereafter always have the listed spells prepared.
Monstrous Spells
| Sorcerer Level |
Spells |
| 3 |
Alter Self, Hunter's Mark, Cause Fear, Compelled Duel, Warding Wind |
| 5 |
Fear, Fly |
| 7 |
Phantasmal Killer, Blight |
| 9 |
Hallow, Contagion |
Level 3: Aspect of the Lion
Your bloodline grants you a spark of the manticore's infamous hatred for all other things. You can spend one minute marking a 5 foot space as your territory. Once a location has been marked as your territory, you gain the following benefits for the next 8 hours while within 500 feet of the marked location:
- You have advantage on all Wisdom (Perception) and Intelligence (Investigation) checks made to detect creatures.
- You have advantage on attack rolls against creatures that are frightened of you.
- Hostile creatures have disadvantage on saving throws against being frightened while in your territory.
- You know the approximate location of all creatures within one mile of the space you marked. You can sense their number, direction, and movement, though you do not know their exact identity or type.
Once you use this feature, you cannot use it again until you finish a long rest.
Level 6: Aspect of the Dragon
You can use an action to unleash a powerful roar, forcing creatures within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, creatures take 3d6 psychic damage and are Frightened for 1 minute. On a successful save, they take half damage and aren’t Frightened. The damage increases to 4d6 at 11th level and 5d6 at 17th level. You can use this ability a number of times equal to your Proficiency Bonus, and you regain expended uses on a Long Rest.
Image Credit: Steamforged Games
Level 14: Aspect of the Scorpion
You have resistance to poison damage. Additionally, as a Bonus Action, you can spend 1 Sorcery Point to manifest the venomous spines of the manticore in some way. For example, you could grow the tail of a scorpion or have spikes grow along your back. This effect lasts for one minute, or until you end the effect as a Bonus Action. During this time, when a creature within 30 feet of you hits you with a melee attack, you can choose to use a reaction to force the attacker to make a Constitution Saving Throw against your Spell Save DC or take 3d6 poison damage and be Poisoned until the end of their next turn.
Level 18: Aspect of the Human
You have learned how to invoke the monstrous, but strangely human, presence of the manticore to force others to do your bidding. Any time you cause a creature to suffer from the Poisoned, Charmed, or Frightened condition, they also suffer from the other two conditions, if they aren't already. When a creature is Charmed or Frightened by you, they carry out your orders to the best of their ability unless your orders would place them in immediate danger.
Image Credit: Critical Role