Pandemonic Influence |
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d6 |
Influence |
1 |
You have the same dream every night; walking alone in a stone tunnel, buffeted by neverending winds. At the moment you lose hope of seeing the end, you wake. |
2 |
Darkness feels like a physical object to you, a dense, suffocating shroud only held back by light. |
3 |
You sometimes hear highly unsettling sounds blended with others, such as your name being called in the rush of water or tortured screams in the crackle of fire. |
4 |
While you're alone, you hallucinate signs of imminent danger - shadows in the corner of your vision, the growl of something unnatural, and the like. |
5 |
You can always hear the distant sound of Pandemonium's winds, no matter where you are. |
6 |
In enclosed spaces, you sometimes hear cries for help close by. If you ignore them, they become more and more disturbing. |
Afflicted Affinity
Starting when you choose this origin at 1st level, your
connection to Pandemonium can allow you to identify the
insane and the influenced. You can use an action to examine a
creature you can see and determine if it is charmed,
possessed, or under any other effect that would alter its
personality or actions, and whether the effect is planar in
nature. You don't identify the exact type of effect - for example,
if a creature was under the effect of a geas spell, you would
only know the creature was charmed.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and regain all
expended uses when you finish a long rest.
Gale of Madness
Also at 1st level, you can make a creature hear and feel
Pandemonium's howling winds in its mind when you use your
magic. Once on each of your turns when you cast a sorcerer
spell of 1st-level or higher, you can choose a creature you can
see within 30 feet of you. That creature must make a Wisdom
saving throw. On a failed save, it becomes deafened and
frightened of you until the start of your next turn, panic
stricken by the overwhelming assault on its senses.
After being targeted by this effect, a creature is immune to it
until 24 hours have passed.
Twisted Perspective
At 6th level, you can alter a creature's perception of reality
before it strikes, turning your enemies against each other.
When a creature you can see within 60 feet of you makes an
attack roll, you can use your reaction and spend 2 sorcery
points to divert the attack. The attacker must make a Wisdom
saving throw. On a failed save, the attacker must target a
creature or object of your choice that is within range of the
attack instead of the original target, other than itself. On a
successful save, you can’t use this feature on the attacker
again until you finish a long rest.
You must choose to use this feature before knowing
whether the attack hits or misses. Creatures that can't be
charmed are immune to the effect.
Shadow of Doubt
At 14th level, you can become a blurred figment in the eyes of
others only to reappear elsewhere, making them question if
you're even present at all. You can use your bonus action and
spend 1 sorcery point to teleport up to your speed to an
unoccupied space you have a clear path to (for example,
around a corner or up a steep cliff, but not through a keyhole),
flickering between your current plane and Pandemonium for a
few brief moments. You also gain advantage on Dexterity
(Stealth) checks until the end of your turn.
Additionally, your ability to identify the maladies of afflicted
creatures improves. When you use your Afflicted Affinity
feature, you can determine the exact types of effects a
creature is influenced by, if any are present.
Crushing Hopelessness
At 18th level, you can wield Pandemonium's power to show
other creatures the absolute futility of their efforts. You can
use your action and spend 6 sorcery points to force a creature
you can see within 60 feet to make a Wisdom saving throw.
On a failed save, the creature takes 3d12 psychic damage,
gains a level of exhaustion, and is deafened and paralyzed for
1 minute, or until you lose concentration (as if you were
casting a concentration spell), as Pandemonium's winds roar
in their mind.
At the end of each of the creature's turns, it takes 3d12
psychic damage and must make another Wisdom saving
throw. The creature gains a level of exhaustion on a failure,
and ends the effect on a success, losing all exhaustion caused
by this feature.
A creature that gains 6 levels of exhaustion while under this
effect, or is reduced to 0 hit points by it, doesn't die. Instead,
the effect ends, the creature loses all exhaustion caused by
this feature and it goes insane until cured by greater
restoration, becoming stable if at 0 hit points. While insane,
the creature's speed is reduced to 10 feet, it has disadvantage
on attack rolls, ability checks and saving throws, it perceives
all other creatures as enemies, it can't read, and it speaks only
in gibberish.
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