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Sphinx Soul

Sphinx Soul Quirks
d6 Quirk
1 You are calm at all times. It can be both reassuring and frightening.
2 When someone tells you a secret, you take guarding it very seriously.
3 A deity entrusted you with secret knowledge or a sacred mission. You will uphold it till your dying breath.
4 You have longer claws, flowing hair like a lion’s mane, or even feathers and fur where you normally would not have any.
5 You have a deep fascination with riddles, tests, puzzles, and lore.
6 You choose your words carefully, always making sure you have control over the conversation.

Magic of the Sphinx

Your connection to sphinxes gives you the option to learn some additional spells that focus on teleportation and knowledge. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level Spell
1st detect magic
3rd zone of truth
5th tongues
7th banishment
9th legend lore
11th word of recall

Ancient Knowledge

Beginning at 1st level, the powers of the sphinx have changed your body and mind. You no longer need to eat or sleep. When you take a long rest, you instead enter into an inactive pose. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You also learn the Sphinx language and one exotic language of your choice, and gain proficiency in either the Arcana or History skill.

Ferocity of the Lion

At 1st level, the strength of the sphinx has manifested itself in you. You learn the thaumaturgy cantrip, and it does not count towards the total number of cantrips that you know. You also gain sharpened claws on your hands, allowing your unarmed strikes to deal 1d4 plus your Charisma modifier in slashing damage. By 6th level, these claw attacks are considered magical for the purposes of overcoming resistance.

Incredible Mind

By 6th level, you have a knack for rooting out the solution to difficult conundrums. You have advantage on Intelligence checks related to solving puzzles, riddles, and strategies for winning games that require logic, such as chess.   Additionally, you are immune to any effect that would sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.  

Powerful Wings

At 14th level, the wings of the sphinx have become yours to command. You gain the ability to sprout a pair of eagle wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Lair of the Sphinx

By 18th level, the resound mind of the sphinx has made you immune to the frightened and charmed conditions. Additionally, you can summon forth a roar so powerful that you can briefly alter time. By spending 5 sorcery points, you can roar into the air so that the flow of time is altered such that every creature in a 25 foot radius area centered on you must reroll initiative. You can choose not to reroll.   Additionally, creatures within 10 feet of you must make a Charisma saving throw against your spell save DC or become frightened until the beginning of their next turn.

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