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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