Origin of the Great Old One Bloodline
Your blood has been tainted by the alien magic of the Far Realm. Your ancestors might have dabbled in forbidden magic, learning eldritch secrets, or perhaps you came into contact with a Great Old One in a dream or a very lucky encounter. Perhaps one of your ancestors made love with an aberration. Any of these may have been what lead you to becoming tainted with the Great Old One's dark magic, coalescing within your soul, and slowly metamorphosing you into one of them, granting you great and terrifying power.
Eldritch One
When you choose this sorcerous origin at 1st level, you gain the ability to speak, read, and write in Deep Speech as your mind begins to adapt to your newly shifted state of being. Additionally, you learn to lace your words with traces of arcane madness, causing your utterances to wound the minds of the weak. You gain the vicious mockery cantrip, which doesn't count towards your total number of cantrips known. You learn additional spells when you reach certain levels in this class, as shown on the Eldritch table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Level |
Spells |
1st |
Arms of Hadar, Cause Fear |
3rd |
Crown of Madness, Darkness |
5th |
Fear, Hunger of Hadar |
7th |
Hallucinatory Terrain, Summon Aberration |
9th |
Dream, Mislead |
Grasping Tendrils
At 1st level, you gain the ability to call forth fleshy tentacles that can grasp at your foes. As an action, you may summon a mass of tentacles on a point you can see within 60 feet of you and within your line of sight. You may choose any number of creatures within 10 feet of the tendrils and force them to make a Strength saving throw against your sorcerer spell save DC. Any creature that fails their saving throw is grappled for 1 minute or until you use this ability again. A creature grappled in this way may repeat their saving throw to end this effect on themselves. The tentacle’s Strength (Athletics) bonus is 2 + your proficiency bonus.
Visions of the Far Realm
At 3rd level, as an action, you can spend 1 sorcery point to cast bane on a creature within 30 feet as you force visions of the maddening Far Realm upon them. You can spend additional sorcery points to target multiple creatures within range.
Maddening Whispers
At 6th level, as an action, you can whisper nonsensical babbling to confuse your foes. Each creature of your choice within 30 feet of you must succeed an int saving throw or take a number of d6 psychic damage equal to your Charisma modifier and suffer from Madness, on a success they take half damage, suffer no other effects, and are immune to madness caused by this action for 24 hours. You must complete a short or long rest in order to use this again. In addition, you gain resistance to psychic damage.
Perfect Abomination
At 14th level, you gain the aberration type as your body begins to change. Your skin may alter to become more alien-like, or small tendrils begin to form across your body, or maybe you grow several eyes across your face. You can now use your Grasping Tendrils grow to attack, dealing bludgeoning damage equal 1d6 x your Charisma modifier to each creature grappled by it, its reach increases by 10 feet, and you can move grappled creatures within the Grasping Tendrils' reach. In addition, you can spend 2 sorcery points to cast a spell through your Grasping Tendrils as if they were extensions of yourself.
Harbinger of the Void
At 18th level, you join the ranks of the Great Old Ones, acting as their Harbinger. Your presence herald's chaos and madness, driving your enemies insane as their minds are assaulted my unintelligible whispers and blood-curdling screams. Your body mutates to an unrecognizable degree, granting you the following benefits:
You gain a flying speed equal to your walking speed.
All psychic damage dealt by you ignores resistance and treats immunity as resistance.
You can spend 2 sorcery points to change the damage type of a cantrip or spell to psychic.
You are immune to psychic damage as well as the fear and charmed conditions and can reflect the condition back to whatever source caused it, forcing them to make the saving throw against your spell save DC.
You stop aging and are immune to magical aging effects.