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Twisted Mind (Sorcerous Origin)

Yunru

Banned
Banned
So this was lost in the great reversion (monthly backups pls), but here's the crib notes:

1st Level: Awakened Mind
1st Level: Expanded Spell List
- Armor of Agathys
- Arms of Hadar
- Clairvoyance
- Hunger of Hadar
- Dominate Person
- Hallow
6th Level: Cloud the Mind
1/day target creature makes a Wis save. On pass prone, else attacks closest creature other than itself with its strongest attack. Save each turn.
14th Level: Sightless Eyes
60ft blindsight
18th Level: Fractured Reality
When you see a creature make an attack you can use your reaction to have it make a Wisdom saving throw against your spell DC. On a failure the attack instead targets a creature of your choice within range.
 

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And now refined to more than crib notes:

Twisted Mind:
Your magic comes from your fractured perception of reality. You can see beyond just the material and visualise something... else. Something more. Others might look upon you as eccentric or crazy, but you know it's more than that.

Expanded Spell List:
Your knowledge encompasses several spells. The following spells are added to the Sorcerer's list for you, and don't count against your spells known.
[TABLE="class: grid, width: 100%"]
[TR]
[TD]Spell Level[/TD]
[TD]Spells[/TD]
[/TR]
[TR]
[TD]1st[/TD]
[TD]Armor of Agathys, Arms of Hadar[/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD]Clairvoyance, Hunger of Hadar[/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD]Dominate Person, Hallow[/TD]
[/TR]
[/TABLE]

Awakened Mind:
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Cloud the Mind:
Beginning at 6th level, you can use an action to confuse and disorientate a creature. Choose one creature within 60 feet of you. That creature must make a Wisdom saving throw against your Spell DC. On a successful save, the target falls prone. On a failed save the target must spend it's turn attack the closest creature other than itself. At the end of each of its turns the creature may repeat the saving throw.Once you've used this feature, you can't do so again until after you complete a long rest.

Sightless Eyes:
At 14th level you can see without sight. Your perception of reality grants you 60 feet blindsight.

Fractured Reality:
Starting at 18th level, when you see a creature make an attack you can use your reaction to have it make a Wisdom saving throw against your spell DC. On a failure the attack instead targets a creature of your choice within its range.
 
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