Sphinx Bloodline Sorcerer
Your people guard the most powerful of artifacts and ancient stories. The blood in your veins runs hot with forgotten lore, granting you magic beyond the scope of mortal men.
Kingdoms rise and fall. But Knowledge endures. And to be the keeper of that knowledge is to wield fate.
Sphinx Magic
You learn additional spells when you reach certain levels in this class, as shown on the Sphinx Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divnination or a illusion spell from the cleric, sorcerer, or wizard spell list.
Sphinx Spells
Sorcerer Level | Spell |
---|---|
1st | Detect Good and Evil, Identify |
3rd | See Invisibility, Zone of Truth |
5th | Dispel Magic, Tongues |
7th | Banishment, Divination |
9th | Legend Lore, Scrying |
Timeless Mind
At 1st level, you know the importance of a well kept secret. Wisdom (Insight) checks made ascertain your intetions or sincereity have disadvantage
Roar of the Ages
Also at 1st level, You know how to call upon the bellows of your bloodline. You learn 2 roars that you can emit in a 30 ft. area around you:
- Fear: Creatures of your choice in the area must succeed on a wisdom saving throw be frightened by you until the end of your next turn.
- Knock Back: Creatures of your choice in the area must succeed on a strength saving throw or be knocked prone.
Once you use either of your roars, you can't use this feature again until you finish a short or long rest.
Inscrutable
Beginning at 6th level, You are immune to any effect that would sense your emotions or read your thoughts.
Bend Fate
At 6th level, when you are targeted by an attack roll or in the area of effect of a spell or ability, you can use your reaction to teleport away up to a distance equal to 20x your proficiency bonus. If the attack targeted only you, or you move out of the area of effect, you avoid the effects.
In addition, you can expend sorcery points to bring willing creatures within 5 ft of you with you at a cost of 1 sorcery point per additional creature.
Once you use this feature, you can't use it again until you finish a long rest. or expend 3 sorcery points to use it again.
All Seeing Eye
At 14th level, you gain truesight to a range of 30 ft.
In addition, you can expend 2 sorcery points to cast see invisbility, with a range of touch.
Paralyzing Roar
At 18t level, you can emit a paralyzing roar. Creatures of your choice within 30 ft. of you must succeed on a constitution saving throw or paralyzed for up to 1 minute. Creatures that failed can reroll their saves at the end of each of their turns. Once you use this feature, you can't use it again until you finish a long rest.
In addition, the ranges of your your Fear and Knock Back roars are extended to 60 ft.
Design by CinderBlocksally. Find more Monstrous Subclasses, like the Mimic Rogue and the Siren Bard on Patreon.com/cinderblocksally
Art: Necipcan Karakus, https://necipk.artstation.com/