Kryx RPGThemesMonsters

Suffused

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, an elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her magic has turned her skin bright blue.

Suffused possess magical power conferred upon them by an exotic bloodline or exposure to unknown cosmic forces. Emboldened by lives ever threatening to be consumed by their powers, these magic-touched souls endlessly indulge in and refine their abilities, learning how to harness their power and coax forth ever greater power.

The Blessed and the Damned

Many origins are tied to certain types of creatures, and the reputations of those creatures might color how people see you. Having demonic influence might make people fear you; conversely, people of good faiths might assume your angelic blood puts you on their side. These preconceptions have little bearing on reality, and you can easily do good deeds with demonic powers. Having powers tied to certain creatures doesn’t have any effect on your personality unless you want it to; your magic is disconnected from its source. That said, many suffused seek out creatures or organizations associated with their origin, which can expose them to these forces’ influences.

Raw Magic

Magic is a part of every suffused, suffusing body, mind, and spirit with a latent power that waits to be tapped. While some suffused seek to control their abilities through meditation and discipline, becoming masters of their fantastic powers, others give in to their magic, seeking to discover new and staggering ways to unleash that power. Suffused soon discover that the magical power seething in their veins doesn’t like to stay quiet. A suffused’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways.

Suffused often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that suffuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential.

Origins

Some suffused wield magic that springs from an ancient bloodline infused with magic. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Most of the time, the talents of sorcery appear as apparent flukes. Some suffused can’t name the origin of their power, while others trace it to strange events in their own lives.

In some, the touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Some draconic bloodlines produce exactly one suffused in every generation, but in other lines of descent every individual is a suffused.

Creating a Suffused

The most important question to consider when creating your suffused is the origin of your power. As a starting character, the exact origin of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with magic but perhaps scarred as well? Or did you desire great power and were willing to trade everything to achieve it?

Perhaps you were seduced into summoning a devil. Perhaps you sought the ritual that would allow you to make contact with an alien elder god. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.

Archetypes

Choose an archetype, which grants you features.

Sorcerers look within themselves for prowess and draw forth magical power few mortals can imagine. By learning to harness and channel their magic, sorcerers can discover new and staggering ways to unleash that power.

Abilities Increase

Your Charisma increases by 1, and one other ability increases by 1.

Health

Health Dice: 1d6 per suffused level
Health: 1d6 (or 4) + your Constitution per suffused level

Proficiencies

Armor: None
Weapons: Simple weapons
Saving Throw: You are capable with Fortitude saving throws. Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.
Skills: You are capable with a skill based on your power source. Choose five skills from Coercion, Deception, Insight, Persuasion, Stealth, Streetwise, and Wilderness to become capable with. You can choose a skill based on your power source, a skill from the list twice, or a skill you’re capable with from your species or background to become proficient with it instead of choosing a skill from the list.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a crossbow and 20 bolts or (b) any simple weapon

  • Two daggers

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Origins

Different suffused claim different origins for their magic. Some of these origins are well established in the world, but most are obscure. Any given suffused could be the first of a new bloodline or the result of exceptional circumstances.

Origin Circumstances

Bloodline

You didn’t choose to become suffused—you were born this way. There’s magic in your blood, whether divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual has influenced your line. Regardless, self-reflection and study allow you to refine your inherent magical skills and continuously unlock new and more powerful abilities.

Event

Magic was thrust into your being as a result of some event. Exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, a glimpse into the inner workings of reality, or a taste of the water from a mysterious spring might be the spark that infused you.

Choose an Origin

Choose an origin, which grants you features.

An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered

The Sorcerer

LevelProficiency BonusFeaturesLatent ManifestationsManaMana LimitPower Limit
1st+2Awakened Mind, Keen Mind, Raw Power, Second Wind2213
2nd+2Darkvision, Feat (1), Labyrinthine Mind, Power Surge, Resilient Mind4313
3rd+2Abilities Increase (1), Skilled (1)6513
4th+2Feat (2)8613
5th+3Focused Concentration, Resilient, Visions of Horror10826
6th+3Feat (3), Skilled (2)12926
7th+3Abilities Increase (2)141126
8th+3Feat (4)161226
9th+4Resilient, Skilled (3)181439
10th+4Feat (5)201539
11th+4Abilities Increase (3)221739
12th+4Feat (6), Skilled (4)241839
13th+5Aberrant Flesh, Quickened Cantrips2620412
14th+5Feat (7)2821412
15th+5Abilities Increase (4), Skilled (5)3023412
16th+5Feat (8)3224412
17th+6Metamorphosis, Quickened Cantrips3426515
18th+6Feat (9), Skilled (6)3627515
19th+6Abilities Increase (5)3829515
20th+6Abundant Power, Feat (10)4030515

Features

Awakened Mind

You can telepathically speak in the mind of any creature that you can touch or see within 18 meters of you.

Keen Mind

You become capable with one Intelligence skill of your choice. If you are already capable, you become proficient. If you are already proficient, you gain expertise with that skill.

Additionally, you can accurately recall anything you have seen or heard within the past month.

Raw Power

Magic suffuses your body, mind, and spirit waiting to be tapped.

Power Source

You can learn spells from themes you know in the Psionic power source.

Themes

You know one theme of your choice and the Mind theme which is considered to be from your power source.

Latent Manifestations

You gain two latent manifestations as shown on the Latent Manifestations column of the Sorcerer table. A latent manifestation grants one of the following options:

  • Learn a new theme and a cantrip from it.
  • Learn two cantrips from the themes you know.
  • Learn a new spell from a theme you know in your power source. The spell must cost equal to, or less than, your mana limit. If the spell costs 2 or more mana, you must know a number of spells from the spell’s theme equal to the spell’s mana cost minus 1.

When you gain a level in this class, you gain two additional latent manifestations and you can choose a cantrip you know and replace it with another cantrip from a theme you know or you can choose a spell that costs 1 or more mana and replace it with another spell that costs 1 or more mana from a theme you know, following the restrictions above.

Starting Spells

You know three cantrips and three spells of your choice from the themes you know.

Mana

The Sorcerer table shows how much mana you have to cast spells. To cast a spell, you must expend mana based on the spell’s cost.

You regain all expended mana when you finish a long rest and regain half your total mana (rounded up) when you finish a short rest.

Mana Limit

There is a limit on the amount of mana you can spend to cast a spell. The limit is based on your suffused level, as shown on the Mana Limit column of the Sorcerer table.

Spells using 5 mana

Spells using 5 mana are particularly taxing to cast. Once you cast a spell using 5 mana, you can’t cast another spell using 5 mana until you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma

Spell attack = your proficiency bonus + your Charisma

Ritual Casting

You can cast a spell from a theme you know as a ritual if that spell has the ritual tag.

Second Wind

You have a limited well of energy that you can draw on to protect yourself from harm. As an action, you can spend up to half your Health Dice (minimum one). For each Health Die spent in this way, roll the die and add your Constitution. You can decide to spend an additional Health Die after each roll. You regain health equal to the total.

Once you use this feature, you must finish a short or long rest before you can use it again.

Darkvision

Your ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 18 meters of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 18 meters.

A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

You gain a feat of your choice from the general feats or from a theme you know.

You gain additional feats at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

When you gain a level, you can choose one of the feats you know and replace it with another feat that you could have learned when the replaced feat was chosen.

Labyrinthine Mind

The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

Power Surge

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

The magical energy flowing through your veins often seeps out. Whenever you expend mana to cast a spell, you gain 3 power per mana expended. Whenever you expend stamina to use a maneuver, you gain 1 power per stamina die expended. When you cast a spell, use a maneuver, or as a bonus action on a later turn, you can expend power to cause the magic within you to surge as it erupts out from you.

Some surges require your target to make a saving throw to resist the surge’s effect. The saving throw is equal to your spell save DC.

Choose a surge from one of the themes you know:

Acid. Up to 2 creatures or objects you can touch or see within 9 meters take 1d6 acid damage for every 3 power expended.

Air. A creature that you can touch or see within 9 meters takes 1d6 bludgeoning damage for every 3 power expended and if it is Medium or smaller it must succeed on a Reflex saving throw or be pushed or pulled up to 4.5 meters away from you or toward you.

Blood. Up to 2 creatures you can touch or see within 9 meters take 1d4 necrotic damage for every 3 power expended and you regain health equal to half the total amount of necrotic damage dealt.

Chaos. Up to 2 creatures you can touch or see within 9 meters take 1d6 damage for every 3 power expended. Roll a d8 to determine the damage type.

Charm. One creature for every 3 power expended that you can touch or see within 9 meters must succeed on a Will saving throw or be charmed by you until the end of its next turn.

Death. Up to 2 creatures you can touch or see within 9 meters take 1d6 necrotic damage for every 3 power expended. Alternatively, up to 2 creatures you can touch or see within 9 meters take 1d4 necrotic damage for every 3 power expended and you regain health equal to half the total amount of necrotic damage dealt.

Deceit. You become invisible for a number of turns equal to the power expended divided by 3. The invisibility lasts until the end of that turn or until you attack or cast a spell.

Earth. A creature that you can touch or see within 9 meters takes 1d6 bludgeoning damage for every 3 power expended and if it is Medium or smaller it must succeed on a Reflex saving throw or be knocked prone.

Fear. One creature for every 3 power expended that you can touch or see within 9 meters must succeed on a Will saving throw or be frightened of you until the end of its next turn.

Fire. Up to 2 creatures you can touch or see within 9 meters take 1d6 fire damage for every 3 power expended.

Force. A minor barrier appears around a creature that you can touch or see within 9 meters. The creature gains 1d6 temporary health for every 3 power expended.

Holy. Up to 2 creatures you can touch or see within 9 meters take 1d6 radiant damage for every 3 power expended.

Ice. Up to 2 creatures you can touch or see within 9 meters take 1d4 cold damage for every 3 power expended and their speed is reduced by 3 meters until the end of their turn.

Life. You regain 1d6 health for every 3 power expended.

Light. A creature that you can touch or see within 9 meters takes 1d6 radiant damage for every 3 power expended and must succeed on a Fortitude saving throw or be blinded until the end of its next turn.

Mind. Up to 2 creatures you can touch or see within 9 meters take 1d6 psychic damage for every 3 power expended.

Plants. Entangling plants wrap around a creature that you can touch or see within 9 meters. The creature takes 1d4 bludgeoning damage for every 3 power expended and must succeed on a Reflex saving throw or its speed becomes 0 until the end of its next turn.

Poison. A creature that you can touch or see within 9 meters takes 1d6 poison damage for every 3 power expended and must succeed on a Fortitude saving throw or be poisoned until the end of its next turn.

Sand. A creature that you can touch or see within 9 meters takes 1d6 slashing damage for every 3 power expended and must succeed on a Fortitude saving throw or be blinded until the end of its next turn.

Shadow. A creature that you can touch or see within 9 meters takes 1d6 necrotic damage for every 3 power expended and must succeed on a Fortitude saving throw or be blinded until the end of its next turn.

Storm. Up to 2 creatures you can touch or see within 9 meters take 1d6 concussion damage or lightning damage (choose each time this surge activates) for every 3 power expended.

Telekinesis. A creature that you can touch or see within 9 meters takes 1d6 bludgeoning damage for every 3 power expended and if it is Medium or smaller it must succeed on a Reflex saving throw or be pushed or pulled up to 4.5 meters away from you or toward you.

Teleportation. If you are not grappled or restrained, you can teleport up to 9 meters for every 3 power expended to an unoccupied space you can see.

Unholy. Up to 2 creatures you can touch or see within 9 meters take 1d6 necrotic damage for every 3 power expended.

Water. A creature that you can touch or see within 9 meters takes 1d6 bludgeoning damage for every 3 power expended and if it is Medium or smaller it must succeed on a Reflex saving throw or be pushed or pulled up to 4.5 meters away from you or toward you.

If the surge affects a Medium or smaller creature, it can affect a Large or smaller creature if you expend 6 power, a Huge or smaller creature if you expend 9 power, or a Gargantuan or smaller creature if you expend 12 power.

If you gain power beyond your power limit and each minute while you have power beyond your power limit, you must make a Fortitude saving throw to maintain your power. The DC equals 15 + half the amount of power greater than your power limit. On a failure, you erupt with an amount of power equal to half your power limit (minimum 3), using a theme at random and choosing targets (other than yourself) at random.

The unused power stored within you dissipates. You lose 3 power for each minute that passes since gaining power.

Resilient Mind

You become capable with Will saving throws. If you are already capable, you become proficient.

Abilities Increase

Increase two abilities of your choice by 1. As normal, you can’t increase an ability above 5 using this feature.

Your abilities increase again at 7th, 11th, 15th, and 19th level.

Choose a skill you know or from from your skill list to improve your proficiency with.

  • If you are untrained, you become capable
  • If you are already capable, you become proficient
  • If you are already proficient, you gain expertise with that skill.

At 6th level, 12th level, and 18th level you can choose a skill that is not from your skill list.

Focused Concentration

If you fail a Fortitude saving throw to maintain your concentration on a spell, you can use your reaction to reroll the saving throw.

Once you use this feature, you must finish a long rest before you can use it again.

Resilient

Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.

Choose another saving throw at 9th level.

Visions of Horror

d6Effect
1The creature is charmed by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2The creature is frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3The creature is confused for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4The creature is blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5The creature is staggered for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6The creature is incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can flood the minds of those who assault you with terrifying, incomprehensible images. Choose one of the following options.

  • As a reaction when a creature makes an attack roll against you, the creature must reroll the attack roll and take the lower result. You can use this after the roll has been made, but before any effects are applied. Additionally, the creature must succeed on a Will saving throw or the horrors it experiences afflicts it, causing it to roll on the table.
  • As a reaction when a creature attempts to read your thoughts or forces you to make a saving throw against psychic damage or an effect that would cause you to be charmed, frightened, or a similar magical effects (such as suggestion), you can mentally contest it. You gain resistance to any damage you would take from the effect, and advantage on on the initial saving throw you make against the effect. Additionally, the creature must succeed on a Will saving throw or the horrors it experiences afflicts it, causing it to roll on the table.

Once you use this feature, you must finish a short or long rest before you can use it again.

Aberrant Flesh

You can unleash the aberrant nature hidden within your flesh. Choose one of the following benefits:

  • You gain a swimming speed of 18 meters and can breathe underwater.
  • You gain a flying speed of 15 meters (hover).

Quickened Cantrips

When you cast a 1 mana spell as an action, you can cast a cantrip as a bonus action. Starting at 17th level, when you cast a 1 or 2 mana spell as an action, you can cast a cantrip as a bonus action.

Metamorphosis

You take the visage of your origin form. As a bonus action, you undergo a transformation. For 1 hour, you emanate an aura of menace in a 9-meters radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Will saving throw or become frightened of you for 1 minute or until it takes any damage. While frightened by this feature the creature has disadvantage on saving throws against spells you cast and attack rolls you make against the creature have advantage.

Once you use this feature, you must finish a long rest before you can use it again.

Abundant Power

As a bonus action or as part of your metamorphosis, you can unleash the abundant power within. You regain 3 mana and for 1 minute, any spell you cast costs 1 less mana (minimum 1) and can be altered with metamagic at a cost of 1 metamagic less.

Once you use this feature, you must finish a long rest before you can use it again.