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.
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
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 hin 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 are named for the magical power flowing within. Whether conferred upon them by an exotic bloodline, an otherworldly patron, or exposure to unknown cosmic forces, suffused seek to master magical effects both subtle and spectacular. Emboldened by lives ever threatening to be consumed by their powers, these magic-touched souls endlessly indulge in and refine their abilities. Drawing on the ancient knowledge of beings such as fey nobles, beings who travel the Astral Plane, celestials, dragons, demons, devils, hags, frozen lords and ladies, phoenix, shadow creatures, liches, and alien entities of the Far Realm, suffused 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. That said, many suffused seek out creatures or organizations associated with their origin, which can expose them to these forces’ influences.
Suffused with 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 them doesn’t like to stay quiet. A suffused’s magic wants to be wielded, and sometimes 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.
Suffused wield magic that springs from an ancient bloodline infused with magic, a pact with an otherworldly being, or an event that thrust magic upon them.
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 lineage. Regardless, self-reflection and study allow you to refine your inherent magical skills and continuously unlock new and more powerful abilities. The appearance of these powers is wildly unpredictable. Some draconic bloodlines produce exactly one suffused in every generation, but in other lines of descent every individual is a suffused. Any given suffused could be the first of a new bloodline.
Sometimes the relationship between suffused and patron is like that of an acolyte and a deity, though the beings that serve as patrons for suffused are not gods. More often, though, the arrangement is similar to that between a master and an apprentice. The suffused learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The beings that serve as patrons for suffused are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their suffused access to different powers, and some expect favors in return.
Some patrons collect suffused, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one suffused. Suffused who serve the same patron might view each other as allies, siblings, or rivals.
Sometimes suffused might willingly bind itself to a celestial, dragon, or fiend. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Magic was thrust upon you 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, 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 be the spark that infused you.
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? Did you desire great power and were willing to trade everything to achieve it? Or did some extraordinary event leave you blessed with magic but perhaps scarred as well?
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.
If you have a patron, spend some time thinking about your patron and the obligations that your pact imposes upon you. What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron? How does your patron communicate with you? Your familiar might occasionally speak with your patron’s voice. Some suffused find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds-messages that only the suffused can see. Other suffused converse with their patrons in dreams or waking visions, or deal only with intermediaries.
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.
Choose an archetype, which grants you features.
Spellcasting suffused, often called sorcerers or warlocks look within themselves for prowess and draw forth magical power few mortals can imagine. Emboldened by lives ever threatening to be consumed by their powers, suffused endlessly indulge in and refine their mysterious abilities, gradually learning how to harness them and coax forth ever greater magical feats.
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
(a) a dungeoneer’s pack or (b) an explorer’s pack
Different suffused claim different origins for their magic. Some of these origins are well established in the world, but most are obscure.
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. Your mind is a resilient and powerful tool to bend others to your will.
You are descended from an aberrant creature or a creature from the Far Realm. Perhaps your ancestors rebelled against their aboleth or mind flayer slavers, but were corrupted by the psychic domination of generations.
You are bound to a mysterious entity whose nature is utterly foreign to the fabric of reality. The being might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The entity might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
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.
|Level||Proficiency Bonus||Features||Manifestations||Mana||Mana Limit||Power Limit|
|1st||+2||Awakened Mind, Keen Mind, Second Wind, Suffused with Power||2||2||1||3|
|2nd||+2||Boon, Darkvision, Feat (1), Labyrinthine Mind, Resilient Mind, Volatile Power||4||3||1||3|
|3rd||+2||Abilities Increase (1), Skilled (1)||6||5||1||3|
|5th||+3||Extra Action, Focused Concentration, Skilled (2), Visions of Horror||10||8||2||6|
|6th||+3||Feat (3), Resilient||12||9||2||6|
|7th||+3||Abilities Increase (2), Skilled (3)||14||11||2||6|
|10th||+4||Feat (5), Resilient||20||15||3||9|
|11th||+4||Abilities Increase (3), Skilled (5)||22||17||3||9|
|13th||+5||Aberrant Flesh, Skilled (6)||26||20||4||12|
|15th||+5||Abilities Increase (4), Skilled (7)||30||23||4||12|
|17th||+6||Metamorphosis, Skilled (8)||34||26||5||15|
|19th||+6||Abilities Increase (5), Skilled (9)||38||29||5||15|
You can telepathically speak in the mind of any creature that you can touch or see within 10 meters of you.
You become capable, or proficient if you are already capable, with one Intelligence skill of your choice.
Additionally, you can accurately recall anything you have seen or heard within the past month.
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. 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.
Suffused with Power
Magic suffuses your body, mind, and spirit waiting to be tapped.
You can learn spells from themes you know in the Psionic power source.
You know one theme of your choice and the Mind theme which is considered to be from your power source.
You gain two manifestations as shown on the Manifestations column of the Sorcerer/Warlock table. A manifestation grants one of the following options:
- Learn a new theme and a cantrip from it if the theme is from your power source.
- 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 feats or spells from the spell’s theme equal to the spell’s mana cost minus 1.
When you gain a level, you gain two additional 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. You cannot replace a cantrip if you would then know zero cantrips from that theme and your choices must follow the restrictions above.
You know three cantrips and three spells of your choice from the themes you know.
The Sorcerer/Warlock 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 half your total mana (rounded up) when you finish a short rest and all expended mana when you finish a long rest.
There is a limit on the amount of mana you can spend to cast a spell. The limit is based on your level, as shown on the Mana Limit column of the Sorcerer/Warlock table.
High mana spells
Spells using 4 or 5 mana are particularly taxing to cast. Once you cast a spell using 4 mana, you can’t cast another spell using 4 mana until you finish a short or long rest and once you cast a spell using 5 mana, you can’t cast another spell using 5 mana until you finish a long rest.
Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. The [Psionics](/rules/skills#psionics) skill describes how to cast a spell.
You gain one of the following features of your choice.
You gain the service of a familiar. Perhaps the spirit is an extension of yourself or perhaps your patron sent the spirit to watch over you.
You have a familiar as outlined in the find familiar spell. Your familiar always appears in the same form based on your origin. If your familiar drops to 0 health, it reappears next to you in the same form after you finish a long rest or if you expend 3 power to bring it forth.
You learn one spell of your choice from any theme. The spell must not cost more mana than your mana limit.
You possess a grimoire. If you have a patron, it may be a gift from it. Choose two spells that cost 1 mana and have the ritual tag from any theme. The spells appear in the book. With your grimoire in hand, you can cast the spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.
If you come across a spell in written form, such as a witch’s grimoire or a mage’s spellbook, you can add it to your grimoire if you can decipher the unique system of notation used to write it, it costs equal to (or less than) your mana limit, and if you can spare the time and costs to copy it. For each mana cost of the spell, the process consumes 5 mana, takes at least 5 hours, and costs 100 sp. The cost represents materials you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
If you lose your grimoire, you can perform a 1-hour ceremony to create a new one as the previous one turns to dust. This ceremony can be performed during a short or long rest.
Your origin grants you superior vision in dark and dim conditions. You can see in dim light within 10 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 10 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.
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.
You become capable, or proficient if you are already capable, with Will saving throws.
The magical energy flowing through you is volatile and untamed. 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. Once on your turn when you cast a spell, use a maneuver, or as an 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 Difficulty.
Choose a surge from the spell’s theme or one of the themes you know from your power source:
Acid. Up to 2 creatures or objects you can touch or see within 5 meters take 1d6 acid damage for every 3 power expended.
Air. A creature that you can touch or see within 5 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 3 meters away from you or toward you.
Antimagic. You gain a bonus to your Defense against spell attacks and to saving throws against magic until the start of your next turn. The bonus is 1 for every 3 power expended.
Blood. Up to 2 creatures you can touch or see within 5 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 5 meters take 1d6 damage for every 3 power expended. Roll a d8 to determine the damage type.
Death. Up to 2 creatures you can touch or see within 5 meters take 1d6 necrotic damage for every 3 power expended. Alternatively, up to 2 creatures you can touch or see within 5 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 5 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.
Fire. Up to 2 creatures you can touch or see within 5 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 5 meters. The creature gains 1d6 temporary health for every 3 power expended.
Ice. Up to 2 creatures you can touch or see within 5 meters take 1d4 cold damage for every 3 power expended and their speed is reduced by 2 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 5 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 5 meters take 1d6 psychic damage for every 3 power expended.
Plants. Entangling plants wrap around a creature that you can touch or see within 5 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 5 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 5 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 5 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 5 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 5 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 3 meters away from you or toward you.
Water. A creature that you can touch or see within 5 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 3 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 Difficulty 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.
Increase two abilities of your choice by 1 and one of your lowest two abilities by 1. If multiple abilities are tied for one of your lowest abilities, you can choose any of them. As normal, you can’t increase an ability above 5 using this feature.
Increase your abilities again at 7th, 11th, 15th, and 19th level.
Choose any skill to improve your proficiency with. If you are untrained, you become capable. If you are capable, you become proficient.
You can use two actions on your turn instead of one.
If you fail a 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.
Visions of Horror
|1||The 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.|
|2||The 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.|
|3||The 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.|
|4||The 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.|
|5||The 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.|
|6||The 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.
Choose another saving throw at 10th level.
You can unleash the aberrant nature hidden within your flesh. Choose one of the following benefits:
- You gain a swimming speed of 10 meters and can breathe underwater.
- You gain a flying speed of 10 meters (hover).
As an action, you undergo a transformation, taking the visage of your origin. For 1 hour, you emanate an aura of menace in a 5-meter 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.
Additionally, as an action while metamorphosized, you can unleash the abundant power within. You regain half of your expended mana and stamina dice.
Once you use this feature, you must finish a long rest before you can use it again.