TEXT: fested, you have resist 5 acid and resist 5 psychic. These 
  resistances increase to 10 at 11th level and 15 at 21st 
  level. Your arcane powers ignore any target’s resistance 
  to these damage types up to the values of your resis-
  tances.
  Coiling Tentacles: As an immediate reaction the first 
  time you become bloodied in an encounter, you may 
  have tentacles emerge from across your body. These 
  tentacles allow you to make a grab attack as a minor 
  action with reach 2 and using your Constitution instead 
  of Strength for the attack roll. If you only possess the 
  coiling tentacles aspect, you gain a +2 bonus to your grab 
  attack, and your grabbed target takes a -2 penalty to 
  its Athletics and Acrobatics checks to escape. You can 
  have a number of creatures grabbed with your tentacles 
  up to your Constitution modifier without needing any 
  free hands, and when your coiling tentacles manifestation 
  ends, all your grabbed targets are released. This mani-
  festation ends when you are hit by a melee attack.
  Gibbering Mouths: Once per encounter as an immedi-
  ate reaction when an enemy’s attack targets your Will 
  defense and/or deals you psychic damage, aberrant 
  mouths open in various places across your body, bab-
  bling nonsensical and disturbing rhymes. Each creature 
  that ends its turn in an aura 2 around you, including 
  you, must make a saving throw or be dazed until the 
  end of its next turn. At the start of your turn, if no crea-
  ture failed its save against this effect since the start of 
  your previous turn, the manifestation ends.
  If you only possess the gibbering mouths aspect, you 
  can speak and understand Deep Speech, and you gain 
  a +2 bonus to saving throws against charm and fear 
  effects.
  One Thousand Eyes: Once per encounter as an im-
  mediate interrupt when an enemy tries to attack you 
  with combat advantage, you may manifest your one 
  thousand eyes aspect. Eyelids camouflaged all across 
  your body open, blinking and glaring eerily at your 
  attacker, negating the combat advantage you would 
  grant to that attack, and allowing you to ignore partial 
  cover and concealment. When you take advantage of 
  this effect, the manifestation ends. If you only possess 
  the one thousand eyes aspect, the manifestation continues 
  until you negate the combat advantage you would grant 
  to a second attack or the second time you negate partial 
  cover or concealment.
  1
  SILENT7SEVEN GAMES  < by Andrew Wilson
  Advanced Class: Sorcerer — Aberrant Blood
  Aberrant Blood
  Some sorcerers are blessed with a draconic heritage. 
  Others wield the ambivalent force of chaotic wild 
  magic. If only you were as lucky as these. Your blood 
  runs a sickly purple-black with the presence of an 
  aberration. Perhaps a tentacled fiend was one of your 
  parents or further ancestors; or maybe you were experi-
  mented upon as a newborn by deranged and devious 
  minds from the forces of the farthest realm. In any case, 
  this cursed inheritance grants you the ability to wield 
  powerful arcane powers . . . but is it worth having such 
  a twisted form, such as to be nigh unrecognizable from 
  others of your race?
  New Class Feature
  Instead of choosing another Spell Source feature, such 
  as Dragon Magic or Wild Magic from the D&D 4E 
  PlayEr’s HanDbook 2, you may choose the following.
  Aberrant Blood
  Your form is somehow tainted with the blood of an 
  aberration: a mad and twisted abomination from the 
  farthest realm. Your aberrant blood grants you an af-
  finity for evoking arcane magic, but this heritage also 
  disfigures your body into bizarre shapes.
  Twisted Form: The corrupt blood of the aberrant 
  creature running through your veins has distorted your 
  form from normal members of your species, making 
  you tougher. If you are of a race that gets two +2 bo-
  nuses to ability scores other than Constitution, you may 
  move one of those +2 bonuses to Constitution.
  Aberrant Power: You gain a bonus to the damage 
  rolls of arcane powers equal to your Constitution modi-
  fier. The bonus increases to your Constitution modifier 
  + 2 at 11th level and your Constitution modifier + 4 at 
  21st level.
  Aberrant Growths: Choose up to two of the fol-
  lowing aspects. Under certain conditions, you may 
  manifest an aspect you have chosen. You can only have 
  one aspect manifested at a time; a new manifestation 
  overrides a previous one.
  In addition, while you have an aberrant aspect mani-
  
  Level 3 Encounter Spells
  Brainwash Chant
  Sorcerer Attack 3
  Unable to resist the mysterious rhythm of your mouths’ chanting, 
  your foe is susceptible to your maddening command.
  Encounter < Arcane, Charm, Implement, Psychic
  Standard Action  
  Ranged 5
  Targets: One creature that is dazed by your gibbering mouths
  Attack: Charisma vs. Will
  Hit: 1d4 psychic damage, and the target immediately makes 
  a melee or ranged attack (your choice) against one of its 
  allies, though you cannot force it to use any limited-use 
  powers in this way.
  Upgrade level 13: 1d8 psychic damage, and the target 
  gains a bonus to its attack roll equal to your Constitution 
  modifier.
  Upgrade level 23: 1d12 psychic damage. In addition, the 
  target is dominated on its next turn.
  Oozing Acid
  Sorcerer Attack 3
  The aberrant acid in your skin viscerally leaks from your pores, 
  dripping and threatening to contaminate any foe who comes into 
  contact with you.
  At-Will < Acid, Arcane, Stance
  Minor Action 
   
  Personal
  Requirement: You must be manifesting the slimeskin aspect
  Effect: Each enemy that hits you with or you hit with a melee 
  attack is coated in the catalyzing slime from your slimeskin 
  (save ends; no save on the same turn it attacked you). In 
  addition to triggering when an affected creature hits you, 
  the penalties of the slime are also triggered when you hit 
  an affected creature with a melee attack. This stance and 
  the manifestation end when no creature is affected by your 
  slime.
  Upgrade level 13: Affected targets take a -2 penalty to 
  their saving throws to remove the catalyzing slime.
  Upgrade level 23: The effects of your slime are ongoing 
  rather than occurring on a melee attack.
  Piercing Vision
  Sorcerer Attack 3
  The eyes covering  your body blink open, and stare directly at your 
  enemy who thought he was imperceptible, allowing you to fire a 
  straight shot of acid at him.
  Encounter < Acid, Arcane, Implement
  Standard Action  
  Close burst 5
  Requirement: You must be manifesting or possess the one 
  thousand eyes aspect
  Target: One creature in burst that you know is there
  Effect: You pinpoint a targeted invisible or hidden creature 
  Attack: Charisma vs. Reflex, with no sight-based penalties
  Hit: 1d12 + Charisma modifier acid damage. If you weren’t 
  already manifesting your one thousand eyes, that aspect 
  can’t trigger this encounter.
  Upgrade level 13: In addition, the target’s invisibility ends 
  and/or it is no longer hidden.
  Upgrade level 23: 2d12 + Charisma modifier acid damage 
  and it can’t turn invisible or be hidden (save ends).
  2
  SILENT7SEVEN GAMES  < by Andrew Wilson
  Advanced Class: Sorcerer — Aberrant Blood
  By possessing this aspect, you gain a +2 bonus to 
  Perception checks.
  Slimeskin: Once per encounter as an immediate reac-
  tion when an enemy hits you with a melee attack, you 
  may leak a catalyzing slime onto the attacker, coating 
  the foe (save ends; no save on the same turn it attacked 
  you). As long as the enemy is coated, each of its melee 
  attacks against you triggers a chemical reaction from 
  your slimy skin, dealing the attacker 5 acid damage. 
  When the enemy makes its saving throw against the 
  slime coating, the manifestation ends. If you only pos-
  sess the slimeskin aspect, the attacking enemy is also 
  slowed the first time it attacks you, dazed the second 
  time, and unconscious the third. These effects end with 
  the manifestation (when the enemy makes its saving 
  throw against the slime coating).
  Level 11: 10 acid damage; Level 21: 15 acid damage
  New Sorcerer Powers
  While some of the following powers are available to 
  any sorcerer, most are especially tailored to those with 
  aberrant blood. 
  Some among the following may have an upgrade 
  entry. When you reach the specified level, you may 
  replace your current version of the power with the 
  upgraded version. If you do, the power counts as being 
  of the upgraded level (that is, a level 3 power that is 
  upgraded at 13 now counts as your level 13 encounter 
  power).
  Level 1 At-Will Spells
  Induce Mutation
  Sorcerer Attack 1
  You create an aberrant field around your target, causing him to 
  temporarily feel the physical distortion you constantly endure.
  At-Will < Arcane, Implement
  Standard Action  
  Ranged 10
  Target: One creature
  Attack: Charisma vs. Fortitude
  Hit: 1d10 + Charisma modifier damage
  Level 21: 2d10 + Charisma modifier damage.
  Coiling Tentacles: If you are manifesting this aspect, un-
  controllable tentacles erupt from the target, causing it to 
  deal damage equal to your Constitution modifier to each 
  of your enemies adjacent to it the next time it attacks on 
  its turn.
  Gibbering Mouths: If you are manifesting this aspect, 
  disharmonic chanting from mouths that open across the 
  target’s flesh cause creatures in an aura 2 around and 
  including the target to grant combat advantage until the 
  start of your next turn.
  One Thousand Eyes: If you are manifesting this aspect, the 
  target is disoriented by the expanse of vision granted by 
  the eyes that pop open across its body. It takes a -2 penalty 
  to its attack rolls until the end of your next turn.
  Slimeskin: If you are manifesting this aspect, the slick slime 
  that emerges across the target’s skin causes it to fall prone 
  if it misses with the first attack it makes on its next turn.
  
  Thrash of Tentacles
  Sorcerer Attack 3
  Your tentacles have bound several of your enemies, and as they 
  struggle to break free you toss them away from you.
  Encounter < Arcane, Implement
  Standard Action  
  Close burst 2
  Targets: Each creature in burst that is grabbed by your coiling 
  tentacles
  Attack: Charisma vs. Fortitude
  Hit: 1d8 + Charisma modifier damage, and you slide the 
  target 3 squares.
  Upgrade level 13: 2d8 + Charisma modifier damage, and 
  you slide the target 3 squares and knock it prone.
  Upgrade level 23: 3d8 + Charisma modifier damage, and 
  you slide the target a number of squares equal to 1 + your 
  Constitution modifier and knock it prone.
  Level 5 Daily Spells
  Reality Yaw
  Sorcerer Attack 5
  You suck reality around you into a small void, disorienting your 
  enemies. 
  Daily < Arcane, Implement, Teleportation
  Standard Action  
  Close burst 2
  Targets: Each enemy in burst
  Attack: Charisma vs. Will
  Hit: 1d8 + Charisma modifier psychic damage and the target 
  is dazed (save ends).
  Upgrade level 15: 3d8 + Charisma modifier psychic dam-
  age, and half damage on a miss. 
  Upgrade level 25: The target is stunned (save ends) in-
  stead of dazed, or dazed (save ends) on a miss. 
  Miss: The target is dazed until the end of its next turn.
  Effect: You teleport 10 squares and you are invisible until the 
  end of your next turn, or until you take a standard action.
  Aberrant Blood: You may manifest one of your aspects. (This 
  does not count as your one trigger per encounter.)
  Sorcerous Rays
  Sorcerer Attack 9
  Using your innate arcane power,  you shape energy into the forms 
  you need to best defeat your foes.
  Daily < Arcane, Implement; Varies
  Standard Action  
  Ranged 10
  Targets: One or two targets (three with wild magic)
  Effect: For each target, choose a different one of the 
  following rays.
  1—Dazzling Ray (Radiant): The target is blinded until the 
  end of its next turn.
  2—Burning Ray (Fire): Deal additional fire damage equal 
  to your Charisma modifier to the target and each crea-
  ture adjacent to it.
  3—Ray of Venom (Poison): Ongoing 5 poison damage.
  4—Lightning Ray (Lightning): Slide the target 4 squares.
  5—Chill Ray (Cold): The target is immobilized (save ends).
  6—Ray of Fear (Charm, Psychic): The target moves its 
  speed away from you by the safest route possible.
  7—Withering Ray (Necrotic): The target is weakened (save 
  ends).
  8—Pulse Ray (Force): The target is knocked prone.
  Attack: Charisma vs. Reflex
  Hit: 1d10 + Charisma modifier damage of the damage type 
  determined by the selected ray, and apply the effect of 
  that ray.
  Miss: Apply the effect of the selected ray to the target.
  Aberrant Blood: You grow a pair of eye stalks, each of which 
  can fire one of the selected rays. You can use each of your 
  selected rays as a standard action once before the end of 
  the encounter, when the stalks wither away.
  Dragon Magic: You gain a +3 bonus to the attack roll of a 
  ray that matches the resistance granted by your Dragon 
  Soul class feature.
  Wild Magic: Choose three targets instead of two. For each 
  target, the ray is randomly selected on a d8 instead of 
  chosen.
  Feats
  Immutable Morphosis
  Prerequisite: Sorcerer, Aberrant Blood class feature
  Benefit: Choose either acid or psychic. You resist 
  the chosen damage type as per your Aberrant Growth 
  class feature even when not manifesting one of your ab-
  errant aspects, but you lose the other damage resistance 
  (even while manifesting).
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  3
  SILENT7SEVEN GAMES  < by Andrew Wilson
  Advanced Class: Sorcerer — Aberrant Blood
  
  Twisted Descendant
  “You wouldn’t like me when I’m mad.”
  Prerequisites: Sorcerer, Aberrant Blood class 
  feature
  Among members of humanoid races who are twisted 
  by their maddening heritage, few also are imbued with 
  the power of aberrant sorcery. Among those, there 
  are even fewer who fully embrace this ancestry of the 
  farthest realm.
  You are one such twisted descendant, though per-
  haps not proud of your heritage, but nonetheless willing 
  to delve into its mysteries and to unlock the power of 
  the vdistortion and insanity within you. The further you 
  delve, though, the more your own shape is distorted, 
  and the closer to insanity you come.
  Twisted Descendant Path Features
  Aberrant Action (11th level): While you are blood-
  ied, you can spend an action point as a free action dur-
  ing your turn to manifest one of your Aberrant Growths 
  aspects, instead of taking an extra action. The manifes-
  tation ends at the end of the encounter or until you are 
  no longer bloodied, instead of its normal duration. This 
  usage doesn’t count against your per-encounter trigger 
  of that aspect.
  Thickened Blood (11th level): While you are 
  manifesting one of your Aberrant Growths aspects, 
  you gain a bonus to the damage rolls of arcane powers 
  equal to your Constitution modifier.
  Aberrant Embrace (16th level): When you use 
  induce mutation and miss while manifesting one of your 
  Aberrant Growths aspects, the target takes half damage 
  and is subject to the secondary effect related to your 
  manifestation.
  Twisted Descendant Spells
  Corrosive Bolt
  Twisted Descendant Attack 11
  A thick, congealed orb of acid takes form in your hands, which you 
  hurl toward your enemy to melt his flesh.
  Encounter < Acid, Arcane, Implement
  Standard Action  
  Ranged 10
  Target: One creature
  Attack: Charisma vs. Reflex
  Hit: 2d8 + Charisma modifier acid damage, and ongoing 10 
  acid damage and the target takes a -2 penalty to its 
  defenses and attack rolls (save ends both). Failed save: The 
  penalty gets 1 worse; this effect stacks until the target 
  saves against the effect.
  Distortion Field
  Twisted Descendant Utility 12
  You unleash a rippling field of energy. Emanations from the 
  farthest realm cause distortions in reality.
  Encounter < Arcane, Teleportation
  Move Action 
   
  Personal
  Effect: You teleport up to 5 squares. You push 1 square any 
  large or smaller creature you start or end adjacent to.
  Warp Pulse
  Twisted Descendant Attack 20
  A pulse of energy you channel from the farthest realm warps real-
  ity nearby and damages minds.
  Daily < Arcane, Implement, Psychic, Teleportation
  Standard Action  
  Close burst 3
  Targets: Each enemy in burst
  Attack: Charisma vs. Fortitude and Will (one roll per target)
  Hit Fortitude: Teleport the target 2 squares to a surface that 
  can support it.
  Hit Will: 3d12 + Charisma modifier psychic damage.
  Effect: You can teleport to anywhere in the burst. In addition, 
  you gain a teleport speed of 3 until the end of the encoun-
  ter.
  4
  SILENT7SEVEN GAMES  < by Andrew Wilson
  Advanced Class: Sorcerer — Aberrant Blood
  Art by David Sirois and Andrew Wilson
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Silent7Games/Advanced Class - Sorcerer - Aberrant Blood.pdf