```metadata
title: 'Sorcerous Origin: The Adversary'
description: ''
tags:
  - ''
systems: []
renderer: legacy
theme: 5ePHB

```

## Sorcerous Origin
Sorcerers select a Sorcerous Origin at 1st level. The following is a new option for that feature: The Adversary.
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### Sorcerous Origin: The Adversary
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When an illithid undergoes ceremorphosis, it can occasionally take on some elements of the absorbed host creature's former mind, such as mannerisms. This typically manifests as a minor personality feature, such as a nervous tick.
Due to this, there is a legend, amongst the illithid, about a being called the **Adversary**. The legends hold that, an illithid larva that undergoes ceremorphosis will take on the host's personality, memory and would not undergo the full physiological change. The Adversary would, mind, soul, and looks, still be the host, but with the inherent abilities of an illithid.

The failed ceremorphosis has changed the powers of the illithid in a few ways. Your psychic powers can still reach the minds of others, but you never gain the ability to emit powerful psychic energies.

Your arcane magic does not come from your blood, but from the larvae that inhabits you. You have gained incredible psionic powers which gives you the ability to manipulate
the weave of magic with a thought.

You may have retained your own thoughts and spirit, but your new mind has still changed you. Your mind has become more alien. At your option, you can pick from or roll on the following table to create a unique quirk for your character.



##### Adversary Quirks
| d6 | Quirks |
|:----:|:-------------|
| **1** | You have become oblivious to the emotions expressed by others. |
| **2** | You never assume others understand and always explain everything. |
| **3** | It is inconceivable that another creature could outsmart you. |
| **4** | You have gained a need for controllng others. |
| **5** | It has become a hard time distinguishing one race from another. |
| **6** | Manipulating others have become a sadistic hobby of yours. |

___
#### Superior Mind
Starting at 1st level, your illithid mind lets you connect with others through telepathy. 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.

Additionally your spellcasting ability changes to intelligence, and you don't need any verbal components for your spells. Instead you display a senosory effect, like your eyes become a pale white, anyone around you could begin to hear a telepathic buzzing noise. Talk with your DM about different options.
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#### Awakened Genius
Your new intellect grants you extended knowledge. At 1st level you become proficient in your choice of two of the following skills: Arcana, History, Insight, Investigation, Nature, or Religion.
Choose one of the skills you gained proficiency in. Your proficiency bonus is doubled for any ability check you make that uses that skill

In addition, at 2nd level you can cast Detect Thoughts by spending 2 sorcery points



#### In the Mind of Many
Your mind can now reach further through meditation. At 6th level, when you are in or near a city, you can enter a trance and search the minds of the inhabitants, trying to learn the knowledge you seek.  You declare the focus of your search - a specific person, place, or thing. After an 24 hour trance, you make an Intelligence check, with your proficiency bonus, and your DM determines the amount of useful information you gain.

During this trance you can't eat nor sleep and will suffer the exhaustion of not sleeping.

In addition you know if there are sapient minds within 5 miles of you. You know the general direction they are in, but you do not know how far away they are or what they are.

#### Shared Thought
At 6th level, another person can let you peer into their memories. You can touch the forehead of a willing humanoid and see a memory of their choice or they can see one of your memories.


#### The Psyche of an Eldritch Tyrant
At 14th level, your mind becomes a bastion of mental fortitude. You gain resistance to psychic damage and you have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Additionaly your telepathic abilities reaches new heigths. You can now communicate telepathically with any creature that understands a language within 120 ft.


#### Hive Mind Hub
At 18th level, you can form your own hive mind with willing creatures. During a long rest you can atune your mind with any number of willing creatures. You become bonded with those creatures, until you choose to end it or you die. As long as you are on the same plane of existence with a bonded creature, you gain the following benefits.
* When you and one of the creatures are within 1 mile of each other, you can communicate telepathically.
* If a creature in your hive mind is within 100 ft. of another creature in the hive mind, they can communicate telepathically with each other