Shub-Niggurath’s Bounty

This power might manifest because you were born or spent time in an area under Shub-Niggurath’s influence or because one of your forebears desperately worshipped Shub-Niggurath. The Black Goat’s influence gives you an unsettling animal magnetism, mutation-causing healing powers, and a fondness for wooded places.

Blessed of Shub-Niggurath

When you choose this origin at 1st level, you gain an animal magnetism that causes distracting hormones to surge in nearby creatures. If you start your turn within 5 feet of a creature other than a construct or undead, you can use a bonus action to influence that creature until the start of your next turn. During this time, if such a creature would be hostile toward you, it reacts to any request you make as if it were indifferent. It also has disadvantage on saving throws against spells and effects you cast that would give it the charmed or frightened condition.

In addition, you can speak, read, and write Aklo. Whenever you make a Charisma check when interacting with worshipers of Shub-Niggurath, your proficiency bonus is doubled if it applies to the check.

Mutagenic Spells

Starting at 1st level, whenever you cast a transmutation spell or a spell that restores hit points of 1st level or higher, one target of your choice affected by the spell receives one random mutation from the Mutagenic Spell Effect table (you can’t choose not to mutate a creature). This mutation lasts until the target regains hit points from a spell or other magical effect from a source other than you. If the chosen creature is a construct, it isn’t mutated.

You also know cure wounds, which doesn’t count against your number of sorcerer spells known. At 6th level, you learn barkskin and plant growth this way. At 14th level, you learn dominate beast and mass cure wounds.

At 18th level, you learn heal and shapechange. All these spells are sorcerer spells for you.

Mutagenic Spell Effect
d10 Mutation
1 Webbed Digits: Swimming doesn’t cost extra movement, but ability checks with tools have disadvantage.
2 Vicious: +1 bonus to melee attack rolls and –1 penalty to AC.
3 Vestigial Tendrils: +2 bonus to Strength (Athletics) checks and –2 penalty to Dexterity (Stealth) checks.
4 Bulging Eyes: Advantage on Wisdom (Perception) checks and disadvantage on Charisma (Persuasion) checks.
5 Camouflage: Always lightly obscured and disadvantage on Charisma (Deception) checks.
6 Bulky Scales: +2 bonus to AC and Dexterity score reduced by 2.
7 Redundant Organs: +1 bonus to Constitution saving throws and –1 penalty to AC.
8 Hypersensitivity: +1 bonus to Dexterity and Intelligence saving throws and –1 penalty to Wisdom and Charisma saving throws.
9 Focused Brain: +1 bonus on Wisdom and Charisma saving throws and –1 penalty to Dexterity saving throws.
10 Distended Limbs: +5 feet bonus to all speeds and reach, –2 penalty to AC.

Horns of the Goat

At 6th level, you gain the ability to sprout unearthly horns, bone spines, or other hard growths from your head. You are proficient with your unarmed strike, which deals 1d6 piercing damage and has the light and finesse properties.

You can create these horns as a bonus action, and they last until you dismiss them as a bonus action. You can’t manifest horns while wearing a helm unless it is designed to accommodate them, and lighter hats or other head gear might be destroyed when you manifest your horns.

Whenever you cast a transmutation spell or a spell that restores hit points of 1st level or higher, you can spend 1 sorcery point. If you do, your horns count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for 1 hour and you can choose to change the damage type they deal (bludgeoning, piercing, or slashing) for that duration.

Bestial Might

Starting at 14th level, your body grows unnaturally strong and resilient.

You gain the following benefits:

  • Your hit point maximum increases by 14 and increases again by 1 whenever you gain a level in this class.
  • Whenever you make a Strength check, you can spend 1 sorcery point to gain advantage on that check.
  • Your jumping distance is tripled.

Satyr Form

At 18th level, your body mutates permanently, taking on multiple aspects of simpler life-forms such as goats or squids, not unlike a Mythos satyr. Your type changes to aberration and you are no longer affected by spells and effects that specifically target humanoids (such as hold person). At the start of each of your turns, you regain 10 hit points if you have at least 1 hit point but fewer than half your hit points remaining.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.