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Sorcerer Aberrant Mind

The Aberrant Mind sorcerer gains psionic magic from an alien influence that has wrapped its tendrils around their mind. They learn additional divination and enchantment spells and can form telepathic connections with other creatures. As they level up, their psionic abilities allow them to alter the world using psychic energy and control magical forces from the multiverse.

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0% found this document useful (0 votes)
753 views6 pages

Sorcerer Aberrant Mind

The Aberrant Mind sorcerer gains psionic magic from an alien influence that has wrapped its tendrils around their mind. They learn additional divination and enchantment spells and can form telepathic connections with other creatures. As they level up, their psionic abilities allow them to alter the world using psychic energy and control magical forces from the multiverse.

Uploaded by

William Walker
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Sorcerer Aberrant Mind

SPELLCASTINGPHB P99
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing
you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for
the general rules of spellcasting and chapter 11 for the sorcerer spell list.
CANTRIPS
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional
sorcerer cantrip of your choice at 4th level and another at 10th level.
SPELL SLOTS
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and
higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell
slot available, you can cast burning hands using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th,
19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance,
when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer spell list, which also must be of a level for which
you have spell slots.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your sorcerer 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 modifier when setting the saving throw DC
for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
SORCEROUS ORIGINPHB P99
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of
available origins.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th
level.
ABERRANT MINDTCE P66
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now
touch other minds with that power and alter the world around you by using it to control the magical
energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be
a source of terror to those who feel the stab of your mind and witness the strange manifestations of
your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them?
Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins
table for a possible origin of your power.
Aberrant Origins
d6 Origin
You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now
1
growing on you, but no one else can see it.
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers,
2
faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now
4
its psionic power is yours. When you use it, your flesh shines with a strange mucus.
As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like
5 creature. One day, it gifted you with psionic powers, which have ended up being not so
imaginary.
Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them
6
from your parasitic twin!
PSIONIC SPELLS
1st-level Aberrant Mind feature
You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells
table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number
of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be a divination or an enchantment spell from the
sorcerer, warlock, or wizard spell list.
Psionic Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles, summon aberration
9th Rary's telepathic bond, telekinesis
TELEPATHIC SPEECH
1st-level Aberrant Mind feature
You can form a telepathic connection between your mind and the mind of another. As a bonus action,
choose one creature you can see within 30 feet of you. You and the chosen creature can speak
telepathically with each other while the two of you are within a number of miles of each other equal
to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak
mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if
you are incapacitated or die or if you use this ability to form a connection with a different creature.
FONT OF MAGICPHB P99
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of magical effects.
SORCERY POINTS
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum
of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You
regain all spent sorcery points when you finish a long rest.
FLEXIBLE CASTING
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional
sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The
created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points
equal to the slot's level.
METAMAGICPHB P99
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following
Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
CAREFUL SPELLP102
When you cast a spell that forces other creatures to make a saving throw, you can protect some of
those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number
of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.
DISTANT SPELLP102
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double
the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of
the spell 30 feet.
EMPOWERED SPELLP102
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage
dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the
casting of the spell.
EXTENDED SPELLP102
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to
double its duration, to a maximum duration of 24 hours.
HEIGHTENED SPELLP102
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can
spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made
against the spell.
QUICKENED SPELLP102
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change
the casting time to 1 bonus action for this casting.
SUBTLE SPELLP102
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal
components.
TWINNED SPELLP102
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend
a number of sorcery points equal to the spell's level to target a second creature in range with the
same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current
level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb
are.
METAMAGIC OPTIONSTCE P65
3rd-level sorcerer optional feature
When you choose Metamagic options, you have access to the following additional options.
SEEKING SPELLP66
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and
you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the
casting of the spell.
TRANSMUTED SPELLP66
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery
point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison,
thunder.
ABILITY SCORE IMPROVEMENTPHB P99
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using
this feature.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS VERSATILITYTCE P65
4th-level sorcerer optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can
do one of the following, representing the magic within you flowing in new ways:
• Replace one of the options you chose for the Metamagic feature with a different Metamagic
option available to you.
• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip
from the sorcerer spell list.
MAGICAL GUIDANCETCE P65
5th-level sorcerer optional feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you
make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use
the new roll, potentially turning the failure into a success.
SORCEROUS ORIGIN FEATUREPHB P99
At 6th level, you gain a feature granted by your Sorcerous Origin.
PSIONIC SORCERYTCE P66
6th-level Aberrant Mind feature
When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by
expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires
no material components, unless they are consumed by the spell.
PSYCHIC DEFENSESTCE P66
6th-level Aberrant Mind feature
You gain resistance to psychic damage, and you have advantage on saving throws against being
charmed or frightened.
ABILITY SCORE IMPROVEMENTPHB P99
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using
this feature.
If your DM allows the use of feats, you may instead take a feat.
METAMAGICPHB P99
At 10th level, you learn an additional metamagic option.
ABILITY SCORE IMPROVEMENTPHB P99
When you reach 12th level, you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS ORIGIN FEATUREPHB P99
At 14th level, you gain a feature granted by your Sorcerous Origin.
REVELATION IN FLESHTCE P66
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or
more sorcery points to magically transform your body for 10 minutes. For each sorcery point you
spend, you can gain one of the following benefits of your choice, the effects of which last until the
transformation ends:
• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.
Your eyes also turn black or become writhing sensory tendrils.
• You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
glistens with mucus or shines with an otherworldly light.
• You gain a swimming speed equal to twice your walking speed, and you can breathe
underwater. Moreover, gills grow from your neck or fan out from behind your ears, your
fingers become webbed, or you grow writhing cilia that extend through your clothing.
• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable.
You can move through any space as narrow as 1 inch without squeezing, and you can spend 5
feet of movement to escape from nonmagical restraints or being grappled.
ABILITY SCORE IMPROVEMENTPHB P99
When you reach 16th level, you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
METAMAGICPHB P99
At 17th level, you learn an additional metamagic option.
SORCEROUS ORIGIN FEATUREPHB P99
At 18th level, you gain a feature granted by your Sorcerous Origin.
WARPING IMPLOSIONTCE P66
18th-level Aberrant Mind feature
You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to
an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each
creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a
creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an
unoccupied space as close to your former space as possible. On a successful save, the creature takes
half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5
sorcery points to use it again.
ABILITY SCORE IMPROVEMENTPHB P99
When you reach 19th level, you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS RESTORATIONPHB P99
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

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