Aberrant Mind
Sometimes the spark that kindles a sorcerer's power is not a bloodline or a blessing, but a wound in the mind—a brush with something vast and incomprehensible from beyond the stars. Aberrant Mind sorcerers have been touched by alien intelligences: elder beings, far realm entities, or psionic anomalies that left permanent marks on their psyche and their magic. Their spells crackle with psychic resonance, and their thoughts reach places no ordinary mind can follow.
These sorcerers are unsettling to be around. Their eyes occasionally go unfocused in a way that suggests they are listening to voices others cannot hear. Their skin sometimes ripples with faint iridescence. They speak in ways that feel slightly too knowing. But the power they wield is undeniable, and the insights they carry—however alien in origin—can be invaluable.
Aberrant Mind Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Psionic Spells, Telepathic Speech |
| 6th | Warped Being |
| 14th | Revelation in Flesh |
| 18th | Warping Implosion |
Subclass Features
Psionic Spells
1st-level Aberrant Mind feature
Starting at 1st level, 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 enchantment spell from the sorcerer or wizard spell lists.
| Sorcerer Level | Spells |
|---|---|
| 1st | arms of hadar, dissonant whispers |
| 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
Also at 1st level, 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 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.
Warped Being
6th-level Aberrant Mind feature
Starting at 6th level, your exposure to alien influence has altered your body in subtle but protective ways. You gain resistance to psychic damage.
Additionally, your flesh has taken on a strange resilience. While you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Revelation in Flesh
14th-level Aberrant Mind feature
Beginning at 14th level, 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 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 take on a crystalline, multifaceted appearance.
- You gain a swimming speed equal to your walking speed, and you can breathe underwater. Gills form along your neck.
- You gain the ability to move through any space as narrow as 1 inch wide without squeezing, and you can move through other creatures and objects as if they were difficult terrain. You take \(1d10\) force damage if you end your turn inside an object.
- You can fly up to 30 feet as part of your movement. Translucent, membranous wings sprout from your back.
Warping Implosion
18th-level Aberrant Mind feature
At 18th level, you can unleash a horrifying psionic implosion. 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 against your spell save DC. On a failed save, a creature takes \(3d10\) force damage and is pulled straight toward the space you left, ending up in the nearest unoccupied space. 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.