Sorcerer

 

Sorcerer: Sorcerous Manifestation: Aberrant Mind

Sorcerers whose magic manifests in this way trace their lineage to an alien force, perhaps tied to the nightmarish entities of the Far Realm. This connection grants them psionic power, allowing them to touch the minds of others and influence both their thoughts and the fabric of reality itself.

 

Aberrant Mind Features

Psionic Magic

If you expend sorcery points to cast a spell from the ‘aberrant mind’ spell list, it requires no verbal or somatic components.

Also, when you expend sorcery points to cast these spells, your spells also appear otherworldly and strange (such as summoned creatures with tentacle mouths or purple flames that burn inwards), giving other creatures disadvantage on any check to identify, counter, or dispel the spell.

If you replace a spell from you manifestation spell list, the new spell must be an enchantment or a divination spell from the arcane spell list.

 

Aberrant Manifestation

Beginning from 3rd level, you take on a characteristic of aberrant creatures granting you the following benefits:

          Unsettling Presence. You have advantage on Charisma (intimidation) checks against humanoids.

          Telepathic Speech. 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 hours equal to your Charisma modifier or until you lose concentration (as if you were concentrating on a spell). When you speak telepathically, the target perceives your communication as otherworldly and alien.

Aberrant Mind Spells

Sorcerer Level

Spells

3

Charm person, dissonant whispers, detect thoughts

4

Levitate

5

Sending

6

Ill omen

7

Black tentacles

8

Arcane eye

9

Telekinesis

 

Revelation in Flesh

Starting at 10th level, our aberrant nature takes hold of your flesh granting you gain one of the following abilities:

          Voidsight. Your eyes turn black or become writhing sensory tendrils. You gain darkvision with a range of 60 feet and you can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.

          Otherworldly Flight. Your skin glistens with mucus or becomes glasslike. You gain a flying speed equal to your walking speed, and you can hover. When you fly, you shine with an otherworldly light, creating dim light in a 5 feet radius around you.

          Deep One. 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. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.

          Oozeform. Your body becomes slimy and pliable. You can spend 5 feet of movement to end the restrained or grappled condition on yourself. You can also move through any space as narrow as 1 inch without squeezing leaving behind any equipment that is not able to fit through that space.

You can use a bonus action to suppress or activate your chosen ability. Alternatively, you can spend one sorcery point to change this ability to another one from the list as a bonus action.

 

Revelation of Mind

Also beginning at 10th level, the aberrant truth hidden stronger hold of your mind:

          You gain resistance to psychic damage.

          You have advantage on Constitution saving throws to maintain concentration on spells you have cast with your ‘psionic magic’ feature.

          When you cast a spell that requires concentration, you can remove the concentration from the spell. Instead, the spell lasts for its full duration, and you have no further control over the spell (e.g. you cannot use any actions or bonus actions described in the spells and you cannot command creatures created by the spell). You can use this ability once between long rests.

 

Mind Blast

Beginning at 14th level, you can emit psychic energy in a 60-foot cone as an action. Each creature in that area must succeed on an Intelligence saving throw against your spell save DC or take 5d8 psychic damage and be stunned for 1 minute or until you lose your concentration (as if you were concentrating on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.