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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? | 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? | ||
==== Psionic Spells ==== | |||
Whenever you finish a | ''1st Level Aberrant Soul Feature''<br> | ||
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.<br> | |||
Whenever you finish a Long Rest, 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 Sizard Spell List. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Psionic Spells | |+ Psionic Spells | ||
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==== Telepathic Speech ==== | |||
The telepathic connection lasts for a number of minutes equal to your | ''1st Level Aberrant Soul Feature''<br> | ||
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 30ft of you. You and the chosen creature can communicate Telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma Modifier. To understand each other, you each must speak mentally in a Language the other knows.<br> | |||
The telepathic connection lasts for a number of minutes equal to your Sorcerer Level. It ends early if you are Incapacitated, fall Unconscious, or you use this ability to form a connection with a different creature.<br> | |||
You also learn the Mind Sliver Cantrip as a Sorcerer Spell which does not count against your number of Cantrips known. | |||
==== Psionic Sorcery ==== | |||
''6th Level Aberrant Soul Feature''<br> | |||
When you cast any spell of 1st Level or higher from your Psionic Spells, 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. You can upcast Spells using this feature, but only up to 5th Level. | |||
==== Psychic Defenses ==== | |||
''6th Level Aberrant Soul Feature''<br> | |||
You gain Resistance to Psychic Damage, and you have Advantage on Saving Throws against being Charmed or Frightened. | |||
''' | ==== Aberrant Form ==== | ||
''14th Level Aberrant Soul Feature''<br> | |||
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 60ft 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 5ft of movement to escape from non-magical Restraints or being Grappled. | |||
==== Warping Implosion ==== | |||
Once you use this feature, you can’t do so again until you finish a | ''18th Level Aberrant Soul Feature''<br> | ||
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 120ft of you. Immediately after you disappear, each creature within 30ft 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 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.<br> | |||
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. | |||
=== Clockwork Soul === | === Clockwork Soul === |