Sorcerer/Aberrant

Contents
Aberrant Origin
Your being has been touched by forces beyond this world. Mind Flayers, Aboleths, Beholders, Great Old Ones, aberrations such as these wield strange and chaotic powers, often psionic in nature. You and your magic seems to exist in many states at once, arcane and psionic, here and not here, regular person and eldritch mutant.
Origin Spells
You gain origin spells at the sorcerer levels listed below.
| Sorcerer Level | Spell |
|---|---|
| 1st | dissonant whispers |
| 3rd | detect thoughts |
| 5th | hunger of hadar |
| 7th | black tentacles |
| 9th | telekinesis |
| 11th | true seeing |
Awakened Mind
Starting at 1st level, your alien influence gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature doesn't gain telepathy itself, and can't respond in kind.
Psionic
At 1st level, your particular magics are intertwined with the psionic powers of alien creatures. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the psionic spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. When you cast a spell that appears on the psionic spell list, you can cast it without any verbal or non-costly material components.
Mutant
Starting at 6th level, the aberrant powers coursing through your body can incur unpredictable physical alterations. When you cast a sorcerer spell of 1st level or higher, you can choose to mutate. If you do so, roll on the mutations table to gain a magical mutation for 1 minute, or until you gain a new mutation.
d6 Mutation
| 1 | Antennae grow from your forehead, constantly probing the environment around you. You gain blindsight with a radius of 30 feet, and have advantage on Wisdom (Perception) checks. |
| 2 | Your grounding to this reality grows unstable. Once per turn when you move, you instead teleport to a unoccupied space of your choice within a number of feet equal to your movement speed. This costs an amount of movement equal to the distance you teleported, and does not provoke attacks of opportunity. |
| 3 | Hazardous beams of light shoot from your eyes. As a bonus action, you can make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes radiant damage equal to half your Sorcerer level. |
| 4 | Your visual form becomes beyond description. Creatures within 30 feet of you that can see you have disadvantage on attack rolls against you. |
| 5 | Your skin sprouts pulsing crystals that conduct magical energy away from you. Damage you take from spells is reduced by an amount equal to half your Sorcerer level. |
| 6 | Your arms transform into tentacles. You have advantage on Strength (Athletics) checks made to grapple a creature, and your unarmed strikes use a d8 for damage and have their reach extended to 15 feet. You can make one unarmed strike as a bonus action. |
Warp Spells
Starting at 14th level, when you cast a spell that affects an area, you can spend 1 sorcery point change its shape into one of the following shapes of your choice: cone, cylinder, line, sphere, or square.
If you choose cylinder or sphere, the radius becomes a number of feet of your choice up to 20 feet, and if the spell's range is self or less than 30 feet, it becomes 30 feet.
If you choose cone, line, or square, the length becomes a number of feet of your choice up to 40 feet, and the spell's range becomes self.
Walk the Timescape
At 18th level, you slip the shackles of reality and walk freely across the planes. You can cast plane shift targeting willing creatures without expending a spell slot. If you target a location on the Material Plane, you can also cast the spell without components. Once you cast the spell using this feature, you can't do so again until you complete a short or long rest.
Spell List
Cantrips (0 Level)
enhance pain
friends
guidance
mage hand
message
thaumaturgy
1st Level
bane
catapult
cause fear
charm person
command
compelled duel
comprehend languages
dissonant whispers
heroism
hex
inflict wounds
magic missile
sanctuary
tasha's hideous laughter
sleep
wrathful smite
2nd Level
augury
crown of madness
enthrall
hold person
levitate
mind spike
see invisibility
suggestion
zone of truth
3rd Level
beacon of hope
bestow curse
catnap
clairvoyance
enemies abound
fear
haste
hypnotic pattern
nondetection
sending
speak with dead
tongues
4th Level
charm monster
compulsion
confusion
dominate beast
locate creature
5th Level
dominate person
dream
geas
hold monster
modify memory
Rary's telepathic bond
scrying
synaptic static
telekinesis
wall of force
6th Level
find the path
globe of invulnerability
mass suggestion
mental prison
move earth
Otto’s irresistible dance
true seeing
7th Level
mirage arcane
power word pain
project image
reverse gravity
8th Level
antipathy/sympathy
dominate monster
feeblemind
glibness
mind blank
power word stun
telepathy
9th Level
astral projection
foresight
psychic scream
weird
| Sorcerer | |
|---|---|
| Subclasses | Aberrant ᴴᴮ · Abyssal Legacy ᴴᴮ · Aether Heart ᴴᴮ · Astral Ghost ᴴᴮ · Desert Soul ᴴᴮ · Draconic Bloodline · Demonic Heritage ᴴᴮ · Godtouched ᴴᴮ · Infernal Heritage ᴴᴮ · Imperial Birthright ᴴᴮ · Iron Soul ᴴᴮ · Ocean Heritage ᴴᴮ · Orchard Origin ᴴᴮ · Phoenix Soul ᴴᴮ · Planetouched ᴴᴮ · Raw Magic ᴴᴮ · Star Touched ᴴᴮ · Stoneheart ᴴᴮ · Storm Sorcery · Vampiric Blood ᴴᴮ · Wintry Ascendant ᴴᴮ · Ysgardian Ancestry ᴴᴮ |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |