Aberrant Mind

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 table below for a possible origin of your power.

d6 Origin
1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!.

Branch Features

Bonus Spells

Once you can cast spells of a given spell level, select two spells of that spell level from the list below as bonus spells. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.

If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.

Spell Level Spells
1st Alien Arms, Command, Dissonant Whispers, Mind Sliver
2nd Calm Emotions, Detect Thoughts, Mind Spike, Phantasmal Force
3rd Blink, Dark Hunger, Enemies Abound, Sending
4th Black Tentacles, Dimension Door, Phantasmal Killer, Summon Aberration
5th Contact Other Plane, Telepathic Bond, Telekinesis

Talents

Talent CP Prerequisites
Psionic Adept 5 -
Psionic Sorcery 5 3rd Level Spells and Psionic Adept
Psionic Defense 5 3rd Level Spells and Psionic Adept
Revelation in Flesh 50 7th Level Spells, Psionic Sorcery and Psionic Defense
Warping Implosion 80 9th Level Spells and Revelation in Flesh

Psionic Adept

Cost: 5 Character Points
Actions: 1

You can form a telepathic connection between your mind and the mind of another.

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 spellcasting ability modifier. 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 two times the maximum spell level which you can cast. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Cost: 5 Character Points
Prerequisite: 3rd Level Spells and Psionic Adept

When you cast any spell of 1st level or higher from your Bonus Spell list, you can cast it by expending mana as normal, or by doubling the mana spent. If you cast the spell by doubling the mana spent, it requires no verbal, somatic components, or material components (unless the material components are consumed by the spell).

Psionic Defense

Cost: 5 Character Points
Prerequisite: 3rd Level Spells and Psionic Adept

You gain resistance to psychic damage and you benefit from +1d to your defenses against being charmed or frightened.

Revelation in Flesh

Cost: 50 Character Points
Prerequisite: 7th Level Spells, Psionic Sorcery, Psionic Defense
Actions: 1

You can unleash the aberrant truth hidden within yourself.

You can spend one or more mana to magically transform your body for 10 minutes. For each mana 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 non-magical restraints or being grappled.

Warping Implosion

Cost: 80 Character Points
Prerequisite: 9th Level Spells and Revelation in Flesh
Actions: 2

You can unleash your aberrant power as a space-warping anomaly.

You can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, make a spellcasting attack against each creature within 30 feet of the space you left must vs their Strength defense. On a hit, a creature takes 3d10 energy 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 miss, 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 mana to use it again.