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ability

Aberrant Mind

A Sorcerer whose alien influence grants telepathy and psionic spellcasting.

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? T p ANSM UTED SPEL L.

5th-level sorcerer feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. 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 Aberrant Origins table for a possible origin of your power.

Aberr An To Rigins

d6 Origin l You were exposed to the Far Realm's warping in fluence. 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 flu mph 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!

Ps Io Nic Sp Ells

Ist-level Aberrant Mind feature 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 re place 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 wizard spell list.

Psionic Spells

Sorcerer Level Spells lst arms of Hadar, dissonant whispers, mind sliver 3rd calm emotions, detect thoughts 5th hunger of Hadar, sending 7th Evard's black tentacles, summon aberration (a spell in chapter 3) 9th Rary's telepathic bond, telekinesis

Telepathic Sp Ee Ch

1st-level Aberrant Mind feature

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 un dcrs ta n d ea ch oth er, you ea ch m u s t sp ea k 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.

Psionic Sorcery

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by ex pending 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.

Psychic Defenses

6th-level Aberrant Mind feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Re Ve La Ti On In Flesh

14th-level Aberrant Mind feature

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 trans formation 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 sen sory 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 other worldly light. You gain a swimming speed equal to twice your walking speed, and you can breathe underwa ter. 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 ca n move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical re straints or being grappled.

Warping Implosion

18th-level Aberrant Mind feature

You can unleash your aberrant power as a space-warping anomaly. As an action, you can tele port 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. 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.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sor cery points to use it again.

Source & compatibility

Source: Tasha's Cauldron of Everything · page 66 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.