{"name":"Aberrant Mind","overview":"","hitdice":"d6","hitpointsfirstlevel":"See [blocklink:590373]","hitpointsathigherlevels":"See [blocklink:590373]","armorproficiencies":"See [blocklink:590373]","weaponproficiences":"See [blocklink:590373]","tools":"See [blocklink:590373]","savingthrows":"See [blocklink:590373]","skills":"See [blocklink:590373]","equipment":"","spellcasting":"","features":"","subclasses":"[h2]Psionic Spells[\/h2]\r\nYou 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.\r\n\r\nWhenever 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 wizard spell list.\r\n[table]\r\n[tr]\r\n[td][b]Sorcerer Level[\/b][\/td]\r\n[td][b]Spells[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]Arms of Hadar, dissonant whispers, mind sliver[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Calm emotions, detect thoughts[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Hunger of Hadar, sending[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Evard's black tentacles, summon aberration[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Rary's telepathic bond, telekinesis[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Telepathic Speech[\/h2]\r\nAt 1st level, 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.\r\n\r\nThe 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.\r\n\r\n[h2]Psionic Sorcery[\/h2]\r\nStarting at 6th level, you gain the subtle spell metamagic feature, this doesn't count against the number of metamagic options you already have and can learn in the future.\r\n\r\n[h2]Psychic Defenses[\/h2]\r\nStarting at 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.\r\n\r\n[h2]Revelation in Flesh[\/h2]\r\nStarting at 14th level, 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:\r\nYou 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.\r\nYou 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.\r\nYou 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.\r\nYour 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 nonmagical restraints or being grappled.\r\n\r\n[h2]Warping Implosion[\/h2]\r\nStarting at 18th level, 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 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.\r\n\r\nOnce 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.\r\n","tabledata":"","tags":"","templateId":"25","blockId":"778348","world":"3c69f9b0-0c0e-48da-8e0a-784fdc4d5f19","folder":"","isShared":"on"}