Aberrant Sorcery Sorcerer Guide
An alien influence has wrapped its tendrils around your mind, giving you psionic power. Your magic comes from a connection to the Far Realm or similar alien source. You can reach into other creatures' minds, warp reality, and project powerful psychic energy.
Free — no signup needed for the free tier.
Best Races for Aberrant Sorcery Sorcerer
All 10 races ranked by synergy with the Aberrant Sorcery. Click any to see the full build.
Extra saving throw advantages protect against debilitating spells and effects.
Tiefling fire resistance and innate spellcasting complement the Sorcerer's magical abilities.
Extra saving throw advantages protect against debilitating spells and effects.
Aberrant Sorcery Features
Psionic Spells
Level 3You learn additional spells that don't count against the number of spells you know: Arms of Hadar, Dissonant Whispers, Mind Sliver (level 1); Calm Emotions, Detect Thoughts (level 3); Hunger of Hadar, Sending (level 5); Evard's Black Tentacles, Summon Aberration (level 7); Rary's Telepathic Bond, Telekinesis (level 9).
Telepathic Speech
Level 3As a bonus action, choose one creature you can see within 30 feet. You and that creature can speak telepathically with each other while you are within a number of miles equal to your Charisma modifier (minimum 1 mile). The connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated, die, or use this ability on a different creature.
Psychic Defenses
Level 6You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Sorcery
Level 6When you cast any spell from your Psionic Spells feature, you can cast it by expending a number of sorcery points equal to the spell's level instead of expending a spell slot. When you cast a spell using sorcery points this way, it requires no verbal or somatic components, and it requires no material components unless they are consumed by the spell.
Revelation in Flesh
Level 14You can spend 1 or more sorcery points as a bonus action to transform your body for 10 minutes. For each sorcery point spent, you can gain one of these benefits: see invisible creatures within 60 feet, gain a flying speed equal to your walking speed with a hover, gain a swimming speed twice your walking speed and breathe underwater, or become slimy and pliable — you can move through spaces as narrow as 1 inch without squeezing and spend 5 feet of movement to escape nonmagical restraints or grapples.
Warping Implosion
Level 18As an action, you can teleport to an unoccupied space you can see within 120 feet. Each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failure, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to it as possible. On a success, it takes half 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 sorcery points to use it again.
Is Aberrant Sorcery Right for You?
Pick the Aberrant Sorcery if you want a Sorcerer focused on controlling the battlefield and locking down enemies. Compare it with the other Sorcerer subclasses to make sure it fits your party, then build the Dragonborn version for the strongest start.
Frequently Asked Questions
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