Sorcerer - Aberrant Mind

by KibblesTasty

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Aberrant Mind

Warped by a strange and alien power within your mind, this power source sets you apart from others. Both mind and body tend to be slowly twisted by this strange power.

How this came to afflict you can vary - perhaps contact with an aboleth or mind flayer broke some small piece of your mind an important way and left behind a shard of alien psyche in its wake, perhaps your mind came into contact with the Far Realm itself, leaving it with alien scars that don't follow the logic of the material plan, or something stranger yet occurred.

Variant: Origin Spells
Sorcerer Level Spells
1st arms of hadar
3rd detect thoughts
5th hunger of hadar
7th evard’s black tentacles
9th modify memory

Aberrant Mind Origin

Sorcerer Level Feature
1st Expanded Mind, Whisper of Insanity
6th Glimpse into the Void
14th Inflict Madness
18th Puncture Reality

Expanded Mind

At 1st level, you gain the Telepathy Discipline of the Psion class; you can expend Sorcerer Points as Psi Points up to your Sorcerer level, but you do not gain use of the Discipline's associated spells.

Whispers of Insanity

Additionally at 1st level, you learn the spells dissonant whispers and tasha's hideous laughter, which don't count against your number of sorcerers spells known. In addition, you can cast them by spending 1 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can cast them as psion abilities, as per the psion class.

Glimpse into the Void

Starting at 6th level, your minds connection to the twisted void of horrors that grants you your powers leaves it a place few creatures would dare venture. Any time a creature attempts to influence your mind by dealing psychic damage, attempting to read your thoughts, or forcing you to make a saving throw against becoming charmed, frightened, or similar magical effects (such as suggestion), if the effect targets only you, you can use your reaction to mentally contest their influence, unleashing the horrifying spectacles within your far realm attuned mind upon them.

You gain resistance to any damage you would take from the effect, and advantage on on the initial save save you make against the effect, and roll on the table below, inflicting a mental scar on the creature that triggered this ability.

   d6    Void Madness
1 The horrors it experience cause the creature to become frightened of you until the start of it's next turn.
2 The creature suffers from the effect of the confusion spell until the start of it's next turn.
3 The horrifying visions dominate the creatures mind blinding it until the start of it's next turn.
4 The raw torrent of aberrant stimuli overwhelms the creature's mind, stunning it until the start of it's next turn
5 The creature is overcome by irrational terror by what the witness becoming effected by the effect of the fear spell until the end of it's next turn.
6 The creature's mind is assaulted by the turmoil within your soul, taking 1d6 psychic damage and falling prone, incapacitated until the start of it's next turn.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Inflict Madness

Starting at 14th level, when a creature fails a saving throw against a concentration spell of 1st level or higher that you cast on your turn, you can expend two sorcery points to drive a shard of madness into their mind. At the start of that creature's next turn, it rolls on the Void Madness table and is affected condition rolled.

Puncture Reality

At 18th level, you gain the ability to connect your mind directly to the Far Realm and create a bridge. As an action, you can spend 5 sorcery points and rend a hole in reality within 5 feet of you. When you create this hole in reality, you can choose to connect that hole to another point within 100 miles on the same plane.

This rift in reality is 5 feet in all dimensions. A creature that enters the rift on its turn or ends its turn within the same space as it is immediately ejected to the closest available space on the other side of the rift. The rift lasts for a number of rounds equal to your spell casting modifier. Any creature that passes through the rift must make a Wisdom saving throw against your spell save DC. On failure, they roll on the Void Madness table and are affected by the condition rolled.

You can choose to allow the abhorrent nature of the Far Realm to seep through the rift, warping and twisting the world around it. Roll twice on following the table. This effect starts with a radius of 10 feet and spreads an additional 5 feet every round.

   d4    Strange Effects
1 All creatures within the area are not under the effect of gravity, and do not fall. At the end of their turn, they roll d6, on an odd value floating 5 feet upward, one an even value falling 5 feet toward the ground.
2 All shadows appear to have eyes in them watching you. Creature's that end their turn in the area must make a Wisdom saving throw against your spell save DC or become frightened of the rift until the start of start of their next turn.
3 Whispers of madness echo through the area. Whenever a creature starts their turn within the area, the roll a d20. On a 1, a Gibbering Mouther spawns directly behind them.
4 Tentacles slither through the area, when you end your turn within the area, they must make a Strength or Dexterity saving throw (its choice) or be Restrained by a tentacle spring from the shadows. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

This effect lasts for 1 minute after the rift closes.

Aberrant Mind Quirks

The following are some optional quirks for a player of this Origin to choose from.

   d6    Quirk
1 Your hands have an irregular number of fingers.
2 You sweat a yellow slime.
3 You have tentacle like tendrils in place of hair.
4 Your eyes a solid black void.
5 One of your arms is a prehensile arm length tentacle. It counts as a free hand.
6 You've forgotten how to speak with words.

Abherrant Feats

A Aberrant Mind Sorcerer qualifies for psionic feats. In addition, the follow feat is available to them to select if feats are part of your game.

Abherrant Mutation

Prerequisite: Aberrant Soul Sorcerer

The alien power within your body begins to more fully manifest. Select three of the following mutations and gain their effects.

  • You body gains natural defenses armor as bony protrusions, slimy hide, and strange hardened knobs grow from your flesh, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.
  • You grow gills allowing you breath under water, and webbed digits or strange cilia that grant you swimming speed equal to your walking speed.
  • You grow an arm length tentacle. It serves as an extra free hand.
  • You can assume an amorphous form, slimy and pliable, allowing you to move through and space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Once you use this mutation, you can not do so again until you complete a short or long rest.
  • Your eyes morph into writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you until the start of your next turn. Once you use this mutation, you can not do so again until you complete a short or long rest.
Art Credits

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Telepathy Discipline

Telepathy is the ability to interact with the minds of other creatures using your psionic abilities.

Telepathic Communication

When you gain this feature, 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.

Telepathic Intrusion

Psionic Power

  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.

You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.

Rending (1+ psi points): The target takes +1d8 psychic damage for each additional point spent.

Terrifying (1 psi point): The target is frightened of you until the end of its next turn if it fails its saving throw.

Overwhelming (2 psi points): The target is blinded until the end of its next turn if it fails its saving throw.

Double (3 psi points): You can target a second creature.

Psionic Spellcasting

From Psion, in reference to Whispers of Insanity:

Psionic powers are suppressed by anti-magic field and can be dispelled with dispel magic, but are only affected by counterspell if recreating the effect of a spell. Any check required to dispel magic, counterspell or identify a spell being cast with Psionics is made at disadvantage unless the caster also has the Psionics feature. The spell detect magic will detect the usage of psionics, but not their nature - it will show up as a mysterious untyped power, even if being used to generate the effect of a spell.

When recreating a spell through a Psionic effect (using a Psionic discipline to cast the spell) the spell has no Material or Verbal components, but using any psionic ability requires Somatic components and causes the Psion to vibrantly glow with the otherworldly psionic energies they are controlling.


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