D&Ds Aberrant Mind Sorcerer Makes A Terrifying Villain

D&D’s Aberrant Mind Sorcerer Makes A Terrifying Villain

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The Dungeons & Dragons rulebook Tasha’s Cauldron of Everything highlights just how terrifying and powerful an Aberrant Mind Sorcerer can be.

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D&Ds Aberrant Mind Sorcerer Makes A Terrifying Villain

The Aberrant Mind Sorcerer in the Dungeons & Dragons sourcebook Tasha’s Cauldron of Everything has some unique ghastly qualities that make it an ideal subclass for creating a horrifying, alien-like villain unlike anything seen in the Material Plane. The Sorcerer class is sometimes misunderstood, especially when players compare them with Wizards who generally have a bigger range of spells. Yet a specialized Aberrant Mind Sorcerer can be a thing of nightmares. Of course, despite their eerie qualities, Aberrant Minds can choose if they want to use these powers as a hopeful beacon to others or a devastating source of terror for those unlucky enough to cross them.

At first level, players can choose how they received their powers via the Sorcerous Origins feature. This is a chance for players to get creative, yet Tasha’s Cauldron of Everything lists some pretty freaky examples if nothing comes to mind: perhaps the Sorcerer was exposed to D&D’s maddening Far Realm’s warping influence. The Sorcerer is now convinced a tentacle is growing out of them though no one else can see it; maybe a mind flayer tadpole infiltrated the Sorcerer’s mind, but for whatever reason never completed its ceremorphosis, and now its psionic power belongs to the Sorcerer; or perhaps the player’s nightmarish whispers informs that the psionic power is being drawn form the Sorcerer’s parasitic twin.

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However the psionic powers are received, an Aberrant Mind can learn additional spells that count as Sorcerer spells but not against the number of Sorcerer spells they can know. Each Sorcerer level gained allows for one spell to be replaced with another of the same level – which must be a Divination or Enchantment spell – but it can be of the Sorcerer, Warlock or Wizard spell list in D&D. Some first level spell examples include Arms of Hadar, which exudes dark tendrils of energy from the Sorcerer that batters all creatures within 10 feet, or Dissonant Whispers, a spell that telepathically penetrates a creature’s wits with a melody that causes mind-wrenching pain.

Dungeons & Dragons: Aberrant Mind Sorcerer Powers Explained

Aberrant Mind Sorcerers in Dungeons & Dragons can also telepathically speak with a creature if they share a language, which can come in handy if there’s a Circle of the Moon Druid in a group, among other obvious reasons. Fifth levels have access to the Hunger of Hadar spell which opens a dark and cold void filled with a cacophony of whispers and slurping noises which damages and blinds those in proximity. Sixth levels can access Psionic Sorcery to spend sorcery points instead of using spell slots and Psychic Defenses, which similar to a 10th level Psi Warrior in D&D, gives them psychic resistance and advantage on saving throws against being charmed or frightened.

Seventh levels have access to Evard’s Black Tentacles to manifest physical tentacles that cause damage and are considered dangerous terrain, and the Summon Aberration spell to call forth a Beholderkin, Slaad, or Star Spawn to aid the party. A ninth level Aberrant Mind in D&D has access to the Rary’s Telepathic Bond spell – an ideal Divination for silently communicating with up to eight creatures regardless of what languages are known. They also have access to Telekinesis which can potentially move creatures in addition to objects with the mind.

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Level 14 is where things start to get a little crazy, as the Revelation feature utilizes a bonus action to spend sorcery points in D&D to magically transform one’s body to gain the following benefits: eyes can turn black or into writhing sensory tendrils to see invisible creatures; gain a flying speed equal to the walking speed and can hover; gain a swimming speed equal to twice the walking speed and sprout cilia or webbed fingers and gills to breathe underwater; or the Sorcerer’s body and equipment becomes slimy and pliable, making it easy to squeeze out of a physical restraint or grapple.

Those dedicated enough to reach level 18 have the Warping Implosion feature, which unleashes aberrant power as a space-warping anomaly. These Sorcerers can teleport up to 120 feet, leaving a dangerous space behind that can pull creatures within 30 feet towards it, damaging them. Combined with the Metamagic feature all D&D Sorcerers receive at third level, Aberrant Minds can be a powerful and horrifying Dungeons & Dragons subclass that even a Mind Flayer would be in awe of.

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