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UNEARTHED ARCANA

Sorcerer and Warlock


Invasive Thoughts
1st-level Aberrant Mind feature
At 1st level, you gain the ability to use a bonus
This Is Playtest Content action to magically create a telepathic link with
The material in this article is presented for playtesting one creature you can see within 30 feet of you.
and to spark your imagination. These game mechanics Until the link ends, you can telepathically speak
are in draft form, usable in your campaign but not to the target through the link, and if it
refined by final game design and editing. They aren’t understands at least one language, it can speak
officially part of the game and aren’t permitted in D&D telepathically to you. The link lasts for 10
Adventurers League events. minutes, and it ends early if you are
If we decide to make this material official, it will be incapacitated or die, or if you use another bonus
refined based on your feedback, and then it will appear action to break the link or to establish this link
in a D&D book. with a different creature.

Sorcerous Origin Psionic Spells


At 1st level, a sorcerer gains the Sorcerous 1st-level Aberrant Mind feature
Origin feature. Here is a playtest option for that Starting at 1st level, your aberrant nature
feature: Aberrant Mind. changes your mind in subtle but profound ways.
You learn additional spells when you reach
Aberrant Mind certain levels in this class, as shown on the
Psionic Spells table. The spell counts as a
An alien influence has wrapped its tendrils sorcerer spell for you, but it doesn’t count
around you, warping you in both body and mind. against the number of sorcerer spells you know.
Perhaps a psychic splinter lodged in your psyche These spells can’t be replaced when you gain a
after you suffered domination by an aboleth. level in this class.
Maybe you were born somewhere tainted by the
Far Realm, a planar blot that changed you Psionic Spells
forever. Or perhaps mind flayers kidnapped you, Sorcerer Level Spells
subjecting you to the nightmarish process of 1st arms of Hadar, dissonant whispers
ceremorphosis—but the transformation failed 3rd calm emotions, detect thoughts
and left you altered. 5th hunger of Hadar, sending
7th compulsion, Evard’s black tentacles
Unique Disturbance 9th modify memory, Rary’s telepathic
bond
Regardless of its genesis, the Aberrant Mind origin
imparts a sense of eeriness to the character or their
surroundings. This can be as subtle as when your
Warped Being
sorcerer reads a creature’s mind with detect thoughts, 1st-level Aberrant Mind feature
anyone in their immediate vicinity experiences a faint Starting at 1st level, your aberrant origin
but pervasive sense of dread. Or it could be protects you from harm. Your body might have a
unmistakable, such as sweating a sheen of viscous coating of viscous slime, tough hide, scales, or an
mucus when you’re scared, or your pupils squirming invisible psionic barrier (choose the form of
when you’re excited. Consider the potentially protection when you gain this feature).
unspeakable source of your sorcerer’s powers, and use
Whatever form the protection takes, your AC
that as a guide to weave threads of eeriness throughout
equals 13 + your Dexterity modifier while you
your magic.
aren’t wearing armor.

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Rule Tip: AC Calculations Don’t Stack • Your eyes turn black or become writhing
When the game gives you more than one way to sensory tendrils. You are aware of the location
calculate your Armor Class, you can use only one of of any hidden or invisible creature within 60
them. You choose the one to use. For example, if you feet of you.
have the Aberrant Mind’s Warped Being feature and the
monk’s Unarmored Defense feature, you don’t mix Warp Reality
them together. Instead, choose which one determines 18th-level Aberrant Mind feature
your AC.
At 18th level, you become the focal point of a
Psionic Sorcery reality-warping anomaly. As an action, you can
6th-level Aberrant Mind feature magically radiate a transparent, 20-foot-radius
aura for 1 minute. This might take the form of a
Beginning at 6th level, when you cast any of the sphere of rippling psychic energy, a fluctuating
spells gained from your Psionic Spells feature, amoebic gel, an extrusion of ephemeral
you can cast it by expending a spell slot as parasites, or some other manifestation. Other
normal or by spending a number of sorcery creatures treat the aura as difficult terrain, and
points equal to the spell’s level. If you cast the when they start their turn in it, they take 2d10
spell using sorcery points, it requires no psychic damage. When you activate this feature,
components. you can choose any number of creatures you can
see to be unaffected by the aura.
Psychic Defenses As a bonus action, you can end the aura early.
6th-level Aberrant Mind feature If you do so, you and any number of creatures
At 6th level, you gain resistance to psychic you choose within the aura are teleported to a
damage, and you have advantage on saving location you can see within 1 mile of you. Each
throws against being charmed or frightened. creature must appear within 20 feet of you and
in an unoccupied space. An unwilling creature
Revelation in Flesh that succeeds on a Charisma saving throw
against your spell save DC is not teleported.
14th-level Aberrant Mind feature
Once you use this feature, you can’t use it again
Beginning at 14th level, you can unleash the until you finish a long rest.
aberrant truth hidden within your flesh. As a
bonus action, you can spend 1 or more sorcery
points to magically transform your body for 1
minute. 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:

• You gain a swimming speed equal to your


walking speed and the ability to breathe water.
Gills grow from your neck or fan out from
behind your ears, your fingers become
webbed, or you grow lashing cilia that extend
through your clothing.
• You gain a flying speed equal to your walking
speed and can hover. As you fly, your skin
glistens with mucus.
• Your 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.

©2019 Wizards of the Coast LLC 2


your reaction to allow them to reroll the save.
Spell Descriptions They must use the new roll.
The spells are presented in alphabetical order.
Mental Barrier
Ego Whip 2nd-level abjuration
4th-level enchantment Casting Time: 1 reaction, which you take when
Casting Time: 1 action you are forced to make an Intelligence, a
Range: 30 feet Wisdom, or a Charisma saving throw
Components: V Range: Self
Duration: Concentration, up to 1 minute Components: V
Duration: 1 round
You lash the mind of one creature you can see
within range, filling it with despair. The target You protect your mind with a wall of looping,
must succeed on an Intelligence saving throw or repetitive thought. Until the start of your next
suffer disadvantage on attack rolls, ability turn, you have advantage on Intelligence,
checks, and saving throws, and it can’t cast Wisdom, and Charisma saving throws, and you
spells. At the end of each of its turns, the target have resistance to psychic damage.
can make another Intelligence saving throw. On
a success, the spell ends on the target. Mind Sliver
Enchantment cantrip
Id Insinuation Casting Time: 1 action
1st-level enchantment Range: 60 feet
Casting Time: 1 action Components: V
Range: 60 feet Duration: 1 round
Components: V, S You drive a disorienting spike of psychic energy
Duration: Concentration, up to 1 minute into the mind of one creature you can see within
You unleash a torrent of conflicting desires in the range. The target must make an Intelligence
mind of one creature you can see within range, saving throw. Unless the saving throw is
impairing its ability to make decisions. The successful, the target takes 1d6 psychic damage,
target must succeed on a Wisdom saving throw and the first time it makes a saving throw before
or be incapacitated. At the end of each of its the end of your next turn, it must roll a d4 and
turns, it takes 1d12 psychic damage, and it can. subtract the number rolled from the save.
then make another Wisdom saving throw. On a This spell’s damage increases by 1d6 when you
success, the spell ends on the target. reach certain levels: 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Intellect Fortress
5th-level abjuration Mind Thrust
2nd-level enchantment
Casting Time: 1 action
Range: Self Casting Time: 1 bonus action
Components: V, S Range: 60 feet
Duration: Concentration, up to 10 minutes Components: V, S
Duration: 1 round
You create a faintly shimmering barrier of
protective psychic power around you. For the You propel a lance of psionic disruption into the
duration, you have advantage on all saving mind of one creature you can see within range.
throws. The target must make an Intelligence saving
When another creature that you can see within throw. On a failed save, the target takes 3d6
30 feet of you fails a saving throw, you can use psychic damage, and it can use its action only to
Dash or Disengage on its next turn. On a

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successful save, the target takes half as much Thought Shield
damage, and this spell doesn’t limit its action 2nd-level abjuration
options.
At Higher Levels. When you cast this spell Casting Time: 1 action
using a spell slot of 3rd level or higher, you can Range: Touch
target one additional creature for each slot level Components: V, S
above 2nd. The creatures must be within 30 feet Duration: 8 hours
of each other when you target them. You weave a clouding veil over the mind of one
creature you touch. For the duration, the target’s
Psionic Blast mind can’t be read or detected, creatures can’t
3rd-level evocation telepathically communicate with the target
Casting Time: 1 action unless the target allows it, and the target has
Range: Self (30-foot cone) advantage on saving throws against any effect
Components: V that would determine whether it is telling the
Duration: Instantaneous truth.

You unleash a destructive wave of mental power


in a 30-foot cone. Each creature in the area must
make a Dexterity saving throw. On a failed save,
a target takes 5d8 force damage, is pushed 20
feet directly away from you, and is knocked
prone. On a successful save, a target takes half as
much damage and isn’t pushed or knocked
prone.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.

Psychic Crush
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You overload the mind of one creature you can
see within range, filling its psyche with
discordant emotions. The target must make an
Intelligence saving throw. On a failed save, the
target takes 12d6 psychic damage and is stunned
for 1 minute. On a successful save, the target
takes half as much damage and isn’t stunned.
The stunned target can make an Intelligence
saving throw at the end of each of its turns. On a
successful save, the spell ends on the target.

©2019 Wizards of the Coast LLC 8

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