The Aberrant Mind Sorcerer: D&D
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- Опубликовано: 6 июл 2024
- In this video I look at the Sorcerer in Tasha's. I analyze the optional class features available to all sorcerers, and the Aberrant Mind subclass, one of two new sorcerer subclasses in Tasha's. My next video will cover the Clockwork Soul subclass.
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Timestamps:
0:00 Intro
1:00 Issues with the Sorcerer
3:44 Optional Class Features (expanded spell list)
5:27 Optional Class Features (Metamagic options)
7:31 Optional Class Features (Sorcerous versatility)
8:28 Optional Class Features (Magical Guidance)
9:25 The Aberrant Mind Sorcerer
10:30 Psionic Spells (Level 1)
12:38 Telepathic Speech (Level 1)
13:28 Psionic Sorcery (Level 6)
14:55 Psychic Defenses (Level 6)
15:18 Revelation in Flesh (Level 14)
17:23 Warping Explosion (Level 18)
18:28 Trading out Psionic Spells
22:38 Conclusions
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Two quick notes. With suggestion you would likely still make a verbal suggestion, as the text of the spell certainly implies a verbal suggestion has been made. I also say "Warlock" instead of "Sorcerer" once in this video, though it should be obvious what I meant.
Dude, Psionic sorcery? so anti-magic field wont work against our Psionic spells? please can you confirm that? is it Innate Spellcasting or Psionic that are not hindered by anti-magic field and similar affects ?
@@Deal101 Its normal spellcasting it just spends sorcery points instead of spellslots and gets rid of verbal and somatic components.
@@Deal101 Mechanically speaking it's still just spellcasting. It is just flavoured as psionics. But so far I'm pretty sure there's no official mechanical distinction between psionics and any other form of magic that would allow one to function where the other couldn't. This is likely because they want to keep some freedom for players to reflavour how their magic works for their specific characters.
@@Deal101 Anti Magic will block both innate spellcasting and psionics.
Hey Chris, what do you think about letting players use the telepathic ability in conjuction with psionic suggestioni? Raw maybe not correct but imo it would fit perfectly with character's concept
Modify memory would also be really cool as a psionic spell. You can just stare at a guy and alter his memory without anyone noticing. It's absolutely diabolical
Oh my! Combined with telepathic speech, it's actually scary !
It's a great spell to Heighten, as it can change everything.
@@Adurnis Can you apply the psionic casting with other metamagics?
@@ashtonpeterson4618 yes bc psionic casting ISN'T a metamagic, it's a separate class feature
You can actually take it. "Psionic spells" let you change one of spells from list to another, as long as it's from Enchantment or Divination spells of wizard, sorcerer or warlock.
Just swap "Telekinesis" or "Rery's Telepathic Bond" to "Modify Memory" and you're good to go.
Hey youtube look, I enjoy this creator!
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@@Porphyrogenitus1 seconded
3rd
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He's a cool guy
The ability to spend sorcery points to cast spells makes me think this one is the better subclass of the two, but without a doubt Tasha's gave new life to the sorcerer in a big way
@@aldoushuxley5953 you forgot tiny servant. Very useful spell for both in combat and out of combat.
I agree that the spells the clockwork has access to can be more potent. And for a sorcadin it probably beats the divine sorcerer, but for a straight sorcerer I think Aberrant is better as it will have the ability to play around their sorcery points and slots more easily. Also the lvl 14 abilities are things that very rarely come into play
@@logicseeker3770 unfortunately the restore order ability negates both advantage and disadvantage. So it can’t be stack with heightened
@@logicseeker3770 I have rarely seen magic resistance, far more often it's legendary saves or counterspell, and the later is suppressed by psionic spell casting and still can be metamagic'd
@@logicseeker3770 I have had lots of DMs that customized their monsters and bosses and it's yeah it's been spellcasting dragons sometimes, or archmages that are vampires or liches
It was silly they did not put optional rules for an additional spells known for the prior subclasses. Besides the Divine Soul Sorcerer there is no way any of the others subclasses are near as optimal as these two in Tasha's. I am playing a Shadow Magic Sorceress in one campaign and I love her theme and luckily my DM gave me a magic item that provides bonus spells similar to these subclasses, which has made the game much more fun as I now can have several circumstantial spells and non combat spells to play around with in all situations. There has been no balance issues and I highly recommend it to all the DM's out there when they have a player who wants to play the substandard subclasses, especially the PHB subclasses.
That is a really good idea.
They put an option to expand the spell list, but it is still counting on your spells known and are kind of useful but not really, I dont know
The pre tasha sorcerers frequently have better abilities. They might be able to give a few extra spells prepared but not 10.
Not really, clockwork and aberrant mind are top tier subclasses even without the free spells.
That may be true of some of the PHB sorcerers but the Xanathars sorcerers would be very powerful. Imagine the divine soul sorcerer with access to both sorcerer and divine spells lists with 10 extra spells known. You would outshine not only other sorcerers but also most clerics.
I like Enemies Abound as a 3rd level psionic spell. You can create havoc on social encounters for the cost of 3 sorcery points. For example, I love the idea of a Queen sucker-punching the King in front of their guests.
I love enemies abound. Social chaos for a distraction. Target an enemy in the back ranks to essentially gain an ally. Target an enemy in the middle of a group and force attack of opportunity. Int save is a great stat to target. Works on ANY enemy. So when you don’t want an AOE, it’s a fantastic spell. And you can twin it and turn an entire fight.
Before this came out I made what I call the Bane sorcerer. Took variant human (could use custom lineage as well) to get Fey touched (Cha) and the Bane spell. The idea is you use Mind Sliver and Quickened Bane to give -2d4 to saves and later Tasha's Mind Whip to literally be the bane of your enemy's existence.
When you combine this with the Hound of ill Omens -6th lvl -disadvantage on saves it's just devastating to one enemies saves..-2d4 & at Disadvantage..
My AM Sorc multiclassed into Eloquent Bard a bit; it takes two turns, but Quickened Bane + Mind Sliver (Turn 1) + Unsettling Words + Heightened Spell is just gross. -(2d4) + -(1d6) + disadvantage
Man, do I feel silly for never realizing that thing about subtle spell and counterspell interacting. It seems so obvious in hindsight and it just never occurred to me that there would be an interaction between those two. Thanks for the unexpected lesson, very eager to try out this subclass.
I missed the Psionic Sorcery ability when I skimmed over the kit earlier. That is a good feature!
This is creepy, I was theory crafting an aberrant mind sorcerer and though “I want treantmonk to make a video on this.”
Treantmonk is an aberrant sorcerer confirmed.
Or you are. Psionic Spells Suggestion?
@@TreantmonksTemple Imagine the amount of havoc you can create with in an undetectable twinned enemy abound in the right setting. Let say you're a Filblog and use invisibility to walk in the enemy base and aim at the two biggest pudding brain but muscly type in sight. Hide, then do your worst. If the spot you, firblog trait and then DASH LIKE HELL. Or any Tavern, really. Any tense situations. Can also Heightened. Mouhahaha!
This subclass works perfectly for a Jedi build I'm working on. Ditching all the flavor text and focusing on the mechanics, of course. Playing Gith for sword (Lightsaber) proficiency and invisible Mage Hand, grabbing the free subtle casting on quite a few "force" themed spells, and those sweet new telekinetic and telepathic feats make a uniquely Jedi feel.
You can go Hexblade 2 Aberrent Mind X, and theme Eldritch Blast + Repelling Blast as a force push.
@@M0ebius That is brilliant
You could get there with no multiclassing. Magic Initiate (warlock) + Eldritch Adept (repelling blast)
@@studynot757 That doesn’t work. Eldritch Adept does not let you choose invocations with pre-requisites unless you are a warlock, and Repelling Blast has Pre-requisite: Eldritch Blast cantrip.
Plus for a jedi concept, dipping Hexblade also lets you use charisma for weapon attack, which is relevant.
If you roll for stats and your Int was decent enough (+2) you could dip into fighter psi warrior for some of those abillities
I'm soo happy for the addiction of the Bigby's hand spell, it fits really well in the caster specialist archetype that the sorcerer take (which is an incredibly cool archetype in my opinion)
Addiction?
@@thefracturedbutwhole5475 typo, "addition"
I would like to see a an aberrant mind sorcerer build video that is the ultimate spy infiltrator. Actor plus changeling or Actor plus mask of many faces. Use detect thoughts and modify memory type spells.
I did that build already with Warlock. ruclips.net/video/ZcUT0V8SOzY/видео.html
This is exactly what I'm playing now. It's great!.
@@LukmanJuan Do you have a build you could share?
@@rothgartheviking858 We start at lvl 6. So sorcerer 6, then warlock 2 and Sorcerer all the way. I get a Glamoured Studded Leather for max camouflage.
Hahaha am about to play a 15th level heist and was going to go with this
also a thought use your telepathic speech for spells like suggestion. since the person you are establishing the bond with doesn't have to be willing you can cast suggestion using psionic sorcery and give them the suggestion telepathically so nobody around you knows what's going on. its could have amazing utility uses.
TREANTMONK WILL FIND U - he will use his Aberrant abilities and FIND you!
Honestly love this subclass so much. It’s a masterclass of combining superb flavour with mechanical effectiveness.
Aberrant Mind Sorcerer 6 / Warlock 5. Take the Maddening Hex invocation.
Psionic cast hex and walk through town killing everyone with no one the wiser.
That’s genius!
Big fan of this subclass, so looking forward to watching this tonight!
Longtime fan. Keep up the good work. I'm playing the aberrant sorcerer currently and its been an amazing experience. I love all the built-in control/rp options which have avoided so many lengthy combats altogether.
Literally was making an aberrant sorcerer, and wanted to know more about it. Thanks for the suggestions on spell changes, saves some time looking through 3 books and checking each school of magic.
Tasha's hideous laughter for One sorcery point? Yes please
I’m shocked you didn’t mention modify memory. It’s easily the most optimized use of Psionic sorcery and really the only good way to use the spell.
A psionic spell cast Modify Memory, Geas would make for great villain choices
My ideal Abberant Mind is in a social heavy campaign.
Literally walk into a banquet with your high charisma (grab telepathic for free subtle detect thoughts!) and all of a sudden you are in near total and complete control over the mood of a room! Suggest someone to liven up the party, twin it so it looks like others are getting into it.
Drop someone dead from across the room with literally zero proof it was you (I’d even say divination spells will have a hard time pinning it on you since thoughts seem to be semi-completely private in D&D since stuff like prayer has implications to connecting to divine entities that could pick them up otherwise).
You can enthrall any politician or celebrity you set your mind to: they literally won’t be able to tell it’s you! And if such a spell has that clause that they know it’s you, you’re a charisma caster with an alibi that you were literally standing there talking to someone else. Deception rolls out the wazoo!
Take a feat for expertise in deception when doing this for near-impossible to crack lies. Just maybe consider resilience wisdom for if the court clerics get involved with circle of truth. Or take subtle spell anyway and counterspell your accuser’s circle of truth (if the system works like that) so they think he’s suspicious instead 😉
There’s no end of tricks for a psionic sorcerer in society!
I thought you didn’t appreciate Magical Guidance (able to re-roll Counterspell) enough. Not that it’s a bright blue ability, but it’s better than the “meh it’s okay” reaction you had. It’s green IMO.
Love your perspectives! 👍
I jumped all over this as soon as I got my copy of Tasha's. Character just got to level 6 sorcerer 2 warlock. Basically a combo build between Treantmonk's Sorlock and Voice from Beyond. The character is a Changeling that can psionically twin things like suggestion, while looking like whoever they want. In and out of combat, it's devastating. "You can do what?" is a common phrase for my DM now.
I think Hex is still a valid option because it's a free way to give anyone disadvantage on an ability check. Silently. For a bonus action.
Make an enemy rogue less sneaky.
If you think you may fight someone, give them disadvantage on initiative.
Make sure the cops can't sense your lies.
Make that fighter climbing after you have a hard time climbing.
Help your buddy gamble by making their opponent suck.
Aberrant mind sorcerer + reborn "race" to make a pseudo-frankenstein sorcerer. Woke up in on a slab in an abandoned labratory filled with all variation of autopsied monsters & "failed experiment" cadavers. In your corner of the room there's an autopsied ____ (in this case, a mind flayer, but replace it with anything fitting the class/subclass you want).
Twin dissonant whispers is so good for the cheap cost in spell slots and sorcery points. Combined with warcaster you get a reaction spell off that same round, along with triggering ally OAs. Just crazy.
Very efficient and spammable, especially when you add some warlock levels for pact slots.
Don't forget dissonant whispers can break grapples.
Make that warcaster reaction a 'COMMAND' "FLEE" so after its reaction run it uses its turn to run some more lol
First of all, thank you again! Sorcerer is my favorite class and I agree that there is some lack of versatility. The most interesting thing of the AM sorcerer is that they can do a lot of spell-like thing (see invisibility, fly, water breathing, etc). Right now I prefer the abilities of the AM, but the spell list of the CS is (IMO) better.
My first thought with the 18th lvl ability:
Bonus action sorcery point for flight & hover.
Fly over target/s location to max pull range.
Activate Warping Implosion to yank enemies into the air for the 3d10 then they drop for a little falling damage and likely end up prone.
It’s not the biggest damage output but it sure lines things up for a massive aoe from a fellow teammate. 👍
To be honest I'd probably ask if I could swap out Divination for Illusion, very thematic.
Hi! I've been following our channel for a while now, but never had a chance do comment. Thanks for all your reviews about almost every aspect of the game!
As a player, I've been seraching for fun in playing a Wild Magic Sorcerer for the past year, leaning on the random aspect to have fun. It has been nice, although I had this feeling that something in the sorcerer was missing. Never got to me that was all about spells, hehehe. I may look more closely to my character now and think about it.
As a DM, I just have to thanks you. I've been looking all around tasha's book for ideas and applications in my campaign, but as I am already playing as a sorcerer in another campaign, never had a look at the new subclasses. You just gave me my campaign BBEG, a disturbed sorcerer that maybe deceive a entire colony of mind flayers to do whatever he wants! A humanoid mortal aberrant sorcerer to surprise the party when they think they're only going against aberrations and stuff. If you can, gimme a thought about it!
Thanks for all the contet! Great job!
I'm playing an aberrant mind sorcerer right now and I can't imagine how a clockwork soul would be more powerful.
Dissonant whispers breaks grapples and procs AoO. 1sorcery point. 2sp to twin.
Calm emotions paused a fight to heal or buff on a Cha save, and cancelling charm or fear is unreal. Tashas hideous laughter for 1sp actually makes me laugh, and twinned is frighteningly cost effective, worth noting it drops a lot of things from the skies if ever they get in range.
Suggestion is so strong, the only problem is not abusing it.
There's a learning curve to hunger of hadar, but a no-save darkness and difficult terrain is one hell of a wall. Pick a side of the battlefield and deal with it later. Cover your retreat of stop the enemie's.
But what really takes the cake is silvery barbs for 1sorcery point. Absolutely disgusting. Cancels advantage, and no need to take heightened metamagic.
This subclass has become my favorite in the whole game so far! and with the New Tashas Feats makes for Telekinetic Shadow touched and fey touched makes it an answer for everything. espically sense I took Hex as the 1sh level spell for Fey touched at L4 (vereant human so I had telekinetic from the get go)
Great video.
Switching my Sorlock from Shadow to Abbarent Mind has made him SO much more powerful!
@@aldoushuxley5953 Hexblade of course
I was playing around with a Hexblade / Abbarent Mind Sorlock character as well. Very good for a Witch-like character.
Transmuted spell meta-magic plays very well into that Tempest 2/X Storm Sorcerer build you've mentioned from time to time. Transmuted meteor swarm from fire to maxed Thunder/lightning = 120 L/T +20d6 bludgeoning. That's not nothing. Transmuted cone of cold/fireball maxed to lightning/thunder. Fun stuff. :)
Yup. I personally run a lightning scorching ray that hits 120 dmg at level 10.
The hero is a fighter/tempest/shadow sorcerer with electrifying rays that deal lots of dmg (for that level). I RP him as a renegade sith/dark jedi.
This subclass fits nicely with Changeling, making you more like your Doppelganger ancestors. I recall someone telling me Changelings are now hag related? Nah, not on my watch.
Been loving transmuted spell for turning fireballs into acid balls. Also as a tiefling, I still get flame blade as a racial and being able to turn that into another element comes in handy.
I’m playing an aberrant mind Kalashtar right now and loving the theme
With the 18th level feature, you can still cast a quickened spell along with it since it’s a full action but not a spell. So, do your teleport and then cast your AOE, quickened.
Psionic Sorcery is nutty, not only does it grant a 1-to-1 'spell slot level' to 'spell point' usage ratio for certain spells, it also gives the effect of subtle spell for free to those spells (or at the cost of a bonus action if you didn't convert the slot prior to combat). That's a great value.
Feels like we can't overlook the telepathic speech lasting "sorc level minutes" with 1 to 20 minutes, which greatly limits it's application and nerfs the near unlimited range though :l
It still holds up through speedbumps like not only range, but line of sight, divination proof rooms (the ol' thin sheet of lead or X inches of stone), even teleportation within a couple miles - druid tree strides from a park tree into a forest on the other side of town? Psi-Walkie-Talkie works. Wizard dimension doors through the walls of a castle? Psi-Walkie-Talkie works. Rogue rolls a 3 on a stealth roll but with his +25 to stealth still disappears from sight? Psi-Walkie-Talkie works.
@@sontypohnenamen5161 it's also one is the only 'free' lv1 telepathy options, if not THE only, to be 2 way
Not sure if anyone mentioned it, but at 18th level with the Warping Implosion, you could use that to setup a nice AoE spell for yourself using Quickened spell! Its quite expensive at 7 sorcery points, but I could see situations where that could be worthwhile. Or even just setting up another ally who goes next in the intiative order with a cluster of enemies where they could drop a powerful spell in an area you setup to avoid friendly fire.
The huge degree by which this subclass is better than the previous sorcerer subclasses is indicative of power creep. Albeit, much of that seems to come in rectifying errors with the sorcerer core design.
For fourth level psionic spell swaps I would think about removing summon aberration and replacing it with Psychic Lance (which wasn't out at the time of this video I think). As you will already have a lot of concentration spells at that point. And Psychic Lance is pretty strong and fits the theme. So yes hunt me down ;).
I think you're slightly underselling Transmuted Spell, especially for blasters. The amount of times in higher tiers of play where you encounter enemies who are resistant or outright immune to your primary blast spells seemingly keeps increasing which each CR level. Most fiends, for example are at least resistant to fire and frost damage, many are immune. The same is obviously true for dragons and elementals. Now, this still isn't a metamagic that I would pick at low levels or prioritize very highly, but it is certainly one I would choose at 10th level if I know the game will go beyond that level.
I think the value of Transmuted spell is in reducing the number of spells known that you need to spend on damage dealing spells, you can pick up scorching ray and leave it like that and not be useless when fighting fire elementals.
great content! we want more! :D
I honestly really like the option of swapping Arms of Hadar for Hex, which you can easily combine with Scorching Ray, where you can cast Hex (potentially through Psionic sorcery to make it even cheaper) on your first turn of combat alongside an attack roll cantrip as your action, then keep spamming Scorching Ray and swap targets on Hex as a bonus action as things die. I might be wrong, but it can be growing more and more powerful as you level up and gain more spell slots as a reasonably cheap nova option.
@O K True, but it allows you to do that kind of concept without multiclassing, especially considering the reputation of the warlock/sorcerer multiclass. Plus, it has the advantage of scaling of a normal full-caster, so you will always have your next biggest spell slot available when you level up, though having short-rest based first level spell slots reserved for Hex can be super handy.
As great as the 4th level spells are, I found myself switching one of them for Rautholim's psychic lance when I found an opportunity to. I generally found it hard to pick however, and I usually push out the one that I feel is going to be used the least in that campaign
Hey, long time fan ever since the god Wizard guide for 3e.
This subclass is indeed very good, and very suitable for a full sorcerer. I must say I think Revelation in Flesh is not okay, its sky blue excellent. Bonus action, non concentration 10 minute buffs with 4 choices, very cheaply, that's not a spell. I don't even have to look at the choices to know it's amazing. Seeing flight in there? Wanna make a GOD sorcerer now.
An option I think it is good for 3rd lvl spells that is usualy bad is Enemies Aboud,as with your six lvl ability gives you an autonatic and better version of silent spell,you can safely heighten or twin the spell to increase the odds of the creature failing it without giving away that something happened at all. This could be used for assasination ,casting it on someone near the guards to get them arested,causing a comotiong to get past guards,or anything really, even in combat. The only problem is that it is a very Dm dependant spell
Could you then use Dissonant Whispers on enemy creatures near the target of Enemies abound to create Opportunity Attacks?
Shadow and fey touched combined had some great impact on one of my artificer builds, wonder if they would be nice for sorcerers aswell..plus they come with a stat boost.
I've been playing a clockwork soul sorcerer multiclassed with a level of fighter recently and loving it, the extra spells are amazing.
The original idea was being a melee sorcerer who with the extra spells can take armour of agathys. I took level 1 in fighter as a variant human and took heavy armour master and play as a kind of proto cyborg trying to find out where he came from.
But being able to get armour of agathys and absorb elements as free level 1 spells is great.
Currently only level five but hoping to get the lvl 6 feature which will reduce incoming damage making armour of agathys last longer and hence deal more damage as well as absorbing more damage.
Heavy armour master and armour of agathys had made him strong against weak crowds so I've been taking spells which are more utility or good against scary bosses.
Hey RUclips, I too enjoy this creator!
This is my favorite scorcorer subclass. I'd probably multiclass with warlock just for eldritch blast damage.
For warping implosion use your bonus action to quicken a nasty AoE spell after warping from the spot!
I picked up Charm Person instead of Arms of Hardar, since a lot of DM's I have played with note that anyone seeing a spellcaster just openly using Charm Person would know that magic was being used since it has verbal and somatic component. I really had to think about switching detect thoughts to either Suggestion or Tasha's Mind Whip. Because of how my DM's play, they like to assume that Guards would know that spellcasting is a thing, and that anybody walking up with a focus of some kind could try to charm them. So having the option to, with no focus, cast Suggestion on someone was really useful. On the other hand, Mind Whip is so very good, and having the option of casting the spell extra times in combat sounded wonderful. Ended up with Suggestion, but really wanted Mind Whip. Hunger of Hadar is super nice way to giving advantage to any darkvision user's while making anyone inside blinded and dealing with difficult terrain, so keeper for me. Summon Aberration is a wonderful spell and not having to pay the 400g to cast this is sweet.
This is the next type of character I want to play in my next game....which is gonna be a year. Being the DM is a cursed fate.
Sorcerers in general still got screwed by the choice to include worthless battlemaster builds in Tasha's instead of a page of Sorcerer Origin spell updates for prior Origins. Now we have the option of playing half of an origin with the PHB options, or 2/3 of an origin with the Xanathar's options, or a Full Origin with the Tasha's options. Feels bad man. Feels bad.
those extra spells known blow the previous subclasses out of the water, not to mention their subtle & reduced casting cost. So much potential. -One thing that seemed kind of weird though with Revelation in Flesh is that if you are restrained or grappled then your speed is 0, so RAW it seems like you wouldn't have the 5' to spend to escape them...
You are the First person to see this oversight CONGRATULATIONS you are obviously too overqualified to work at WotC
new to dnd and im a bard sorc aberrant sorcerer so far working good
TY Chris for this class analysis! Currently I plan to make a build oriented on your “the voice from beyond” build with a starting dip 1 lvl in this class for con save pro, cantrip, spell slots and the telepathic. Instead of the GOO I want to take then the celestial. What do you think about this?
It will change the mechanics quite a bit, curious to hear how it turns out, let me know.
To me, transmuted spell is an extremely powerful metamagic for a lot of players. I see so many sorc players wrestling with limited known spells and soaking a lot of them to have blast spells of various kinds so they have a blast for all occasions. No more! Unless you want a few different shapes or save vs spell attack, it just frees up a lot of potential spell known slots for many players. Mind you they may not be 'optimancers' but I would say the average and especially new sorc player can really diversify their spells known with this feat.
Since Tasha's opened the door for this, I basically just gave every subclass a list like the Clockwork and Aberrant Mind Sorcerers. I haven't yet given those other classes the ability to switch out yet, but I am considering it.
I love the theme of the Shadow Magic Sorcerer but I haven't played one yet because of the lack of spells for sorcerers. I tried to do a shadow themed wizard but that was less than satisfying since you didn't have the Shadow Magic Sorcerer's subclass features. What spells would you give for a Shadow Magic Sorcerer? Thematically I would guess a couple on the Aberrant Mind list like Dissonant Whispers and Evard's Black Tentacles. Also maybe something like Shadow Blade or Shadows of Moil. Maybe a shadow themed version of Hellish Rebuke that does force or necrotic damage. Maybe Summon Shadowspawn. What did you have on your list for this subclass?
@@ronnoe6708 I did the following:
1st- Disguise Self, Silent Image
3rd- Darkness, Darkvision
5th- Major Image, Summon Shadowspawn
7th- Greater Invisibility, Shadow of Moil
9th- Enervation, Seeming
@@GroovyLemming Thanks. I'll consider some of these.
I have a question. If I remember well, in the video ranking Tasha's spells you did not regard the summon aberration as a great spell, and in this guide you don't think it should be traded at all. Did your perception about the spell itself changed, is it beacause of the limitation on the possible tradeable spells or is it because of something exclusive to the aberrant mind that I don't see? Great vid, can't wait to play a mind mending aberrant mind soon, it is my favorite subclass from Tasha's!
The "transmuted spell" its really usefull for the draconic or other kind of sorcerers who specialize in one type of damage for flavor or backstory. Imagine a gold or red dragon ancetor sorcerer fighting a red dragon. Now fireball can be iceball or thunderball.
Some monsters have the ability to swallow you, causing you to be restrained. Could you technically use the 14th level feature to move 5ft to escape?
Hi Chris, I really enjoy your channel!! Is great 😃 I'm building a MEGA ABERRANT SORLOCK and would love if you could give me some ideas. Was thinking 3 levels of warlock (pact of the chain) and the rest Aberrant Mind Sorcerer (and take the Eldritch Adept Feat for 1 more invocation)! Cheers
What DnD needed was definitely a massive boost to full a full caster class. Yup not at all going to make martial classes even worse options.
we need a book just for martials 😤😤 1000 more polarms
Unfortunately, if you’re using DND Beyond, you can’t switch your psionic spells out when you level up. I really hope they fix this soon. Great video!
Yeah, I noticed that.
What I did for my character is create a copy of it as a Homebrew subclass and switch out the spells within the subclass. An inconvenience, to be sure, but my character sheet functions correctly now.
Yep if only WotC earnt their pay (5E companion app is free & good)
Would you not trade one of the 4th level spells for Arcane Eye? Specifically im looking at dropping Summon Abberation.
Geas is quite a scary pick-up for 5th level spells. Having no components means you can Geas someone simply by being near them for a minute.
Do you think that Aberrant Mind fits with a warlock 2/sorcererX coffeelock build as well as Divine Soul?
My personal picks for the psionic spells:
Cantrips:
Mind Sliver: Targets Int, debuffs the targets next save & deals psychic. Only real downside is the D6 damage die.
1st Level:
Dissonant Whispers: Good control/damage spell. As Chris says, begging to be twinned.
Tasha's Hideous Laughter: Again as Chris said, a good control spell begging to be twinned.
OR
Hex: This doesn't so much matter for the damage side, but being able to give 2 creatures disadvantage on certain ability checks. This relies more on teamwork (ie. having another caster in your party cast web, & you hex one or two creatures in the area, so they have disadvantage to get out).
2nd Level:
See Invisibility: A spell I always like to have. Having it always prepared & being able to cast it using 2 sorcerery points (equivalent cost to a 1st level spell) makes it even better.
Hold Person: Somewhat circumstantial, but twinning this can change the outcome of a fight. Again, this effectively costing a 1st level spell slot is very nice.
OR
Suggestion: This one is self explanatory.
3rd Level:
Sending: Great utility.
Hunger of Hadar: There aren't many great options for this level.
OR
Tongues: Again, some nice utility.
OR
Clairvoyance: It's nice to ignore the component cost I guess?
4th Level (Sorry Chris!)
Evard's Black Tentacles: Nice damage/control spell.
OR
Arcane Eye: A very nice utility spell (depending on the location, can be an excellent scout).
Summon Aberration: Do not get rid of this summoning spell! Sorcerers didn't get any of the new Tasha's summoning spells!
5th Level:
Telekinesis: A good all around spell.
AND/OR
Rary's Telepathic Bond: Not too bad since this effectively only costs the equivalent of a 3rd level spell slot, but sucks you can't ritually cast it.
AND/OR
Hold Monster: Twinning this is nasty, & it isn't nearly as restrictive as Hold Person. Again, this is effectively costing you a 3rd level spell slot, which is very nice.
AND/OR
Modify Memory: Very campaign dependant, but could be a nice spell to have (especially to cast subtly for free).
AND/OR
Scrying: Again, campaign specific (& unfortunately you can't ignore the material cost).
AND/OR
Synaptic Static: A nice blast/debuff spell.
For the 4th-level Psionic spell, I was hoping to trade in Psychic Lance (though I could just learn it outright). 7d6 psychic ranged attack that can go through cover that incapacitates on a failed INT save seems worth it.
Clairvoyance is a good spell to swap Hunger of Hadar with to save your party 100gp otherwise
I think you're underestimating Warping Implosion. Beyond just having a free teleport once a day to get out of trouble, the pulling effect can allow for some stupid enviromental fun. Imagine being chased to a cliff face, using a sorcery point to gain flight, hovering 10 feet out from the cliff then teleporting 110 feet behind your enemies while pulling them off the cliff. Then there's just using it normal, causing enemies to bunch up, then using quicken spell to fire off an AOE to where you were. You escape, do damage and position your enemies where you want them, then hit them with a powerful spell. All that for nothing more then the cost of the quicken spell. I honestly quite approve of this effect as an 18th level ability. Used properly you can seriously mess with enemies with a FREE once a day ability. I honestly would probably end up using 5 sorcery points to re-use this ability quite often. As soon as I see an enviromental way of messing with people. I wouldn't be able to resist.
Subtle Suggestions (even with telepathy) Many spells (Gift of Gab) state the verbal component is the words used. The old 2E power word kill also says the verbal component is the word "kill"
Thanks for the guide. I'm doing a custom lineage (Ritual Caster: Wizard) with Witherbloom Student background, Aberrant Mind Sorcerer with a warlock dip, Fey Touched feat at level 4. At level 5 I have 19 spells I can cast, including the 5 in my ritual book. If my math is right, I could have up to 49 castable spells at level 20 between background, feats, and subclasses.
Wither & Bloom synergy with a Bloodwell Vial to Damage, regain HP & 5 sorc points.
Did your witherbloom pick; Find Familiar / Dragons Breath Combo, Gift of Alacrity for the party, or Goodberry for all those leftover spell slots b4 a long rest?
@@Paul-nn9oj Just hit level 11. Zero regrets on my build. For fey touched I put it to the party and they said Gift of Alacrity. We've found several spell books so thanks to Ritual Caster I have more spells than I know what to do with.
Went 3 levels of Warlock and it was a game changer for Sorc. Basically got an improved version of the lvl 20 capstone at level 8. My intelligent, talking familiar with opposable thumbs has been a huge asset to the party and with the Magic Stone cantrip can do some decent bonus action damage. A second player got find familiar so I can twin spell Dragon's Breath and cause chaos.
With those extra Sorc points Quickened spell becomes a rechargeable Action Surge so I'm frequently doing 6 Eldritch Blasts for 1d10+5+1d6 (hex) each, better than the fighter and ranger while still being a full caster.
I just created an Emerald Dragonborn Aberrant Mind Sorcerer. I really wanted to dig into playing a psionic character.
Could you do warlock after sorcerer? I would love to see what you think about the genie.
Cleric is next.
Taaha's unfortunately doesn't fix my biggest complaint about Sorcerers. Namely: not enough unique spells for the sorcerer spell list. I'd even argue that thematically speaking they shouldn't have any of the named spells since their magic is less learned and more innate. As they are now there is very little to distinguish sorcerers from wizards, in my opinion, which in my mind at least lessens both classes.
I will say, I love that the psionic spell caster went to the sorcerer. It just kind of fits in my opinion.
I've always been a proponent of adding things like shadow evocation and shadow conjuration as unique sorcerer spells. This would give sorcerers some of the on-the-fly versatility that they were all about in previous editions.
I don't think they should be unique, I think wizards should be able to learn any arcane spell. That said I also think that wizards should not get spells above spell level 5 automatically from leveling. That should be their trade of, they can learn anything but they have to actually find those spells.
@@sharkforce8147 eh, fair.
I feel similar regarding the lack of sorcerer exclusive spells. My criteria for sorcerer exclusive spells has them themed around harnessing raw/dangerous magic with a natural finesse or fortitude. -Where it's easier for them to recklessly handle this magic because it's just more intuitive and natural due to their innate magical connection. The way they handle magic they don't really know the risk so they lack hesitation/inhibition and just go with the flow. The spells might be riskier or potentially self destructive -that may kill or maim a wizard who tried to learn them without this innate degree of handling, so they either don't bother or they fail and suffer the consequences. -So spell concepts which kind of lean in to the risky wild magic thematics -but less kooky and more dangerous. Maybe side effects that could risk the caster to lose the ability to speak temporarily, involuntarily banish themselves or suffer damage or levels of exhaustion, fall unconscious, accidental Freaky Friday life-swap?, etc. This is just one idea for sorcerer exclusive spell criteria but I'm sure people could think of others. The thing is, these spells need to be representative of the sorcerer classes thematics and not just an origin's flavor. -And there kinda needs to be a justification for why wizard's or other casters have not learned to reproduce them by this point in history.
@@DaDunge actually pretty good idea, but instead of over 5th level, the wizard has to find every spell to put in their book after character creation. Fuck wizard
Where did you score that amazing art?
What do you think about hex+scorching ray? Would you feel differently about it on a sorlock who already has eldritch blast and hex?
If you chose hex as one of your psionic spells you could cast it with a single sorcery point, and without the enemy knowing. Also if you are moving hex to a new target you could still cast a leveled spell on the same turn. Scorching ray also scales well because with hex it increases 3 d6 with every level spell slot above second. That's 9d6 as a 2nd level spell of 12d6 as a third level spell. Also an excellent candidate for transmute spell since fire is so highly resisted. Even if your not going sorlock this seems like a great combination for single target damage unless my math is wrong somewhere.
My first AL character that got to 20th level was a Storm Sorcerer 18/ Tempest Cleric 2. If I had access to Transmute Spell, instead of taking Lightning Bolt, I could have use the better Fireball and other big area of effect spells like Cone of Cold to deal 48 and 64 thunder damage, respectfully, to everyone in the area.
Draconic sorc is amazing with transmute spell because if you change the damage type on a spell with recurring damage every round, elemental affinity adds to the entire casting, not per damage roll like the tempest cleric does
elemental affinity damage applies to when you cast that spell -so the initial damage. After that it is no longer being cast so no extra damage unfortunately.
Ya, that's not how that works....
I made Ganondorf. 1st Level Aberrant Mind, 4 Levels of Hexblade & Sorcerer from there on out.
Would it be OP to introduce the level 1 Magic tables as homebrew to the other Sorcerer Subclasses?
At this point it should be an obvious addition to sorcerers so I would say no
18th level ability - you quicken your favorite area control spell after teleporting; this is an amazing control feature! or group them up for a synaptic static. If you ever played a Witch Doctor in Diablo 3, you know how powerful forced vortex movement into AoE control/damage is!! Also, Evard's / Web + Twinned Mind Whip is just flat out MEAN.
What if we land Hunger, then get ourselves 30 feet up in the air with our flight mutation and there use our capstone ability to obliterate everybody within range who cannot pass the save?
Is the acquisitions incorporated book not official? Because there are a lot of good enchantment spells in it. Like Jim’s glowing coin and motivational speech.
299 - 0. Sounds like a good video to me! :) Edit: 299!
We are now 230 - 0! :)
One question that's been bothering me that I haven't found an answer to yet (Unless I totally missed it in one of your videos which is entirely possible since I have the attention span of a goldfish), is whether or not you can double up on swapping spells on level-up.
To clarify, the base Sorcerer class allows you to swap one spell on level-up, "Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.".
Additionally, there is a blob of text under the "domain" spells if you will, "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.".
Since they're different features and don't reference one another, my best guess is that they stack, but I haven't been able to find anything confirming or denying that. Any thoughts?
The main weakness of this subclass’ spell options compared to the clockwork soul IMO is not third level spells but first level ones: while you have a couple good options in Tasha’s hideous laughter and dissonant whispers you still need 2 (or 3 without multiclassing) “tax” spells in shield, absorb elements and mage armour, so in the end you’ll be stuck with 4 or 5 first level spells while the CWS sorcerer has +2 spells known of ANY level. That’s not immediately obvious but it makes a big difference when you’re building the character.
And I decided to play AM anyway because the concept is just better IMO lol
Now please please Treantmonk do a AM build video 😍
I'm thinking actually this class works well as part of a Gish Sorcadin, much like the previous Ultimate Spellsword video. Psionic Spells gives you more variety and control, Psionic Sorcery gives you more spell slots effectively (with the reduced sorcery point cost) for either more spell casting per day and/or more smites per day... Getting resistance to Psychic Damage is nice, and the advantage on Charmed and Frightened stacks well with a Paladin's Level 6 bonus to saves. If you do 6/14 Paladin/Aberrant Mind you would also still grab 9th level spells at level 20, and still get Revelation in the Flesh as your mobility capstone. Or adjust levels as necessary.
i've said it before but I'll say it again, I think all the subclasses should get a set of domain spells, but I don't think they should be swappable. It lets every subclass get a set of theme-appropriate spells without going overkill.
35 years of gameplay earns me a 16th character Half-Elf Aberrant Mind 0- Mage Hand-Mending-Firebolt-Mind Sliver-Minor Illusion-Light-Prestidigitation 1-Detect Magic-Comprehend Languages-Absorb Elements-Shield-Mage Armor 2- See Invisibility(1 hour 2 with extended spell)-Detect Thoughts-Levitate-Misty Step 3-Counterspell-Dispel Magic-Tongues-Sending 4-Raulothim's Psychic Lance-Summon Aberration-Dimension Door-Greater Invisibility 5-Synaptic Static-Scrying-Telekenesis-Wall of Stone 6-Disintegrate 7-Planeshift 8- Sunburst (As it covers a big hole of spell list not being able to deal with multiple Undead until now...) and you can guess what the 9th level would be.... Scream. Silvery Barbs-Polymorph-Wish to OP, should be nerfed/removed.
many years late. I know you say don't switch out any of those 4th level spells, but depending on your DM's interpretation, charm monster might be a really good option. Much like suggestion, subtle charming of a creature before combat starts on its own can be hugely impactful, while also depending on your DM it can have big combat implications as well.
Yep add a DC20 persuasion check (DMG chapter8) & a friendly creature will risk its life for you. (dominate person with a 1st level spell & ability check)