Transcription of A orcerer and Warlock
1 UNEARTHED ARCANA. Sorcerer and Warlock This document provides playtest options for the Invasive Thoughts sorcerer and the Warlock . It also presents a new 1st-level Aberrant Mind feature cantrip: mind sliver. 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.
2 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.
3 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.
4 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. 2019 Wizards of the Coast LLC 1. 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.
5 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.
6 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.
7 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 Otherworldly Patron minute. For each sorcery point you spend, you At 1st level, a Warlock gains the Otherworldly can gain one of the following benefits of your Patron feature. Here is a playtest option for that choice, the effects of which last until the feature: the Lurker in the Deep. transformation ends: You gain a swimming speed equal to your The Lurker in the Deep walking speed and the ability to breathe water. You made a pact with an entity that lurks Gills grow from your neck or fan out from somewhere deep in the ocean, or even on the behind your ears, your fingers become Elemental Plane of Water, such as a mighty webbed, or you grow lashing cilia that extend kraken, an ancient primordial, or a monstrous through your clothing.
8 Being from creation's earliest days. You serve as You gain a flying speed equal to your walking this creature's eyes and ears, watching the world speed and can hover. As you fly, your skin beyond its domain and reporting your findings. glistens with mucus. You may have gained this pact as a member of a Your body, along with any equipment you are cult dedicated to the entity or after your patron wearing or carrying, becomes slimy and saved your life when you nearly drowned at sea. pliable. You can move through any space as narrow as 1 inch without squeezing, and you The Lurker's Clutches can spend 5 feet of movement to escape from Several features of the Lurker in the Deep create nonmagical restraints or being grappled. tentacles or a maw that reach into the world. The form 2019 Wizards of the Coast LLC 2. of these appendages should reflect the nature of your you.
9 The creature can understand you and can specific patron. For example, a kraken's Warlock might respond telepathically. summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a Fathomless Soul primordial water elemental might create tendrils or 6th-level Lurker in the Deep feature swells of living water. At 6th level, your patron grants you greater Expanded Spell List abilities. You gain the following benefits: 1st-level Lurker in the Deep feature You can breathe both air and water. The Lurker in the Deep lets you choose from an You gain a swimming speed equal to your expanded list of spells when you learn a Warlock walking speed. spell. The following spells are added to the You gain resistance to cold damage. Warlock spell list for you. Lurker Expanded Spells Guardian Grasp Spell Level Spells 6th-level Lurker in the Deep feature 1st create or destroy water, thunderwave At 6th level, the tentacle you create with Grasp of 2nd gust of wind, silence the Deep can defend you and others.
10 When you 3rd lightning bolt, sleet storm or a creature you can see takes damage while 4th control water, Evard's black tentacles within 10 feet of the tentacle, you can use your 5th commune with nature, cone of cold reaction to choose one of those creatures and Grasp of the Deep reduce the damage to the chosen creature by 1st-level Lurker in the Deep feature half. After doing so, the tentacle vanishes. At 1st level, you gain the ability to magically Devouring Maw summon a spectral tentacle that strikes at your 10th-level Lurker in the Deep feature foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of Starting at 10th level, you can magically draw you. The tentacle lasts for 1 minute or until you forth a manifestation of your patron's insatiable use this feature to create another tentacle.