Published: August 10, 2022

Last modified: August 11, 2022

Author: Haen the Heretic

The Aberrant Mind Sorcerer subclass was released in Tashaโ€™s Cauldron of Everything and is one of the best Sorcerer subclasses in the game, slotting in behind Clockwork Soul. Aberrant Mind is considered powerful due to its combination of strong subclass features and an expanded spell list. An Aberrant Mind Sorcerer gets to learn a lot more spells than the base Sorcererโ€”10 extra spells known and one additional cantrip.

This expanded spell list means a 10th level Aberrant Mind Sorcerer has 21 spells known, compared to 11 for a Sorcerer without an expanded spell list.

Psionic Spells, the feature that gives Aberrant Mind Sorcerers their extra spells, provides a default list of spells learned that consist of some decent options. Aberrant Mind Sorcerers learn an additional two spells at 1st, 3rd, 5th, 7th, and 9th levels. Beyond the base options, Aberrant Mind Sorcerers get to swap their spells for different ones of the enchantment or divination school from the Sorcerer, Warlock, or Wizard spell lists upon gaining a Sorcerer level.

While the spell list is nowhere near the powerhouse the Clockwork Soul Sorcerer gets, it remains a significant increase to the power of the subclass, which places it firmly in the second-best spot as far as Sorcerer subclasses rank. To compensate for the weaker spell list, Aberrant Mind Sorcerers get the Psionic Sorcery feature at level 6, which they can use to cast Psionic Spells with sorcery points, and without spell components to boot (meaning they cannot be counterspelled).

In this article, we will go over the default spell list, of which the spells will be marked (default), as well as highlights among the options available should you choose to replace the spells, and evaluate how good those specific options are. In general, we will be eschewing spells that are best cast as rituals as Sorcerers lack the ability to ritual cast, as well as spells that are only useful in certain kinds of campaigns.

Cantrips

Mind sliver (default) (โ˜…โ˜…โ˜…โ˜…โ˜†)

Enchantment cantrip, action cast, 60 ft range. 1d6 psychic damage, Int save for no damage, on a failure -1d4 on next saving throw, scaling at level 5, 11 and 17.

Excellent cantrip that can be used to set up an allyโ€™s spell. There is not really any option competitive to this one.

1st Level Spells

There are 9 spells available for us to swap into: 

  • charm person
  • comprehend languages
  • detect magic
  • hex
  • identify
  • silvery barbs
  • sleep 
  • Tashaโ€™s hideous laughter

There are some standout selections here, as well as some trap options (see our entry on hex in our Most Overrated Damage-Dealing Spells article). 

Arms of Hadar (default) (โ˜…โ˜†โ˜†โ˜†โ˜†)

1st level conjuration, action cast, range of self (10 ft radius). 2d6 necrotic damage within 10 feet of you, Str save for ยฝ, on a failure a target cannot take reactions until the start of your next turn.

2d6 Damage in an area of effect that works around you, and therefore only in melee, is a very poor use of spell slot. Strength saves tend to be good on monsters, so using it as an alternative to Disengage is not an option either (the fact that it requires a saving throw at all already locks it out of that job, given that Disengage just works).

Dissonant whispers (default) (โ˜…โ˜…โ˜…โ˜…โ˜…)

1st level enchantment, action cast, 60 ft range. 3d6 + 1d6/SL psychic damage, Wis save for ยฝ damage, on a failure triggers reaction to move away.

This spell is so good we covered it in our Top 5 Damaging Spells article. Using it to chain opportunity attacks from a large group of summons is highly cost-effective, and to make things better the Aberrant Mind Sorcerer also gets the most use out of silvery barbs, meaning our enemiesโ€™ chances to fail their saving throw will be higher than usual.

Silvery barbs (โ˜…โ˜…โ˜…โ˜…โ˜…)

1st-level enchantment, reaction cast, 60 ft range. Forces reroll of a successful attack/check/saving throw by an enemy and gives advantage on the next attack/saving throw/ability check to one ally.

This spell is so good, weโ€™ve got an article evaluating it! At level 6 you get to cast this repeatedly with sorcery points, and as such itโ€™s even better for you due to being more efficient. An excellent way to support your team and make more enemies fail their saving throws.

Sleep (โ˜…โ˜…โ˜…โ˜…โ˜…)

1st-level enchantment, action cast, 90 ft range, 1 minute duration. Knocks 5d8 hit points worth of creatures unconscious in a 20 ft radius.

Absolutely encounter-ending in Tier 1 gameplay, this spell just removes enemies outright when their hit points are sufficiently low. Past Tier 1, it becomes too weak for almost any task, and is definitely best replaced with something stronger.

Tasha’s hideous laughter (โ˜…โ˜…โ˜…โ˜…โ˜†)

1st-level enchantment, action cast, 30 ft range, 1 minute duration (concentration). Wis save, on a failure knocks target prone and incapacitates it. Save repeated every turn and upon taking damage.

Knocking people prone for a low cost is also quite helpful. Additionally, the spell incapacitates them, just in case the monster you crippled had a ranged attack too. Incapacitation also instantly ends concentration, and a Wisdom save might be easier to target than a Constitution save depending on the enemy spellcaster.

2nd Level Spells

There are 11 spells available for us to swap into: 

  • borrowed knowledge
  • crown of madness
  • enthrall
  • gift of gab
  • hold person
  • Jimโ€™s glowing coin
  • locate object
  • mind spike
  • see invisibility
  • suggestion
  • Tashaโ€™s mind whip

The default selections are reasonable spells to have, but there are superior options. Numerically, this is our most bountiful level, with 12 spells that meet our criteria. 

Calm emotions (default) (โ˜…โ˜…โ˜…โ˜†โ˜†)

2nd level enchantment, action cast, 60 ft range, 1 minute duration (concentration). Cha save in a 20 ft sphere, on a failure (can choose to fail), suppresses charm, fear and hostility.

If your entire party suffers the wrath of a charm or frighten effect, like a vampireโ€™s Charm or a dragonโ€™s Frightful Presence, this can be a good way to live to fight another day. Calm emotions actually isnโ€™t a very widely available spell, being on only the Bard and Cleric lists (excepting subclass domain spells), so depending on your party composition this spell can be a lifesaver.

Note that while a charmed creature may perceive the charmer as an ally, thereโ€™s no reason why it would say no to a free buff that clears its mind of charm and fear effects. If you want to make enemies indifferent towards your party, it would only work if all enemies fail the saving throw, or cannot see each other. 

Detect thoughts (default) (โ˜…โ˜…โ˜…โ˜†โ˜†)

2nd level divination, action cast, range of self, 1 minute duration (concentration). Allows the caster to read surface thoughts of targets within 30 ft and probe deeper.

Itโ€™s not great. It only gives you the surface thoughts at first, and the other part of the spell is Intelligence-based which means you have no reason to want it. Casting this normally out in the open is also noticeable in campaigns where components are readily obvious. Getting to cast it without components via Subtle Spell can be akin to mind reading, however, and could be used to circumvent or solve many social encounters, if those are a notable part of your campaign.

Locate object (โ˜…โ˜…โ˜…โ˜…โ˜…)

2nd level divination, action cast, range of self, 10 minute duration (concentration). Allows you to scan for certain items in a 1000 ft radius area.

There is a lot more to this spell than meets the eye. Check out our Spell Spotlight to find out more about this incredibly useful spell.

Suggestion (โ˜…โ˜…โ˜…โ˜…โ˜†)

2nd level enchantment, action cast, 30 ft range, 8 hour duration (concentration). Wis save, on a failure forces target to follow a set of reasonable orders.

Depending on what passes as a reasonable suggestion at your table, this may be really good or just…good. At the very least, itโ€™s sensible to expect telling an enemy something along the lines of โ€œLeave the battlefield in peace and you will be spared,โ€ will yield a satisfactory result, depending on the motivation levels of your enemies (a paid mercenary might be more susceptible than a zealous cultist). Effective to use with Twinned Spell.

Tasha’s mind whip (โ˜…โ˜…โ˜…โ˜…โ˜…)

2nd level enchantment, action cast, 90 ft range. 3d6 psychic damage on 1+SL targets within 30 ft of each other, Int save for ยฝ damage, on a failure forces targets to choose between taking an action, a move or a bonus action.

Itโ€™s a very solid shutdown option against many enemies, especially those that need to move to use their actions effectively (most melee enemies, for example). Intelligence is a great saving throw to target and also a fairly predictable one (you can assume an archmage-like character has good Intelligence saves and that beasts do not, for example). This spell can be Twinned or upcast for more targets. Itโ€™s not exactly clear if you can upcast spells using Psionic Sorcery, but if you can, it is slightly more efficient if cast with sorcery points than with higher level slots.

3rd Level Spells

 There are 6 spells available for us to swap into: 

  • catnap
  • clairvoyance
  • enemies abound
  • fast friends
  • incite greed
  • tongues

The 6 spells here range from situational out-of-combat spells to simply subpar. Unless you have a great need for catnap, clairvoyance, or tongues, the default options here are the best youโ€™ll get. Sending is particularly underwhelming, so if any of those alternative utility options seem useful, the opportunity cost is low to get them.

Hunger of Hadar (default) (โ˜…โ˜…โ˜…โ˜†โ˜†)

3rd level conjuration, action cast, 150 ft range, 1 minute duration (concentration). Creates a 20 ft radius sphere of blackness that blinds and is difficult terrain. 2d6 cold damage when starting turn inside, Str save for 2d6 acid damage ending turn inside.

This spell can be difficult to judge because it can fairly justifiably be run in a number of different ways. Jeremy Crawford tweets are not part of the Sage Advice Compendium, but this tweet indicates the designer’s intent that hunger of Hadar does not create darkness (which has rules governing its mechanical effects), but a โ€œblacknessโ€ that inflicts the blinded condition on those inside. As it is a blackness and not any sort of illusion, truesight would not work here either. It is not explicitly clear if the blackness functions as heavy obscurement, though similar to heavy obscurement it essentially inflicts the blinded conditionโ€”but if it were, then blindsight, depending on your interpretation, may or may not apply here as well. Finally, there is the question of whether or not creatures from the outside of the blackness looking in can see into it or not. If you can, this essentially creates something akin to a one-way fog cloud, if not, itโ€™s just like a normal fog cloud. The Sage Advice Compendium does say that not all magical darkness blocks darkvision, so if your DM views hunger of Hadar as darkness created via magic that has the additional effect of blinding creatures within it but otherwise acting as normal darkness, then creatures with darkvision would be able to see into the spellโ€™s area.

Regardless, the area of the spell is difficult terrain, which is thankfully clear and has no ambiguity whatsoever. Thereโ€™s also a bit of free damage. 

In practice, this spell will often force creatures to waste their turn as they will need to Dash out to either get in melee range, or use any abilities that require sight, but itโ€™s difficult to keep them in the blackness for more than 1 turn without stacking some other spell like web in the same area, or multiple casts of eldritch blast with the Repelling Blast invocation. Blocking enemy vision can be valuable, but can also be replicated with fog cloud much more cheaply. Still, this is the best combat spell of the list of available selections at this level. If creatures with darkvision can see into the area of the spell, then its rating increases to 4 stars. 

Sending (default) (โ˜…โ˜…โ˜…โ˜†โ˜†)

3rd level evocation, action cast, unlimited range. Sends a message up to 25 words long to familiar creature.

Send messages to creatures. How useful this is varies by campaign. Still, unless your party is abnormally antisocial, there will probably be times where long-distance communication has its time to shine.

4th Level Spells

There are 7 spells available for us to swap into: 

  • arcane eye
  • charm monster
  • confusion
  • divination
  • dominate beast
  • locate creature
  • Raulothimโ€™s psychic lance

By default, we have one great spell available by default and one subpar one. Charm monster and dominate beast arenโ€™t good spells to use in combat and locate creature is often just superseded by locate object. Raulothimโ€™s psychic lance is is almost passable as an option, but you will almost certainly have better uses for a 4th level spell slot.

Arcane eye (โ˜…โ˜…โ˜…โ˜†โ˜†)

4th level divination, action cast, 30 ft range, 1 hour duration (concentration). Creates an invisible, hovering, magic eye that has vision and darkvision out to a range of 30 feet. Can pass through an opening as small as 1 inch in diameter.

It would be prudent to talk to your DM about some expectations of how common โ€œopenings as small as 1 inch in diameterโ€ are to gauge the usefulness of this spell. Depending on the area, you could use this to scout entire areas out beforehand, and being able to do so with sorcery points is nice. It wouldn’t be unreasonable, however, in a setting where people know this spell exists, for well-fortified areas to be as airtight as possible.

Confusion (โ˜…โ˜…โ˜…โ˜†โ˜†)

4th level enchantment, action cast, 90 ft range, 1 minute duration (concentration). Wis save, creatures within 10 ft radius you choose within range, on failure targets canโ€™t take reactions and must roll a d10 to determine their behavior for that turn. Save repeated every turn.

A spell that in many ways is just inferior to hypnotic pattern, given its higher slot, decreased range and area of effect, repeated opportunities to break free, and potential for enemies to damage allies even if they are affected. Unlike hypnotic pattern, however, it can affect creatures that are immune to charm, and on tightly clumped groups of enemies can cause them to attack each other. It has its uses and is likely better in combat than summon aberration, at the very least. 

Divination (โ˜…โ˜…โ˜…โ˜†โ˜†)

4th level divination, action cast, range of self, 25 gp material component (consumed). Lets the caster ask the DM a single question about events to happen within 7 days, 25% chance of failure upon subsequent castings after the first before completing a long rest.

Asking the right questions before entering a dungeon will make life much easier. Knowing whether specific foes have counterspell, or how many encounters to expect, is a massive asset. Itโ€™s not as good on Sorcerers as it is for ritual casters, unfortunately, but you could cast this before you finish a long rest with leftover spell slots or sorcery points, so Aberrant Mind Sorcerers might be able to squeeze a little more juice out of this than other Sorcerers. Divination and similar spells are ultimately subject to DM fiat, however.

Evard’s black tentacles (default) (โ˜…โ˜…โ˜…โ˜…โ˜…)

4th level conjuration, action cast, 90 ft range, 1 minute duration (concentration). Fills a 20 ft square on the ground with difficult terrain. Dex save when starting in or entering the area, on a failure the creature is restrained. Restrained creatures take 3d6 bludgeoning on their turn and can use an action to make a Str or Dex check to break free.

A better (but more costly) web that stacks with normal web to really put monsters in a world of pain. Unlike web, the saving throw can happen when an enemy enters the area each turn, instead of just on their own turn, and leaving the area of the spell does not end the restrained condition. This is a spell that often gets left out of consideration on many highly optimized Wizard spellbooks, but getting it for close to free is great for Aberrant Minds.

Summon aberration (default) (โ˜…โ˜…โ˜†โ˜†โ˜†)

4th level conjuration, action cast, 90 ft range, 400 gp material component, 1 hour duration (concentration). Summons an Aberrant Spirit with a statblock that can take one of three forms of your choice.

Itโ€™s fragile and its abilities are underwhelming or painfully bland. The only form thatโ€™s really noteworthy is the Beholderkin, for its ranged attack and flight. However, itโ€™s not doing good damage for a level 4 slot, nor is its survivability sufficient to endure the enemyโ€™s attention. It’s a thematic spell selection but one that should probably be swapped out.

Level 5 Spells

There are 8 spells available for us to swap into: 

  • contact other plane
  • dominate person
  • geas
  • hold monster
  • legend lore
  • modify memory
  • scrying
  • synaptic static

Many of the spells here are more for social encounters, flavor, or are otherwise not for in-combat use. Spells like contact other plane, geas, legend lore, modify memory, and scrying all have their uses but are highly dependent on the type of campaign, table, and scenario. Scrying is probably the most useful of the utility spells if you are so inclined, though you have great options at this level without needing to go deep into the weeds (unlike spell level 3, especially). For in-combat use, we have two fairly obvious selections.

Rarys’ telepathic bond (default) (โ˜…โ˜…โ˜†โ˜†โ˜†)

5th level divination, action cast, 30 ft range, 1 hour duration. Forms a link between up to 8 creatures allowing them to speak to each other telepathically.

Raryโ€™s telepathic bond can be used to smooth over the gap between intra-player and intra-character communications in terms of real-life table dynamics, or just facilitate easier communication while dungeon-delving, committing a heist, or splitting the party. It can be a useful spell to have if you are a ritual caster, and Sorcerers are not. Leave this to the party Bard or Wizard, itโ€™s simply too expensive to cast with a slot.

Synaptic static (โ˜…โ˜…โ˜…โ˜…โ˜…)

5th level enchantment, action cast, 120 ft range. 8d6 psychic damage in a 20 ft radius sphere, Int save for ยฝ damage, on a failure targets suffer -1d6 to attack rolls and concentration saves. Save repeated every turn.

One of the best 5th level spells out there, this is basically a psychic fireball that targets a worse save in monsters  with an impactful rider effect. Being able to cast it repeatedly with sorcery points allows you to get almost as much use out of it as a Warlock does.

Telekinesis (default) (โ˜…โ˜…โ˜…โ˜…โ˜†)

5th level transmutation, action cast, 60 ft range, 10 minute duration (concentration). Grants the ability to move objects and creatures telekinetically.

A strong option to lock down a single monster when wall of force wonโ€™t do the trick for whatever reason or isn’t available—and for non-Clockwork Sorcerers, it isn’t available. Forces a contested ability check, which is effective against creatures with Legendary Resistances because Legendary Resistance only works on saves. Nullify the threat of melee-only enemies and lock them in place while your allies make attacks against the target with advantage (due to the restrained condition). 


And thatโ€™s all we have on Psionic Spells picks! If something didnโ€™t make the list here itโ€™s because we thought it was too situational or weak to warrant a rating or elaboration. Feel free to leave comments or ask questions below or join our Discord (where you will probably receive a quicker response)!

25 Replies to “DnD 5E Aberrant Mind Psionic Spells Guide”

      1. No, they are not.

        Hold person only targets humanoids so it’s irrelevant against most monster types and it is single target so when it is applicable it’s going to do nothing more often than you’d like. It’s not worth a second level spell slot when other spells capable of sufficiently debuffing enemies either land more reliably, like Tasha’s mind whip or phantasmal force, or target a group like web. You don’t need the paralyzed condition to safely nullify an encounter. And yes I know web and phantasmal force aren’t eligible for subclass spells but the point is you take one or both of those and then use the extra spells for locate object and other situational spells since your standard spells known cover combat sufficiently

        Hold monster is insanely costly as a fifth level spell and it’s single target save or suck, so you’re going to cast a 5th level spell and suck more often than you’d like just like with hold person. Telekinesis at the very least is a strength check so there’s no proficiency modifier to help the enemy when you use it on combat to disable them and it has situational uses out of combat or lasts long enough to use in multiple encounters. Synaptic static is an insanely strong spell that is capable of debuffing large swaths of enemies. You can always learn animate objects normally if you really want single target coverage and then throw ten silver coins into the air to shred your single target enemy to death (not that single target encounters are really difficult anyway).

        I feel like the above explanations can be applied to dominate person sufficiently.

        For any of these three spells there are standard Sorcerer spells that do their job better and/or work well for both single target and multiple enemies like web, fear, hypnotic pattern, sleet storm, wall of stone, synaptic static or just absolutely shut down with a better save like phantasmal force (put an illusion of a bag full of bees over your targets head, heavily obscuring their vision and watch them utterly fail at INT checks to shrug it off). Use your standard spells to make a well rounded combat capable Aberrant Mind Sorcerer and then use your preps here to expand on your utility or further bolster your firepower with more reliable INT saving throws like Tasha’s mind whip and synaptic static.

  1. I think psionic casters should have an ability where you double the damage die for psychic damage cantrips, might require additional balancings like choosing the extra damage or the effect, just makes these psychic cantrips more of a use in combat.

  2. I’m somewhat surprised that Hex isn’t mentioned in more detail here. It is by no means the best considering Silvery Barbs, but I quite like it. The amount of utility that Hex provides when you don’t need any components for it is great in social (wisdom for insight checks) and stealth (wisdom for perception checks) scenarios. I definitely think that it is worth mentioning since it gets so much use out of not having components, but I would agree that most builds wouldn’t pick it optimally.

    There are definitely builds that get use out of it though like if your race is goblin (and you are constantly hiding), you have eldritch blast from a multiclass and want to conserve spell slots, or if your group is trying to surprise an enemy (although a DM might rule that a hex, even without components, constitutes an aggressive act that starts combat and therefore does not affect the enemy’s passive perception during the surprise “check”).

    1. Surprise is used when detecting enemies, If you have the time to cast hex the enemies already failed to detect you

  3. Really nice list. I’m playing an Aberrant Mind Sorcerer currently, and I’ve found that I’d rate the more social spells (Charm Person, Detect Thoughts, Modify Memory) a bit higher, since it’s so easy to play this class with most NPCs not even knowing you’re a caster. Suggestion is a bit weird with Psionic Spells / Subtle Spell though, since you might still need to speak the sentence to cast the spell. This could tip off other NPC’s a la Jedi Mind Trick.

    Also, it’s worth noting that Locate Object is subject to a lot of DM interpretation. I’m not sure how many DM’s will let you search for “magic” objects, or even objects modified by an adjective (e.g., a “smooth” door).

  4. Thanks for this list, very helpful! My question is why is Enemies About seemingly not even considered? It is not a great spell, but given how poor the options for 3rd level spell are, I think it could certainly be given a look. Using it when facing several enemies could not only be entertaining, given the fact that you do so without components, but quite useful as the enemy not only might attack their allies, but the allies may even decide to attack them. This potentially wastes lots of actions, as well as hopefully dealing some damage. Additionally, it being an Int save seems quite nice as well. Thanks again for the article!

    1. There are a couple lines of thought behind this spell.

      First, it can be run somewhat inconsistently between different DMs. Let’s say you are fighting a red dragon with a bunch of kobold minions, and you hit the red dragon with enemies abound and it fails the save. Enemies abound doesn’t say “the target chooses the nearest creature it can see,” it says “it chooses the target at random from among the creatures it can see within range of the attack, spell, or other ability itโ€™s using.” A red dragon could see 4 adventures that have entered its lair and 6 kobold minions around it, all enemies, and quite feasibly choose to still attack your party, as they are clearly the biggest threat! Is this “adversarial DMing”? In a sense, yes, but in this also logically probably what a dragon would do in that situation. So it’s hard to say what you can expect from this spell all the time. You might be able to ask your DM ahead of time before you pick this spell and get an answer…but they could very feasibly say “it depends” and we think that’s a fair answer too.

      Second, it’s not exactly a “sticky” spell. A save any time the targeted creature gets hit means that the effect could drop quite quickly, again, depending on how creatures around it react to the spell in question. Casting it without components via Psionic Sorcery might aid you in the confusion somewhat, but back to our previous example—it’s entirely possibly the kobold minions think they’ve been betrayed and attack the dragon, and somewhere along the way the dragon makes its save to end the effect. This is another way in which the spell is creature-psychology and DM-dependent in a way that’s difficult to predict and assess.
      Finally (though this last point doesn’t matter as much), there’s a lot of competition for this spell in terms of both slot cost and functionality. Obviously these are “additional” learned 3rd level spells so it’s not actually costing you a learned spell, but 3rd level Sorcerer spells include counterspell, dispel magic, fireball, fly, hypnotic pattern, and sleet storm. That’s a lot of competition for your 3rd level slots. Phantasmal force is a 2nd level spell that targets the same save and is generally a lot “stickier,” though it also comes with DM fiat baggage.

      Ultimately, enemies abound is the best combat spell out of the available non-default picks (incite greed is just hypnotic pattern but worse). With Psionic Sorcery’s lack of components, you might be more out of it than a typical casting, but it’s generally hard for us to endorse. It’s definitely a fun idea though.

  5. Thank you for the helpful write up. Is there a reason why gift of alacrity was not included for 1st level? I assume it’s because while belonging to the divination school it is limited to the two dunamancy subclasses. However, it has been selected e.g. for the flagship clockwork soul via fey touched. Apologies if the explanation is really simple, I’m still fairly new to the game.

    1. Fey Touched just needs you to pick ANY divination spell.
      Aberrant mind needs you to pick a divination well from the sorcerer, warlock, or wizard spell list; which Gift of Alacrity is not (hence it is not picked).

      It’s a really unintuitive situation where it’s a spell accessible by (certain) wizards, but not actually on the wizard spell list; easy to get confused and you were pretty close with your initial suspicion.

      Thanks for reading!

  6. Maybe I’m forgetting, isn’t Divination the spell for Clerics only? Wouldn’t that be outside the parameter of the class?

    1. Divination was added to the Wizard list via Tashaโ€™s Cauldron of Everything optional spell list enhancements

  7. I think Hunger of Hadar is a little better than you describe, especially for just 3 sorcery points. If someone w/30 ft speed is in the center, difficult terrain means they have to dash to get out. If not, well they’re blinded and half deafened, so they have no way of knowing the quickest path out. Assuming two people were running towards you from the back half, you could twin cast Ray of Frost and quicken Hunger of Hadar. If hit, slowed speed means they’d be trapped for their full turns and then each take like 27 damage. It costs 6 points, but it’s worth it, no?

  8. Small correction, in the description of the Divination Spell you say the caster can ask three questions when in fact the spell says โ€œYou ask a single question concerning a specific goal, event, or activity to occur within 7 days.โ€œ Probably just a mix up with the commune spell which does allow for 3 questions per casting.

  9. Great breakdown! I was wondering if you plan to do a basic build guide for Aberrant Mind Sorcerer, similar to what you did with Shadow. Thanks

  10. I have a question. Can a Clockwork or Aberrant Mind sorcerer swap a spell he or she has just got? Like, I up to level 7 and I want to swap Black Tentacles for Psychic Lance. Can I already do that?

    1. Ask your DM/table. We interpret the answer to your question as “yes” because you are gaining a Sorcerer level. The only time we do not assume this to be the case for our builds is at exactly level 1.

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