D&D 5E Aberrant Mind's Psionic Sorcery is officially the most powerful feature.

BacchusNL

Explorer
@Crit Welcome dude, and well-written for sure! I'm actually coming around more and more on the Aberrant mind.
Having a sort-of free subtle metamagic (and getting only 2 metamagic choices for such a long time always felt limited as a sorc, I think) in your kit that also allows swapping one recource for another is very handy.

I'm still hoping for some errata that adds expanded spell lists to the other Sorc Subclasses aswell, somewhere down the line, btw. I understand that they didn't want to go into that for Tasha's (because that would mean re-visiting Xanathar's and all other material aswell, and they wanted to keep Tasha's self-contained to PHB+Tasha's), but it would be such an easy fix, I think.
 

log in or register to remove this ad

Crit

Explorer
@Crit Welcome dude, and well-written for sure! I'm actually coming around more and more on the Aberrant mind.
Having a sort-of free subtle metamagic (and getting only 2 metamagic choices for such a long time always felt limited as a sorc, I think) in your kit that also allows swapping one recource for another is very handy.

I'm still hoping for some errata that adds expanded spell lists to the other Sorc Subclasses aswell, somewhere down the line, btw. I understand that they didn't want to go into that for Tasha's (because that would mean re-visiting Xanathar's and all other material aswell, and they wanted to keep Tasha's self-contained to PHB+Tasha's), but it would be such an easy fix, I think.
I agree!

In general, I think a lot of Aberrant Mind's features seem like things that should be standard for the other existing Sorc subclasses (giving spells known, mainly). It would be a big change, but it feels necessary. Think about Shadow Sorcerer- Right now, they don't have Summon Shadow, while Clockwork summons Constructs and Aberrant summons Aberrations. There's so many cases of spells that seem like they should be given by default, even if it has to be done retroactively.

15 spells known in total is really difficult to work with, in terms of fleshing out a character's magic- it should just be a base count, like it is for Aberrant and Clockwork, rather than a total, as it is for non-Tasha's sorcerers. I think it's possible for this change to come, as some things line up too well to ignore. And also if they don't do it, Tasha's sorcerers will be blatantly more powerful and difficult not to choose.

I think that Metamagic Adept does wonders for Sorcerer and other spell casting classes, as it gives more options no matter who it goes to. I put it in high regards alongside Eldritch Adept and Fighting Adept, feat alternatives to now-not-needed multi-classing, but that's a topic for another time.
 

Hohige

Explorer
The divine soul sorcerer remains competitive... Look. One Shot K.O build


1606228991228.png

Spirit Shroud Spell

V.Human (+1 Dex+1 Cha) Divine Soul Sorcerer level 10
Starting Stats
: For 8 / Dex 15 / Con 15 / Int 8 / Wis 8 / 15 cha
ASIs: Skill Expert (+1CON, stealth expertise), Metamagic Adept (Extra 2 metamagic option and extra 2 sorcery point), +2 CHA
Final Stats: For 8 / Dex 16 / Con 16 / Int 8 / Wis 8 / 18 cha

Metamagic option: Quicken, Empower, Unerring, Extended, Subtle

Cantrips Known:

Spells Known:
Shield, Dimension Door, Mage Armor (Extended), Counterspell, Inflict Wounds, Earth Eruption, Aid (Extended), Scorching Ray, Spiritual Weapon, Mind Spike, Spirit Shroud, Greater Invisibility.


Magical Guidance You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.




Highlights

The Blaster


With the power of Spirit Shroud Spell. The Divine Soul Sorcerer transforms into the biggest Blaster in the game.

Damage: Adding 2d8 with average dice 5.5 (Empower metamagic) to each attack. d6 has an average of 4.25 (Empower spell)

Accuracy: With Unerring Spell, you become the most accurate character in the game. You reroll whenever you fail an attack (2sp). Favored by the gods adds + 2d4 to the roll attack. This is incredibly powerful.

NOVA: Quicken Scorching Ray level 5. 6 rays. Damage for each radius 2d6 (8.5) + 2d8 (11) = average19.5 damage. If the attack fails, use Unerring Spell. Total damage of 117 without considering the critical chance. Firebolt as action for 24.5 damage. Damage in a single turn, 141.5.

DPT (Damage per turn): Action for Scorching Ray level 2 for 59 average damage. Bonus action for Spiritual Weapon damage 26. Avg 85 damage per turn. This is currently the best NOVA and DPS in the game.

A spiritual weapon upcasted to level 4 + Spirit Shroud, deals 4d8+4 damage as bonus action.


Stealth Casting

Stealth check: +3 Dex, Double Proficiency +8 for +11 Stealth check. That is enough to win most passive perception.

He can Subtle metamagic without leaving the Hidden condition.
Mental spells like Subtle Empowered Mind Spike can defeat easily an enemy with Impunity.
Subtle Earth Eruption is fun to defeat the enemy with explosions without reveal himself. It also works amazingly with Empower Spell and Upcasted (d12).
You can cast Subtle Spirit Shroud to ambush your enemy with an fatal blow.


Go into Melee:

Upcasting Empowered Inflict Wounds + Unerring Spell + Favored by the gods is always deals a lot of damage with high precision. +Quicken Booming Blade is fun.

The counterspell

Your spells cannot be contraspelled and you can easily subtle counterspell.
Subtle Dispel removes any magical protection from them.

The beating is guaranteed.

Damage resistance immunity?

Don't worry, Subtle Earth Eruption solves this.
 
Last edited:

Ovinomancer

No flips for you!
The divine soul sorcerer remains competitive... Look. One Shot K.O build


View attachment 129062
Spirit Shroud Spell

V.Human (+1 Dex+1 Cha) Divine Soul Sorcerer level 10
Starting Stats
: For 8 / Dex 15 / Con 15 / Int 8 / Wis 8 / 15 cha
ASIs: Skill Expert (+1CON, stealth expertise), Metamagic Adept (Extra 2 metamagic option and extra 2 sorcery point), +2 CHA
Final Stats: For 8 / Dex 16 / Con 16 / Int 8 / Wis 8 / 18 cha

Metamagic option: Quicken, Empower, Unerring, Extended, Subtle

Cantrips Known:

Spells Known:
Shield, Dimension Door, Mage Armor (Extended), Counterspell, Inflict Wounds, Earth Eruption, Aid (Extended), Scorching Ray, Spiritual Weapon, Mind Spike, Spirit Shroud, Greater Invisibility.


Magical Guidance You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.




Highlights

The Blaster


With the power of Spirit Shroud Spell. The Divine Soul Sorcerer transforms into the biggest Blaster in the game.

Damage: Adding 2d8 with average dice 5.5 (Empower metamagic) to each attack. d6 has an average of 4.25 (Empower spell)

Accuracy: With Unerring Spell, you become the most accurate character in the game. You reroll whenever you fail an attack (2sp). Favored by the gods adds + 2d4 to the roll attack. This is incredibly powerful.

NOVA: Quicken Scorching Ray level 5. 6 rays. Damage for each radius 2d6 (8.5) + 2d8 (11) = average19.5 damage. If the attack fails, use Unerring Spell. Total damage of 117 without considering the critical chance. Firebolt as action for 24.5 damage. Damage in a single turn, 141.5.

DPT (Damage per turn): Action for Scorching Ray level 2 for 59 average damage. Bonus action for Spiritual Weapon damage 26. Avg 85 damage per turn. This is currently the best NOVA and DPS in the game.

A spiritual weapon upcasted to level 4 + Spirit Shroud, deals 4d8+4 damage as bonus action.


Stealth Casting

Stealth check: +3 Dex, Double Proficiency +8 for +11 Stealth check. That is enough to win most passive perception.

He can Subtle metamagic without leaving the Hidden condition.
Mental spells like Subtle Empowered Mind Spike can defeat easily an enemy with Impunity.
Subtle Earth Eruption is fun to defeat the enemy with explosions without reveal himself. It also works amazingly with Empower Spell and Upcasted (d12).
You can cast Subtle Spirit Shroud to ambush your enemy with an fatal blow.


Go into Melee:

Upcasting Empowered Inflict Wounds + Unerring Spell + Favored by the gods is always deals a lot of damage with high precision. +Quicken Booming Blade is fun.

The counterspell

Your spells cannot be contraspelled and you can easily subtle counterspell.
Subtle Dispel removes any magical protection from them.

The beating is guaranteed.

Damage resistance immunity?

Don't worry, Subtle Earth Eruption solves this.
Better, but you've cast Spirit Shroud in a 5th level slot to get +2d6 and now upcasting scorching ray to 5th taps your high level slots for a single go. But, okay, let's look at it. Spirit Shroud's extra damage only occurs within 10' of you. You can't distant that because it's range self. So, your target is within 10' for this combo. You at least paid attention to your CHA score this time, so your ATT isn't terrible for the level, but, depending on the target AC, the value of this combo is varying due to the fact that you're making 6 separate attack rolls -- you're likely to miss a few.

On the Empower, it's actually a touch of an interesting question. Empower is the only metamagic that doesn't need to be used when the spell is cast, but instead trips on when the spell rolls damage. The interaction with Scorching Ray and Spirit Shroud is fun, then. I'd be generous and say that 1 point allows you to reroll any damage rolls within a single use of Scorching Ray, but it could easily be that it would be per attack, as that's when Scorching Ray rolls damage. Still, let's go with 1 point for Empowering Scorching Ray. Spirit Shroud, on the other hand, would cost 1 point per hit to empower it, because it does clearly have separate triggers that are being invoked. You can't just Empower it at casting for 1 point and then get the effect over the duration -- that's pretty clear. Also, it wouldn't make sense on a per round basis because it can trip over multiple turns depending on opportunity attacks and other fun. So, it would need to be paid for per use. That's 7 sorcery points if all the rays hit, which is unlikely, so add in a few uses of Unerring Accuracy and you're pretty much tapped in one go.

Sure, you could use Favored by the Gods, but I'd save that for defensive reasons -- you might save a reroll cost, but the counter is going to murder you. And that's because, defensively, you're wide open, with poor saves and a terrible armor class. If your opponent is a wizard, you're also hosed by the first level spell shield, which will cripple your alpha strike output (which also has to be within 10', again). You're going to be running low after your alpha, and the counter can target a poor save or just your poor AC. You have a good chance making the concertation check to not lose Spirit Shroud, but it's a risk, and then you'd be out your force mulitplier and down to some limited options for attack.

The Stealth route is pretty passive and poor as well, as it relies on the idea that the target just stays there for the punishment. That's a silly plan -- just moving out of your spell range makes you inept, and mind spike isn't that awesome of an attack vector. Also, you can't use it with Spirit Shroud because both are concentration.

Again, this is mostly a mess of assuming the target is inept, the situation is optimal for you, exclusively focuses on PVP, and misses a lot of key rules interactions. There's a reason your builds don't already top optimization lists -- they don't work the way you think they do. I mean, the empowered upcast scorching ray? You could have done basically this before with hex on a sorlock or with magic initiate to grab hex. 1d6 less, but that's not the big selling point, really, and it would work very well with range (Hex doesn't require you to be within 10' like Spirit Shroud and it's also not a 5th level cast for 2d6, or 3rd for 1d6). And, yet, it's not a major leader in tactics or builds. Because it's overly expensive and there are more effective options, and also because most builds have to adventure instead of fight single stupid PC opponents in optimum conditions.
 

Hohige

Explorer
If your opponent is a wizard, you're also hosed by the first level spell shield, which will cripple your alpha strike output (which also has to be within 10', again). You're going to be running low after your alpha, and the counter can target a poor save or just your poor AC. You have a good chance making the concertation check to not lose Spirit Shroud, but it's a risk, and then you'd be out your force mulitplier and down to some limited options for attack.
Well, Wizard's Shield x Sorcerer's counterspell.
The wizard is dead.
 

Hohige

Explorer
- they don't work the way you think they do. I mean, the empowered upcast scorching ray? You could have done basically this before with hex on a sorlock or with magic initiate to grab hex. 1d6 less, but that's not the big selling point, really, and it would work very well with range (Hex doesn't require you to be within 10' like Spirit Shroud and it's also not a 5th level cast for 2d6, or 3rd for 1d6). And, yet, it's not a major leader in tactics or builds. Because it's overly expensive and there are more effective options, and also because most builds have to adventure instead of fight single stupid PC opponents in optimum conditions.
Hex vs Spirit Shroud.
1d6 vs 2d8 (For 3d8 level 7th or 4d8).
average 4.25 vs average 11.
Yes It's 10ft, a amazing place to subtle counterspell.
 
Last edited:

Hohige

Explorer
The Stealth route is pretty passive and poor as well, as it relies on the idea that the target just stays there for the punishment. That's a silly plan -- just moving out of your spell range makes you inept, and mind spike isn't that awesome of an attack vector. Also, you can't use it with Spirit Shroud because both are concentration.
Subtle Mind Spike is sweet, you remain hidden without any evidence of spellcasting or visual effect. The target just die.
It's like Naruto's Sharingan. It can be casted on social encounters.
 

Ovinomancer

No flips for you!
Hex vs Spirit Shroud.
1d6 vs 2d8 (For 3d8 level 7th).
average 4.25 vs average 11.
Yes It's 10ft, a amazing place to subtle counterspell.
Right, it's a slight improvement at the cost of 4 spell levels (1st to 5th). If the concept had merit, it would be useful at the lower end as well. You don't see this happen.
Well, Wizard's Shield x Sorcerer's counterspell.
The wizard is dead.
Again, you assume your opponent is inept -- you've managed to get within 10' without anything happening prior to that -- ie, you start in your alpha strike position against an opponent that's too inept to respond. Swap the wizard for another sorcerer and your plan is already doomed -- subtle counterspell ruins your plans entirely -- you can't afford to subtly cast all of your spells AND generate the necessary empowers. Subtle Spirit Shroud is 2, Subtle Scorching Ray is 2, and you still need 7 if you hit everything and more if you miss any. This leaves plenty of room for the Sorcerer to just cast shield, because you can't afford to respond with another 2 and a 3rd level slot after your 2 fifth level slots and get there.

If you give the other PC the same 1 round prep you've imagined for yourself, then odds radically change.
 

Ovinomancer

No flips for you!
Subtle Mind Spike is sweet, you remain hidden without any evidence of spellcasting or visual effect. The target just die.
It's like Naruto's Sharingan. It can be casted on social encounters.
No, the target knows they took damage. They're not going to just stand there and keep taking it. Just running away thwarts your dastardly plan, and, in social engagements, knowing there's a hidden assassin using mind magic is going to get bad quickly for anyone that could be considered suspicious -- like a sorcerer that's just come visiting. Your awareness of any broader context is lacking.
 

Hohige

Explorer
Again, you assume your opponent is inept -- you've managed to get within 10' without anything happening prior to that -- ie, you start in your alpha strike position against an opponent that's too inept to respond. Swap the wizard for another sorcerer and your plan is already doomed -- subtle counterspell ruins your plans entirely -- you can't afford to subtly cast all of your spells AND generate the necessary empowers. Subtle Spirit Shroud is 2, Subtle Scorching Ray is 2, and you still need 7 if you hit everything and more if you miss any. This leaves plenty of room for the Sorcerer to just cast shield, because you can't afford to respond with another 2 and a 3rd level slot after your 2 fifth level slots and get there.

If you give the other PC the same 1 round prep you've imagined for yourself, then odds radically change.
Sorcerer vs Sorcerer is a fair battle.
What a wizard can do against it?
Subtle is 1 sorcery point only.

Subtle Spiritual Shroud, regain his sorcery points converting level 1 spell slot.
Empower and Unerring spell can be used if the damage rolls is bad or misses an attack.
They are very efficient resources, only used when the dice rolls is bad or its attack has failed.

Against at maximum 13 AC Wizard. It's dead.
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top