I recently created a class based off of the Far Realm and somewhat-psion like powers. They are similar to druids and clerics, having a 1d8 hit die, full spellcasting, and a more utility-focused class (no healing though). I haven’t compiled a full spell list for it yet, but it will likely be similar to a sorcerer with mostly utility spells.
NOTE: This post will break down the class and one of its subclasses, the Mind Warper. The other 2 subclasses will be posted on different questions with the full class.
Aberrant Psychics are powerful mages who can cast arcane spells through their exposure to the far realm. They might have come across a portal that warped their mind in unfathomable ways, or maybe just had their mind opened by a beholder.
NOTE: This class is unique because it uses the Sanity ability score, which is in the Dungeon Master’s Guide. If your campaign doesn’t use the Sanity ability score, replace all instances of Sanity with Wisdom.
Quick Build: You can make an Aberrant Psychic quickly by following the following suggestions. First, Sanity (or Wisdom) should be your highest ability score, followed by Constitution. Make Dexterity second highest if you plan to take the Mind Specialty Mind defense. Next, choose the minor illusion, prestidigitation, and chill touch cantrips and the spells false life, chaos bolt, and identify. Your background should be hermit.
As an Aberrant Psychic, you gain the following class features:
Hit Dice: 1d8 per Aberrant Psychic level
Hit Points at 1st level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Aberrant Psychic level after 1st
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Sanity, Wisdom (or: Wisdom, Charisma)
Skills: Choose two from Arcana, Insight, Perception, Investigation, Nature, Religion, and Intimidation
You start with the following equipment, in addition to the equipment from your background, OR you can purchase your equipment with 3d4 × 10 gp.
- (a) An arcane focus or (b) a component pouch
- (a) Any simple weapon or (b) a light crossbow with 20 bolts
- (a) A explorer’s pack or (b) a dungeoneer’s pack
- Leather armor and 2 daggers
Idea: Basically warlock proficiencies, and standard d8 casting hit die. Nothing special at all.
Your mind was warped by the Far Realm, giving you the power to call on the Far Realm to cast spells. Aberrant Psychics get full spellcasting in terms of spell slots. The Aberrant Psychic spell list is at the end of the document.
At 1st level you know 3 cantrips from the Aberrant Psychic spell list. You learn additional cantrips when you level up, as shown in the Cantrips known column of the Aberrant Psychic Features table.
Your spellcasting ability is Sanity (or Wisdom) because your spells rely on your ability to withstand the insanity of the far realm.
Spell Save DC: 8 + proficiency bonus + your Sanity (or Wisdom) modifier
Spell Attack Bonus: proficiency bonus + your Sanity (or Wisdom) modifier
Learning Spells of 1st level and higher:
You know 3 spells at 1st level from the Aberrant Psychic spell list. You learn addition spells when you
level up, as shown in the Spells known column of the Aberrant Psychic Features table.
You can use an arcane focus as a spellcasting focus for your spells
Idea: Nice and normal spellcasting. Nothing special. The Sanity modifier is different, but the option to swap it out for Wisdom makes it that if Sanity is a problem, I can swap it.
At 2nd level, your mind is so strongly adapted to the Far Realm you can modify your spells with its energy. When you cast an Aberrant Psychic spell by expending a spell slot, you can change one damage roll of the spell to psychic damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Idea: This should see frequent use against creatures with numerous immunities, and increases their flexibility since they will not have many damaging spells. Could be bad against constructs and other psychic immune creatures, but they see niche use and they could choose not to analyze it.
At 3rd level, you choose a Mind Specialty to specialize in, choosing from Mind Warper, Life Drainer, or Mind Defense. These Specialties are detailed at the end of the class description. Life Drainer and Mind Defense will be covered in a separate question.
Idea: Standard 3rd level subclass. Nothing special here.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or 2 ability score of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
Idea: Nothing special here. Completely standard and unremarkable.
At 5th level, you can use your mind to influence the land. Magical difficult terrain does not affect you, and you know the location of all creatures with intelligence 10 or higher within 10 feet of you.
Idea: Meant to be a niche-use feature and could help in combat against invisible foes.
At 6th level, your adaptation to the Far Realm gives you advantages in some social situations. You have advantage on all charisma checks made to influence Aberrations.
Idea: Another niche feature, meant to be a ribbon and nothing else.
At 8th level, you can reach into a creatures mind. As an action, you can reach into a creatures mind. It must make a charisma saving throw against your spell save DC. On a failure, it takes 3D6 psychic damage and its creature type becomes aberration for the next minute. On a success, it only takes half damage, and its creature type isn’t changed. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.
Idea: This is something they will use commonly. With numerous features handling aberrations, this helps them be useful more.
At 14th level, your experience with Aberrations gives you advantages while fighting them. You have advantage on spell attack rolls when fighting an aberration (this bonus just applies to the aberration), and aberrations have disadvantage on saving throws against your spells. This feature also works on creatures influenced by aberrations, such as an Ogre charmed by a beholder or a thrall of a mind flayer.
Idea: Meant to work in tandem with the 8th level feature, this helps them a lot in combat.
Far Realm Manipulator
At 18th level, you can channel the energy of the Far Realm into your spells. Once per turn, when you hit with a spell attack or an enemy fails its save against one of your spells, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target enters the far realm for a moments, taking 5D8 psychic damage and is teleported up to 30 feet to a place of your choice. You can use this feature three times and regain all expended uses when you finish a short or long rest.
Idea: Basically a weak “Hurl Through Hell” that can help with crowd control or tactical maneuvering.
At 20th level, you are the master of psychic energy. You gain the following benefits:
- You are immune to psychic damage.
- You are resistant to damage dealt by aberrations.
- When you have no uses of Mind Alter remaining, you regain one use
when you roll initiative.
Idea: Meant to make them better against aberrations, and make more creatures aberrations.
You specialize in warping and fiddling with a creature’s mind.
At 3rd level, you learn the vicious mockery cantrip if you don’t already know it. If you already know that cantrip, you learn another cantrip of your choice. When you cast vicious mockery, if the target succeeds on its saving throw, it takes half damage instead of no damage.
Idea: A niche-use cantrip becomes a lot more powerful, gaining basically Potent Cantrip.
At 6th level, you have learned to probe a creatures mind. You have advantage on Wisdom (Insight) checks. You can also cast the detect thoughts spell at will, using your spell save DC.
Idea: Something for social situations, this should basically make them human lie detectors, a great fit for a Mind Warper.
At 6th level when you cast vicious mockery, the target has disadvantage on the saving throw. Also, you can add your Sanity (or Wisdom) modifier to the damage roll of vicious mockery.
Idea: This subclass revolves around the 2 spells gained from the previous features, and this ups the power of vicious mockery significantly.
At 10th level, you can probe into a target’s mind to learn its deepest fears. As an action while you are affecting a creature with detect thoughts, you can end the spell and force the target to make a wisdom saving throw against your spell save DC. On a failure, the creature takes 6d6 psychic damage and is frightened of you for 1 round. On a success, the creature takes half damage and isn’t frightened.
Idea: Mind Tricks is a feature that makes affecting a creature with detect thoughts great in combat, a new use for a social spell.
Master of Mind
At 16th level, your connection with the mind is extremely potent. You gain telepathy within a range of 60 ft., and you can use the power of your mind to effect other minds within the vicinity. To understand your telepathic utterances, a creature need not share a language with you, but must be able to understand at least one language. As an action, you can deal 1d8-5d8 psychic damage to yourself, and force up to 10 creatures of your choice within 60 feet of you that can understand your telepathic utterances to make a Wisdom saving throw. On a failure, the creature is moved 10 feet away from you and takes the same amount of damage that you took. On a success, it takes the amount of damage that you took and isn’t moved.
Idea: Pretty much a mind flayer mind blast. The drawback is significant, but can be effective a few times a day, like Frenzy for Barbarians.
Again, the spell list is not finalized but is pretty much going to be spells like mind spike, utility spells, and such.
I know this is a long document, thanks for taking the time out of your day to help!
Here is the link to the Q&A about the 2nd subclass, Life Drainer: Are this “Aberrant Psychic” class and its “Life Drainer” subclass balanced?