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  UNEARTHED ARCANA 
  Sorcerer and Warlock 
  This document provides playtest options for the 
  sorcerer and the warlock. It also presents a new 
  cantrip: mind sliver. 
  This Is Playtest Content 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by final game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Sorcerous Origin 
  At 1st level, a sorcerer gains the Sorcerous 
  Origin feature. Here is a playtest option for that 
  feature: Aberrant Mind. 
  Aberrant Mind 
  An alien influence has wrapped its tendrils 
  around you, warping you in both body and mind. 
  Perhaps a psychic splinter lodged in your psyche 
  after you suffered domination by an aboleth. 
  Maybe you were born somewhere tainted by the 
  Far Realm, a planar blot that changed you 
  forever. Or perhaps mind flayers kidnapped you, 
  subjecting you to the nightmarish process of 
  ceremorphosis—but the transformation failed 
  and left you altered. 
  Unique Disturbance 
  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 
  sorcerer reads a creature’s mind with detect thoughts, 
  anyone in their immediate vicinity experiences a faint 
  but pervasive sense of dread. Or it could be 
  unmistakable, such as sweating a sheen of viscous 
  mucus when you’re scared, or your pupils squirming 
  when you’re excited. Consider the potentially 
  unspeakable source of your sorcerer’s powers, and use 
  that as a guide to weave threads of eeriness throughout 
  your magic. 
  Invasive Thoughts 
  1st-level Aberrant Mind feature 
  At 1st level, you gain the ability to use a bonus 
  action to magically create a telepathic link with 
  one creature you can see within 30 feet of you. 
  Until the link ends, you can telepathically speak 
  to the target through the link, and if it 
  understands at least one language, it can speak 
  telepathically to you. The link lasts for 10 
  minutes, and it ends early if you are 
  incapacitated or die, or if you use another bonus 
  action to break the link or to establish this link 
  with a different creature.  
  Psionic Spells 
  1st-level Aberrant Mind feature 
  Starting at 1st level, your aberrant nature 
  changes your mind in subtle but profound ways. 
  You learn additional spells when you reach 
  certain levels in this class, as shown on the 
  Psionic Spells table. The spell counts as a 
  sorcerer spell for you, but it doesn’t count 
  against the number of sorcerer spells you know. 
  These spells can’t be replaced when you gain a 
  level in this class. 
  Psionic Spells 
  Sorcerer Level 
  Spells 
  1st 
  arms of Hadar, dissonant whispers 
  3rd 
  calm emotions, detect thoughts 
  5th 
  hunger of Hadar, sending 
  7th 
  compulsion, Evard’s black tentacles 
  9th 
  modify memory, Rary’s telepathic 
  bond 
  Warped Being 
  1st-level Aberrant Mind feature 
  Starting at 1st level, your aberrant origin 
  protects you from harm. Your body might have a 
  coating of viscous slime, tough hide, scales, or an 
  invisible psionic barrier (choose the form of 
  protection when you gain this feature). 
  Whatever form the protection takes, your AC 
  equals 13 + your Dexterity modifier while you 
  aren’t wearing armor.  
  
   
   
   
   
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  Rule Tip: AC Calculations Don’t Stack 
  When the game gives you more than one way to 
  calculate your Armor Class, you can use only one of 
  them. You choose the one to use. For example, if you 
  have the Aberrant Mind’s Warped Being feature and the 
  monk’s Unarmored Defense feature, you don’t mix 
  them together. Instead, choose which one determines 
  your AC.  
  Psionic Sorcery 
  6th-level Aberrant Mind feature 
  Beginning at 6th level, when you cast any of the 
  spells gained from your Psionic Spells feature, 
  you can cast it by expending a spell slot as 
  normal or by spending a number of sorcery 
  points equal to the spell’s level. If you cast the 
  spell using sorcery points, it requires no 
  components. 
  Psychic Defenses 
  6th-level Aberrant Mind feature 
  At 6th level, you gain resistance to psychic 
  damage, and you have advantage on saving 
  throws against being charmed or frightened. 
  Revelation in Flesh 
  14th-level Aberrant Mind feature 
  Beginning at 14th level, you can unleash the 
  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 
  minute. For each sorcery point you spend, you 
  can gain one of the following benefits of your 
  choice, the effects of which last until the 
  transformation ends:  
  • You gain a swimming speed equal to your 
  walking speed and the ability to breathe water. 
  Gills grow from your neck or fan out from 
  behind your ears, your fingers become 
  webbed, or you grow lashing cilia that extend 
  through your clothing.  
  • You gain a flying speed equal to your walking 
  speed and can hover. As you fly, your skin 
  glistens with mucus. 
  • Your body, along with any equipment you are 
  wearing or carrying, becomes slimy and 
  pliable. You can move through any space as 
  narrow as 1 inch without squeezing, and you 
  can spend 5 feet of movement to escape from 
  nonmagical restraints or being grappled.  
  • Your eyes turn black or become writhing 
  sensory tendrils. You are aware of the location 
  of any hidden or invisible creature within 60 
  feet of you.  
  Warp Reality 
  18th-level Aberrant Mind feature 
  At 18th level, you become the focal point of a 
  reality-warping anomaly. As an action, you can 
  magically radiate a transparent, 20-foot-radius 
  aura for 1 minute. This might take the form of a 
  sphere of rippling psychic energy, a fluctuating 
  amoebic gel, an extrusion of ephemeral 
  parasites, or some other manifestation. Other 
  creatures treat the aura as difficult terrain, and 
  when they start their turn in it, they take 2d10 
  psychic damage. When you activate this feature, 
  you can choose any number of creatures you can 
  see to be unaffected by the aura. 
   As a bonus action, you can end the aura early. 
  If you do so, you and any number of creatures 
  you choose within the aura are teleported to a 
  location you can see within 1 mile of you. Each 
  creature must appear within 20 feet of you and 
  in an unoccupied space. An unwilling creature 
  that succeeds on a Charisma saving throw 
  against your spell save DC is not teleported. 
   Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  Otherworldly Patron 
  At 1st level, a warlock gains the Otherworldly 
  Patron feature. Here is a playtest option for that 
  feature: the Lurker in the Deep. 
  The Lurker in the Deep 
  You made a pact with an entity that lurks 
  somewhere deep in the ocean, or even on the 
  Elemental Plane of Water, such as a mighty 
  kraken, an ancient primordial, or a monstrous 
  being from creation’s earliest days. You serve as 
  this creature’s eyes and ears, watching the world 
  beyond its domain and reporting your findings. 
  You may have gained this pact as a member of a 
  cult dedicated to the entity or after your patron 
  saved your life when you nearly drowned at sea. 
  The Lurker’s Clutches 
  Several features of the Lurker in the Deep create 
  tentacles or a maw that reach into the world. The form 
  
   
   
   
   
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  of these appendages should reflect the nature of your 
  specific patron. For example, a kraken’s warlock might 
  summon great squid-like tentacles, serrated crab claws, 
  or a massive octopus beak, while the servant of a 
  primordial water elemental might create tendrils or 
  swells of living water.  
  Expanded Spell List 
  1st-level Lurker in the Deep feature 
  The Lurker in the Deep lets you choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the 
  warlock spell list for you. 
  Lurker Expanded Spells 
  Spell Level 
  Spells 
  1st 
  create or destroy water, thunderwave 
  2nd 
  gust of wind, silence 
  3rd 
  lightning bolt, sleet storm 
  4th 
  control water, Evard’s black tentacles 
  5th 
  commune with nature, cone of cold 
  Grasp of the Deep 
  1st-level Lurker in the Deep feature 
  At 1st level, you gain the ability to magically 
  summon a spectral tentacle that strikes at your 
  foes. As a bonus action, you create a 10-foot-long 
  tentacle at a point you can see within 60 feet of 
  you. The tentacle lasts for 1 minute or until you 
  use this feature to create another tentacle. 
   When you create the tentacle, you can make a 
  melee spell attack against a creature within 10 
  feet of it. On a hit, the target takes 1d8 cold or 
  lightning damage (your choice when it takes the 
  damage) and its speed is reduced by 10 feet until 
  the start of your next turn. When you reach 10th 
  level in this class, the damage dealt by the 
  tentacle increases to 2d8. 
   As a bonus action on your turn, you can move 
  the tentacle up to 30 feet and repeat the attack. 
   You can summon the tentacle a number of 
  times equal to your Charisma modifier 
  (minimum of once), and you regain all expended 
  uses when you finish a long rest.  
  Scion of the Deep 
  1st-level Lurker in the Deep feature 
  At 1st level, your patron accepts you into its 
  inner court of servitors. You can telepathically 
  communicate with any aberration, beast, 
  elemental, or monstrosity that has an innate 
  swimming speed, while it is within 120 feet of 
  you. The creature can understand you and can 
  respond telepathically.  
  Fathomless Soul 
  6th-level Lurker in the Deep feature 
  At 6th level, your patron grants you greater 
  abilities. You gain the following benefits: 
  • You can breathe both air and water. 
  • You gain a swimming speed equal to your 
  walking speed.  
  • You gain resistance to cold damage. 
  Guardian Grasp 
  6th-level Lurker in the Deep feature 
  At 6th level, the tentacle you create with Grasp of 
  the Deep can defend you and others. When you 
  or a creature you can see takes damage while 
  within 10 feet of the tentacle, you can use your 
  reaction to choose one of those creatures and 
  reduce the damage to the chosen creature by 
  half. After doing so, the tentacle vanishes. 
  Devouring Maw 
  10th-level Lurker in the Deep feature 
  Starting at 10th level, you can magically draw 
  forth a manifestation of your patron’s insatiable 
  hunger. As an action, choose a point you can see 
  within 60 feet of you. For 1 minute, a translucent 
  maw manifests in a 10-foot radius centered on 
  that point. Each creature in that area when the 
  maw appears must succeed on a Strength saving 
  throw against your spell save DC or be 
  restrained. Any creature that starts its turn in 
  the maw’s area takes 3d6 cold or lightning 
  damage (your choice when it takes the damage). 
  As an action, a restrained creature can repeat the 
  saving throw, ending the restraint on a success. 
  At the start of your turn, if there is a creature in 
  the maw’s area, you gain temporary hit points 
  equal to your warlock level. 
   Once you use this feature, you can’t do so again 
  until you finish a short or long rest. 
  Rule Tip: Temporary Hit Points Don’t 
  Stack 
  If you have temporary hit points and receive more of 
  them, you don’t add them together, unless a rule says 
  you can. Instead, you decide which temporary hit points 
  
   
   
   
   
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  to keep. For more information on temporary hit points, 
  see chapter 9 of the Player’s Handbook.  
  Unleash the Depths 
  14th-level Lurker in the Deep feature 
  Starting at 14th level, you gain the ability to call 
  upon your patron for aid. As an action, you 
  choose a point within 30 feet of you where your 
  patron tears through reality, manifesting a 
  measure of its thalassic grandeur. Choose one of 
  the following effects to issue from this 
  manifestation point. Once you use either effect, 
  you can’t use this feature again until you finish a 
  long rest. 
   Transport. You and up to five willing 
  creatures of your choice that you can see within 
  30 feet of the manifestation point are grasped by 
  spectral tentacles and yanked through your 
  patron’s realm. The tentacles teleport you and 
  the chosen creatures to a point of your choice 
  within 100 miles that you have visited within the 
  past 24 hours. The tentacles then vanish.  
   Fury. You can direct a barrage of spectral 
  tentacles to issue forth and strike up to five 
  creatures you can see within 30 feet of the 
  manifestation point. Each target must make a 
  Dexterity saving throw against your spell save 
  DC. On a failed save, the creature takes 6d10 cold 
  or lightning damage (your choice) and is 
  knocked prone. On a successful save, it takes half 
  as much damage and is not knocked prone. The 
  tentacles then vanish. 
   
  New Spell 
  A new cantrip suitable for psionic-themed 
  spellcasters is presented here: mind sliver. It 
  appears on the sorcerer, warlock, and wizard 
  spell lists.  
  Mind Sliver 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: 1 round  
  You drive a disorienting spike of psychic energy 
  into the mind of one creature you can see within 
  range. The target must make an Intelligence 
  saving throw. Unless the saving throw is 
  successful, the target takes 1d6 psychic damage, 
  and the first time it makes a saving throw before 
  the end of your next turn, it must roll a d4 and 
  subtract the number rolled from the save. 
   This spell’s damage increases by 1d6 when you 
  reach certain levels: 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6).  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA61 - Sorcerer and Warlock.pdf