now i haven't had a chance to try these out but i had one character idea that is essentially the child of an great old god that multiclasses into both of these classes, whos goal is to grow stronger in the "gauntlet of the material realm"
however, i wanted to ask people who have ether done this type of multi-classing or have used the aberrant mind sorcerer, cause on paper it looks like someone took abilities from the other sub classes and threw them in a pot while also giving a pretty lack luster 14th lvl ability, but i could be wrong but thats why im asking.
also personally i think the subclass needs more of a theme, it seems that you're meant to be this chaos of flesh so why not some abilities that can have both utility and combat capabilities? like litterally being able to use an action (and sorcery points) to transform one of your arms into a monstrously long appendage that gives you longer reach and able melee attack with it (set damage like 1d10 + STR mod) also being able to grapple with disadvantage from range until later levels? has to be a lower level ability then 14th
but yeah whats been your experiance with the sorcerer sub class or combinding the two classes?
First off, What?? How is the level 14th ability underwhelming? It is probably the most OP sorcerer feature (which means they may nerf it :( ). For example, both draconic and divine ONLY get the wings at level 14th.
The Aberrant Mind can:
Swim speed AND water breathing
WIIINGS!
Ooze form (squeeze through 1 inch holes. Great for exploring. Can't pick a lock? squeeze through it instead! Also insta-freedom from grapple for only 5 movement!
Hidden/invisible vision!!!!!!!
Having ANY of these features. (to compare, other than the dragon & divine lines, shadow gets a BA teleport in darkness, Storm gets a Hellish rebuke (& then flight at 18) and wild sorcs get advantage of their wild surge table).
If the Aberrant mind had even ONE of these features it would have been 'balanced'... give or take. Having them each cost only 1 sorc point (at level 14, I think you can even spare the 4 points to have them all at once) is gold. The ONLY thing from keeping this even remotely balanced is that each of them only last 1 minute per sorc point so you can't really fly or swim for long distances.
If you really want a tentacle attack you have that with your 1st level feature LurkerLock.
That being said, Sorcerers and warlocks have ALWAYS been a good pairing. Both spellcasters, both use Cha and there are really cheesy things you can do with font of magic and short rests..... That being said, a Lurkerlock and Aberrant would be cool but honestly, going GOO lock (great old one) instead would literally be the same sub, different class. You may even have a little redundancy in the 2 telepathic abilities (although GOO is stronger. A free action (not a Bonus Action) and it lasts indefinitely as opposed to 10 minutes. You can also probably use it on multiple creatures simultaneously because the AM says that it deactivates once you use it on another creature and the GOO one doesn't).
If the great old ones were to be classified as a monster type they would be Aberrations, if they aren't already. The AM seems to just be a more physical & offensive manifestation of psionics while the GOO lock focuses more on psychic damage, manipulation and mind control. 2 sides of the same coin. Perfect for your all-powerful deity.
Again I haven't played a sorcerer ever (except in NVN2) so I'm unsure how easy it is to get sorcery points, another thing is that lurker of the deep would make sense for the parent GOO (centipede like wolf monster chained to the deepest darkest depths of the plane of water) with this child being a way to effect the material realm.
Though after getting the ravnica book, Im rethinking the character, may have to go to monk/warlock or sorcerer to make the most use out of the simic hybrid abilities.
Getting sorcery points is as easy as getting a level (in sorcerer). 1 level sorcerer = 1 sorcery point.
But they're the currency for certain sorcerer abilities:
Font of magic - Lets you convert a leveled spell slot for a sorcery point OR vice versa. A quick way (using a bonus action) to replenish either your points or slots. Check the table to see the conversion rate.
Metamagic - check out the options. Some allow you to reroll the damage dice, one let you extend the range of a spell, another lets you extend the duration and so on. Each on has their own cost (usually 1 or 2), the stronger ones that use specific spells scale by spell level.
Class abilities - Completely varied, from Shadow sorc shadow casting to Draconic Presence. Each one has a varied cost.
The only way to replenish sorcery points is through a long rest (as opposed to a monk's Ki points which are replenished with a short rest), or through the Font of Magic conversion. Which is where the warlock Pact Magic short rest cheese comes in... but generally you can expect to use 1-3 sorc points each activation. You can choose to activate it whenever you want, most are situational enhancements to spells & features as opposed to the monk where they're more likely to Flurry of Blows or Stun Strike almost every round.
Obviously, the lower your level, the lower your pool and the more conservative you'll need to be. As you get higher levels, you'll have more points and be able to spam more abilities (at level 14th when you get the AM abilities, having 14 points and using 4 in a shot isn't such a hit)
another thing is that lurker of the deep would make sense for the parent GOO (centipede like wolf monster chained to the deepest darkest depths of the plane of water) with this child being a way to effect the material realm.
Though after getting the ravnica book, Im rethinking the character, may have to go to monk/warlock or sorcerer to make the most use out of the simic hybrid abilities.
Not understanding. There has been discussion that Goo and lurker are pretty similar but tentacle imagery is pretty much where it starts and ends. The inspiration for Luker is actually the Kraken. You may be able to still find it online. It was actually a 'sample homebrew' that Mearles released and it looks like they made the patron more ambiguous by allowing a water elemental or some other 'deep being' as opposed to locking you in to just a kraken.
but if you were to compare the two, just like AM and Goo are similar but one being physical and one being mental same with Lurker. At first level you get an attacking tentacle, later you get a devouring maw, etc. BUUUUT if you plan on multiclassing you can only do that through 2 separate classes.. unfortunately, you can't multi subclass.
Why rethinking into monk? Besides for being stat heavy (you'd need dex & wis for monk then cha for sorc or lock, plus some con for health) there's no real synergy (also be aware that the AM armor (13+dex) does NOT stack with the monk's unarmored defense. You need to pick one and run with it). Sure things may work together but it'll be difficult.
What do you see with the Simic that you want to combine it with monk/sorcer/lock?
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now i haven't had a chance to try these out but i had one character idea that is essentially the child of an great old god that multiclasses into both of these classes, whos goal is to grow stronger in the "gauntlet of the material realm"
however, i wanted to ask people who have ether done this type of multi-classing or have used the aberrant mind sorcerer, cause on paper it looks like someone took abilities from the other sub classes and threw them in a pot while also giving a pretty lack luster 14th lvl ability, but i could be wrong but thats why im asking.
also personally i think the subclass needs more of a theme, it seems that you're meant to be this chaos of flesh so why not some abilities that can have both utility and combat capabilities? like litterally being able to use an action (and sorcery points) to transform one of your arms into a monstrously long appendage that gives you longer reach and able melee attack with it (set damage like 1d10 + STR mod) also being able to grapple with disadvantage from range until later levels? has to be a lower level ability then 14th
but yeah whats been your experiance with the sorcerer sub class or combinding the two classes?
First off, What?? How is the level 14th ability underwhelming? It is probably the most OP sorcerer feature (which means they may nerf it :( ). For example, both draconic and divine ONLY get the wings at level 14th.
The Aberrant Mind can:
Having ANY of these features. (to compare, other than the dragon & divine lines, shadow gets a BA teleport in darkness, Storm gets a Hellish rebuke (& then flight at 18) and wild sorcs get advantage of their wild surge table).
If the Aberrant mind had even ONE of these features it would have been 'balanced'... give or take. Having them each cost only 1 sorc point (at level 14, I think you can even spare the 4 points to have them all at once) is gold. The ONLY thing from keeping this even remotely balanced is that each of them only last 1 minute per sorc point so you can't really fly or swim for long distances.
If you really want a tentacle attack you have that with your 1st level feature LurkerLock.
That being said, Sorcerers and warlocks have ALWAYS been a good pairing. Both spellcasters, both use Cha and there are really cheesy things you can do with font of magic and short rests..... That being said, a Lurkerlock and Aberrant would be cool but honestly, going GOO lock (great old one) instead would literally be the same sub, different class. You may even have a little redundancy in the 2 telepathic abilities (although GOO is stronger. A free action (not a Bonus Action) and it lasts indefinitely as opposed to 10 minutes. You can also probably use it on multiple creatures simultaneously because the AM says that it deactivates once you use it on another creature and the GOO one doesn't).
If the great old ones were to be classified as a monster type they would be Aberrations, if they aren't already. The AM seems to just be a more physical & offensive manifestation of psionics while the GOO lock focuses more on psychic damage, manipulation and mind control. 2 sides of the same coin. Perfect for your all-powerful deity.
Again I haven't played a sorcerer ever (except in NVN2) so I'm unsure how easy it is to get sorcery points, another thing is that lurker of the deep would make sense for the parent GOO (centipede like wolf monster chained to the deepest darkest depths of the plane of water) with this child being a way to effect the material realm.
Though after getting the ravnica book, Im rethinking the character, may have to go to monk/warlock or sorcerer to make the most use out of the simic hybrid abilities.
Getting sorcery points is as easy as getting a level (in sorcerer). 1 level sorcerer = 1 sorcery point.
But they're the currency for certain sorcerer abilities:
Font of magic - Lets you convert a leveled spell slot for a sorcery point OR vice versa. A quick way (using a bonus action) to replenish either your points or slots. Check the table to see the conversion rate.
Metamagic - check out the options. Some allow you to reroll the damage dice, one let you extend the range of a spell, another lets you extend the duration and so on. Each on has their own cost (usually 1 or 2), the stronger ones that use specific spells scale by spell level.
Class abilities - Completely varied, from Shadow sorc shadow casting to Draconic Presence. Each one has a varied cost.
The only way to replenish sorcery points is through a long rest (as opposed to a monk's Ki points which are replenished with a short rest), or through the Font of Magic conversion. Which is where the warlock Pact Magic short rest cheese comes in... but generally you can expect to use 1-3 sorc points each activation. You can choose to activate it whenever you want, most are situational enhancements to spells & features as opposed to the monk where they're more likely to Flurry of Blows or Stun Strike almost every round.
Obviously, the lower your level, the lower your pool and the more conservative you'll need to be. As you get higher levels, you'll have more points and be able to spam more abilities (at level 14th when you get the AM abilities, having 14 points and using 4 in a shot isn't such a hit)
Not understanding. There has been discussion that Goo and lurker are pretty similar but tentacle imagery is pretty much where it starts and ends. The inspiration for Luker is actually the Kraken. You may be able to still find it online. It was actually a 'sample homebrew' that Mearles released and it looks like they made the patron more ambiguous by allowing a water elemental or some other 'deep being' as opposed to locking you in to just a kraken.
but if you were to compare the two, just like AM and Goo are similar but one being physical and one being mental same with Lurker. At first level you get an attacking tentacle, later you get a devouring maw, etc. BUUUUT if you plan on multiclassing you can only do that through 2 separate classes.. unfortunately, you can't multi subclass.
Why rethinking into monk? Besides for being stat heavy (you'd need dex & wis for monk then cha for sorc or lock, plus some con for health) there's no real synergy (also be aware that the AM armor (13+dex) does NOT stack with the monk's unarmored defense. You need to pick one and run with it). Sure things may work together but it'll be difficult.
What do you see with the Simic that you want to combine it with monk/sorcer/lock?