Does the Aberrant Mind Sorcerer Subclass’ Warping Implosion Ability Affect the User?

For the Aberrant Mind sorcerer origin, it’s lv 18 ability, Warping Implosion, reads as follows:

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

So, if you teleport to within 30 feet of where you were before, do you need to make a saving throw and potentially take damage and get sucked closer? I can see this playing out one of two ways

  1. Since the saving throws are made right after you disappear, you haven’t reappeared yet and are thus unaffected

  2. Since it is teleportation, the moment you disappear you also reappear in your new location and thus would be affected

Can a Sorcerer learn “Cure Light Wounds” from a scroll?

According to the book, the sorcerer can learn an unusual spell from a scroll if the spell is Arcane. A Bard can use Arcane spells, and the “Cure Light Wounds” is available on his magic table.

So if I am a sorcerer and found a “Cure Light Wounds” scroll, would I be able to learn it as an unusual spell?

My question is because on page 64(Players book) there is this situation:

For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however

What counts as a sorcerer spell for the purposes of wild magic surge?

Wild Magic Surge:

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

What fulfills the requirements of a "sorcerer spell of 1st level or higher"?

A few options that I can think of for defining a "sorcerer spell"

Any spell that you’ve learned from Sorcerer and that you’re casting through the Spellcasting feature.

This is my idea of the default answer. A sorcerer spell is a spell you’ve learned as a sorcerer and are casting as a sorcerer.

Any spell that you’ve learned from Sorcerer

This is also reasonable. But it opens the door to casting spells through magic items, such as Cape of the Mountebank, triggering wild magic surges.

Any spell on the Sorcerer spell list.

Still reasonable. This would mean that learning the spell Hold Person through Bard’s learned spells and casting it could trigger a wild magic surge, as it’s a spell that’s both on the Bard’s spell list and the Sorcerer’s.

Does a Divine Soul Sorcerer have access to the additional cleric spells in Tasha’s Cauldron of Everything?

Additional Cleric Spells

1st-level cleric feature

The spells in the following list expand the cleric spell list in the Player’s Handbook. The list is organized by spell level, not character level.

Divine Magic

When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Do the additional spells count as being on the Cleric’s spell list for the purposes of Divine Magic as long as both supplements are agreed to be used?

Can a level 16 draconic sorcerer maintain their dragon wings indefinitely?

Draconic sorcerers gain the focus spell Dragon Wings at 5th level:

When the spell is heightened to 8th level, "the duration increases to ten minutes."

If a sorcerer has a focus point at time T, and expends it by casting Dragon Wings, then when do they regain that focus point?

From :

You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool.

Does this imply that the sorcerer can’t maintain their wings indefinitely, as (presumably) they would cast the spell in combat, and thus would have some time (e.g. a couple of rounds) where they weren’t engaged in the Refocus activity? I.e. they would start refocusing at some time T + x, where x > 0, and they would only regain the Wings at T + x + 10m ?

I want to say this is correct, but I also like the notion of the sorcerer gaining those wings for as long as they reduce their focus pool by 1, to ‘keep it up’. But I’d appreciate your thoughts.

Psionic Sorcerer: Psychic Strike with ongoing spells

Psychic Strike 6th-level Psionic Soul feature You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

Does this work with an ongoing spell like witchbolt? Or something like Fire Shield?

Is this Void Themed Sorcerer Subclass Reasonably Balanced?


I’m trying to make a Sorcerer subclass that has a Lovecraftian/Far Realm theme. I tried to balance it around Shadow, Divine Soul, Storm and the Abberant/Psionic Mind UA. (I realize that is probably over-tuned some) I’m hoping this isn’t overly powerful though probably on the higher end of the spectrum. I’ll be play testing it in about a month give or take a week.


One of the things I wanted in this subclass was an extended spell list as I feel, having played a sorcerer in Pathfinder 1e and DnD 5e, that the limited spells known combined with everyone being a spontaneous caster shoehorn Sorcerers a bit too much into glass cannons with no real versatility.

I also wanted a unique feel and theme without stepping on the other subclasses’ toes.

The Subclass

Level 1:

  • Dark Vision – 120 Feet

This is right from Shadow Sorcery

  • Expanded Spell List:

These spells are granted as you gain the appropriate level in this subclass to cast them. They are gained automatically and do not count towards spells known.

Spell Name           Spell Level        Class Level Arms of Hadar          level 1            level 1 Darkness               level 2            level 3 Hunger of Hadar        level 3            level 5 Shadow of Moil         level 4            level 7 Synaptic Static        level 5            level 9 

I’m not too thrilled with Synaptic Static but couldn’t find a better thematic spell from PHB or XtGE. I thought about giving Dimension Door at 9 but it made the wording clunky and I felt a linear progression made more sense.

Level 6:

  • You can see through magical darkness granted through this sub class’ features.

I’m unsure of how necessary this is, it might make level 6 too strong.

  • As a bonus action you can create a void tendril to push or pull yourself or another creature 10 feet. If the creature is unwilling, it makes a strength save against your spell save DC. This ability has a range of 30 feet.

I don’t know how powerful the ability to yank friendlies out of Attack of Opportunity range is. This might need to be yourself or hostile creatures.

Level 14:

  • You are immune to fear effects and can cast spells with a range of touch up to a range of 30 feet.

As above I am unsure how necessary this is, I mainly threw it in for the thematic elements.

  • As a reaction you may spend 2 sorcery points, you are under the effect of blur until the start of your next turn. This does not require concentration.

I originally had levels 6 and 14 switched, but I want the core of the class to be the tendril and not the blur. The downside being a lack of sorcery point dumps for 14 levels.

Level 18:

  • As a bonus action you may spend 6 sorcery points to manifest the void for 1 minute. While under this effect you gain the following:

    • You have a Hover Speed equal to your movement speed.
    • You may use your void tendrils up to three times as a bonus action and when this ability is activated. If the target fails their save they take 2D6 force damage.
    • Magical Darkness is centered around you with a radius of 15 feet. Any number of creatures in range you designate when this ability is activated can see through this darkness.


Is this balanced as a Sorcerer subclass and is the wording and intent of each feature clear and in line with officially published materials?

I had the flavor of the class in mind while designing this and really wanted the expanded spell list. I am completely unsure of how the tendrils, especially at level 18, are balanced as they work a bit differently from published materials I am aware of.

Can shadow sorcerer cast darkness using sorcerer points and metamagic at the same time?

I hope that the title is clear, but let me go a bit in detail.

Let’s say that I want to use the shadow sorcerer feature "eyes of the dark" to cast darkness using two sorcerer points. More, I would like to cast it as a bonus action, with quick spell metamagic option.

Is this possible? The final results is that the sorcerer cast darkness as bonus action, using 4 sorcerer points and no spell slot.

Thanks for any reply. (:

as a Sorcerer, given that I can’t multiclass or take feats, how successful can I be at passing concentration checks starting at level 15 [closed]

I’m doing a melee sorcerer, but I’m afraid of losing my concentration in combat because in the higher levels the damage is too big and the concentration check is too difficult.
My campaign dosen’t allow feats and multiclassing, only ASI.
Is the haste spell worth it at higher levels?

not worth it to cast only to lose it in one round because I was hit and lost concentration – that’s what I mean by "Is it worth it?"

dex- (+2) str- (+2) / int – (0) / wis- (-1) / const (+5)

prof- (+5)

Can a Simulacrum of a sorcerer regain its sorcery points?

The description of Simulacrum states:

The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If someone cast Simulacrum on a sorcerer, would the Simulacrum be able to regain its sorcery points by taking a long rest? (Can simulacra even take rests?) In particular, I ask because the sorcerer has the Font of Magic class feature at level 2 that allows them to convert their sorcery points into spell slots or vice versa.

(This question can also be extended to other limited-use class features like a fighter’s Action Surge, a druid’s Wild Shape, etc., but I don’t know if the answer would be different since sorcery points can specifically be used to create spell slots.)