Aberrant Sorcery

An alien influence has wrapped its tendrils around your mind, infusing your very being with psionic powers. Perhaps you were exposed to the Far Realm's warping influence at a young age, or perhaps you were implanted with a mind flayer tadpole that never completed ceremorphosis, and now it's psionic powers are yours.

Psionic Warp

At 3rd level, you can unleash your aberrant power as a space warping anomaly. As a bonus action, you can spend 1 Sorcery Point to teleport to an unoccupied space within 30 feet of you. After teleporting, you can choose to make the next spell you cast until the end of your turn deal psychic damage instead of its normal damage type, and you may add your Charisma modifier to the damage roll.

Telepathic Speech

At 3rd level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while you are within 1 mile of each other. You do not need to share a language to understand each other. The telepathic connection lasts for a number of minutes equal to your Sorcerer level, and you may have a number of creatures connected equal to your Charisma modifier at once. You can choose whether the connected creatures can all hear each other, or if only you can.

Psychic Defense

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Aberrant Awakening

At 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 Sorcery Point or more to magically transform your body for 10 minutes, awakening the powers within you. For each Sorcery Point you spent, you can gain one of the following benefits of your choice:

Warping Implosion

At 18th level, your Psionic Warp ability can be focused to be even stronger. You can now use Psionic Warp as an action, and when you use it as an action, you can teleport up to 120 feet. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. 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.