Base Class: Sorcerer
Your very being has been forever changed by the energy of aberrant beings.
Psionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Telepathy
Starting at 1st level, you can use a bonus action to create a link between your mind and that of a different creature within 30 feet of you. To understand each other, you must share a language. This telepathic links lasts for a number of minutes equal to your sorcery level, as long as you're on the same plane of existence.
Psionics
Beginning at 6th level, you can choose to psionically cast a spell of 1st lever or higher, by spending a number of sorcery points equal to the level of the spell. When you do so, you don't spend a spell slot as normal, and you also don't have to use any verbal, somatic, or material components(unless they are consumed by the spell).
Psychic Barrier
At 6th level, you gain resistance to psychic damage, as well as slashing, piercing, and bludgeoning damage from nonmagical weapons.
Mind Over Matter
Beginning at 14th level, you can change your physical form using the strength of your mind. As a bonus action, you can spend sorcery points to gain the effects below, spending 1 sorcery point for each you choose. The transformation lasts for up to 10 minutes, and includes any equipment on your body.
- Your pupils expand to fill your entire eye, and become transparent instead of black, revealing the insides of your ocular organs. You become able to see any invisible creatures within 60 feet of you.
- Dark, monstrous, raven like wings sprout from your back. You gain the power of flight, with a flying speed equal to your walking speed.
- You grow gills on your neck, webs between your fingers and toes, and a moray like tail the length of your entire body grows from your neck and upper back. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
- Your body partially loses its physical form, becoming slimy and almost liquid. You, including anything you carry on your person, 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.
Cataclysmic Teleportation
At 18th level, your mind has become so powerful that you can bend space to your will, and cause great destruction. 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.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
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