Sorcerer
Base Class: Sorcerer

From a young age, your mind has always been able to wander and reach into the far and unknown places. You are now able to hone that ability to not only perform impressive psychic feats, but also to being to exert your will around reality itself around you. The question is now if you will use this great gift for good, or to sew havoc and chaos?

Psychic Abilities

At first level, you gain a number of abilities as you begin to draw on your mental talent.

Psychic Die. You have a number of psychic die equal to your proficiency bonus, the size of which is a d4 but increases as you gain more sorcerer levels. As a bonus action, you can expend a Psychic Die to regain a number of sorcery points equal to the amount rolled. You regain expended Psychic Die after a long rest.

Sorcerer Level Psychic Die
1st Level d4
4th Level d6
8th Level d8
12th Level d10
16th Level d12

Mind over Matter. Your mastery over the metaphysical has granted you some control over the physical. Your range when throwing a weapon with the light or finesse property doubles, and weapons automatically return to your hands after being thrown. As a bonus action, you can make a thrown weapon attack and can additionally expend a Psychic die to add to any attack or damage rolls when using a thrown weapon.

Open Mind. You can communicate Telepathically at a range of 120 feet, provided you have visual sight of the creature. If a creature you are communicating with goes out of range or out of sight, you can still maintain mental contact with them for a number of minutes equal to your sorcerer level. Additionally, if you know the location of a creature you can continue speaking with them telepathically as normal as long as they are still within range.

See it coming. While in combat, you use your mental abilities to quickly read and anticipate incoming danger. You can take the Dash, Dodge, or Disengage action as a bonus action

Psychic Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psychic 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.

Psychic Spells
Sorcerer Level Additional Spells
1st Mind Sliver, CommandDissonant Whispers
3rd Detect Thoughts, Tasha's Mind Whip
5th Enemies Abound, Sending
7th Raulothim's Psychic Lance, Confusion
9th Rary’s Telepathic Bond, Telekinesis

Hard to Read

At 6th level, your mastery over the mental has reached new heights. You are now resistance to psychic damage, and have advantage on saving throws against being charmed and frightened. Additionally, enemies that would normally be able to read your mind must first make a Charisma saving throw against your spell save DC or take 2d10 psychic damage as they attempt to read your guarded thoughts.

Telekinetic Warrior. Your continued use of your mental prowess continues to stretch into the physical realm. As a reaction, you can cause a missed attack from a thrown weapon to automatically hit. As a bonus action, you can throw a weapon as normal and then teleport to it. Each time you use either of these abilities you must expend one Psychic Die.

Veil of the Mind

At 14th level, you are able to seep into the minds of nearby creatures to make it as though they cannot see you. As an action, you become invisible along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

You can only use this feature once per short rest, or can expend a psychic die to regain the use of this feature per die spent.

Rend Reality

At 18th level, you gain the ability to rend the very fabric of reality itself. As an action, you can teleport to an unoccupied space you can see within 300 feet of you. Immediately after you disappear, creatures of your choosing within 30 feet must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 5d10 psychic damage and stunned for one minute, or only half damage if they succeed. They can repeat the saving throw at the end of their turn during the one minute.

You can use this feature once per short rest, or can expend a psychic die to use it.

 

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