Sorcerer
Base Class: Sorcerer

spell choice, given spells and abilities modified from original to match as much as possible.

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 an Evocation or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer level Spells

1st

Shield, Feather Fall, Magic Missle.

3rd

Shatter, Spider Climb

5th

Counterspell, Fly

7th

Fabricate, Private Sanctum

9th

Telekinesis, Wall of Force

 
 

Psionic Power

Also at 1st level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Each of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Kinetic Shield. When you make a saving throw from an area effect, you may expend a Psionic Energy die to add the number rolled to your total. You can choose to use this feature after you make your roll, but before the DM determines whether the roll succeeds or fails. If you succeed while using this feature, you instead take no damage and are unaffected in the area from that cause until the start of your next turn. Alternatively, you may use your reaction to apply this effect to a target you can see within 30 feet of you instead.

Kinetic Thrust. As a bonus action, you may expend a Psionic Energy die to force a target you can see to make a strength saving throw against your spell caster DC or be pushed 10 feet away from you.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. Also, when you cast any spell of 1st level or higher from your Psionic Spells feature, you may also expend a Psionic Energy die and add the total result to any one roll you would make with the spell.

Psychic Exchange

At 6th level, you may exchange one Psionic Energy die into two sorcery points or exchange two sorcery points into one Psionic Energy die.

Kinetic Movement

Beginning at 14th level, you may expend your Psionic Energy die as a psionic power in the following ways:

Kinetic Flight. As an action, while conscious, you can spend a Psionic Energy die to cast fly on yourself for 10 minutes without any verbal or somatic components. While activated this way, you are also under the effects of the shield spell for the entire duration and any strength check as well as your carry capacity is based off of your spell caster (CHA) modifier instead.

Kinetic Teleportation. As a bonus action, you may spend a Psionic Energy die and roll it, pick an unoccupied space you can see, or a location known by you that is up to a number of feet away equal to 10 times the number rolled with your spellcaster (CHA) modifier applied and teleport yourself and up to one other willing creature to that space.

Kinetic Master

At 18th level, you can unleash your kinetic power as easily and freely as your cantrips. While conscious, you are always under the effects of Kinetic Flight and always have the Telekinesis spell active without needing any concentration on either. Also, when you cast any spell of 1st level or higher from your Psionic Spells feature and expend a Psionic Energy die to add the total result, apply the total to each roll you would make with the spell instead.

Previous Versions

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8/25/2023 6:48:14 PM
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