Sorcerer
Base Class: Sorcerer

Your innate magical prowess comes from a force not entirely considered as magic per se. The arts of psionics have been used and honed by both the Mind Flayers and their previous Gith servants. A mind-bound sorcerer can shift the tides of any battle with a single word. If you prefer, you may use intelligence as your spellcasting ability instead of charisma.

Mental Speech

At first level, you gain telepathy at a range of 100 feet. Using telepathy for the first time against any creature gives you advantage on the next Charisma check against that creature. In addition, you learn the Vicious Mockery cantrip if you hadn’t already.

Thought Strike

Whenever you make a melee attack at 1st level, it will deal an extra 1d6 psychic damage. This damage increases by an additional 1d6 at 5th, 11th, and 17th levels. This bonus does not apply to magic weapons

Innate Spellcasting - Psionics

Starting at 6th level, you can use your psionic power to cast Detect Thoughts and Levitate at will without using components or a spell slot. Mage Hand becomes invisible.

Mind Blast

Beginning at 14th level, you can cast a new 4th level spell called Mind Blast. Every creature within a 60-ft cone must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Casting this spell takes one action.

When you cast this spell using a spell slot of 5th level or higher increases its damage by 1d8 for each slot above 4th.

Memory Transfer

At 18th level, you can steal the memories of a creature for yourself. When you touch a living target with an Intelligence score higher than 5, you can spend your action and 4 sorcery points to copy a specific memory into your own mind. If you use another action to take another memory from the target, they must roll an Intelligence saving throw and attempt to break free. If they fail, they take 2d4 psychic damage and you gain another memory. Each failed saving throw increases the damage by an extra 1d4, up to 20d4. Killing a creature with this feature gives you all their memories and knowledge, including all spells they knew, before their death.

Alternatively, you can gift your own memories to a creature. Doing so ends an effect that would reduce the target’s intelligence. You can only gift a number of memories equal to your intelligence modifier before taking a long rest or taking psychic damage from memory transfer.

While you use this feature, you and your target are considered paralyzed.

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