Sorcerer
Base Class: Sorcerer

Psychics are Sorcerers whose minds are uniquely attuned to the Weave, resulting in a condition often referred to as being "Open". "Open" individuals can sense and interact with minds around them. Psychics are particularly powerful Open, and natural masters of mental magic.

These casters use Wisdom as their primary spellcasting stat.

While under the effects of the Mind Blank spell, you are incapable of utilising any Psionics (except dismissing the "Going Dark" Psionic), your Mind Sense, telepathic links, etc. Additionally, you are not able to be detected by any mind sense.

Telekinetic Defense

Your telekinesis allows you to defend yourself, AC is equal to 13 + your Wisdom modifier.

Psionics

Psychics can structure their psychic abilities to create Psionics - forming what are essentially Psychic spells.
Each has a Psionic Level, which determines the Sorcery point cost of casting the Psionic.

At 5th level, you've learned to be more "gentle" in your psychic attacks. When you deal psychic damage from any source, you may cause the damage to be nonlethal.

Mind Sliver. Psionic Level: 0. Action. On your turn, you drive a disorienting spike of psychic energy into the mind of one creature you can see within 60 feet of you, dealing 1d8 + your Wisdom modifier Psychic damage. At 8th level, this increases to 2d8 + WIS mod Psychic damage. At 12th level, this increases to 3d8 + WIS mod Psychic damage.

Telekinetic Message. Psionic Level: 0. Bonus Action. You can form a telepathic connection between your mind and the mind of another. Choose one creature you can see within 30 feet of you. You may telepathically transmit a message into the mind of the targeted creature.

Mind Shield. Psionic Level: 1. Action. On your turn, you form a protective shield around your mind. For three rounds, you have advantage of Wisdom saving throws and you gain resistance to Psychic damage.

Memory Probe. Psionic Level: 2. Action. At 4th level, you can rigorously search through a target's memories. You may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, you may root through its memories for 2 minutes before you must re-cast the Psionic. For every 30 seconds of active searching, the target takes 1d4 Psychic damage.

Sensory Deprivation. Psionic Level: 3. Action. At 6th level, you can block the sensory information from entering target's minds. You may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, you may apply either the Blinded or Deafened condition. The applied condition lasts until the end of the target's next turn.

Saint Trina's Touch. Psionic Level: 3. Action. At 6th level, you can forcefully induce restfulness into a target. You may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, it falls Unconscious.

False Memory. Psionic Level: 4. Action. At 8th level, you can implant false memories into a target. On your turn, you may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, a false memory of your creation implants itself in the target's mind.

Memory Erasure. Psionic Level: 4. Action. At 8th level, you can remove memories from a target. On your turn, you may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, you may erase a number of its memories equal to your Sorcerer level. At 15th level, you may double the Psionic Level to completely erase the target's mind.

Mind Whip. Psionic Level: 4. Action. At 9th level, you can lash out with psychic power to weaken the mental faculties of a target. On your turn, you may select one target within 30 feet of you that you can see and force it to roll a Wisdom saving throw against your Spell Save DC. If it fails, it takes 3d10 psychic damage and you select its Charisma, Wisdom, or Intelligence score. The selected score is reduced by 2. This reduction counts as a curse for the purposes of removing it.

Going Dark. Psionic Level: 4. Reaction. At 18th level, you have gained the ability to completely shut off your mind from being touched. As a reaction, you may go under the effects of the Mind Blank spell. You may dismiss this at any time as a bonus action.

Mind Sense

At 6th level, you can sense minds around you. You are aware of the presence and general location of any mind within 60 feet of you. Within 30 feet, you are aware of exact locations. Any creatures you detect through this feature count as being "seen" for the purposes of your Psionics.

At 10th level, your psychic abilities have evolved enough to grant you a semblance of understanding of thoughts. When minds are within 30 feet of you, you may also "hear" their surface thoughts. Additionally, your range has expanded from a total of 60 feet to 90 feet.

Flexible Psionics

At 6th level, you have become skilled enough to modify your Psionic creations on the fly. Psionics now count as spells for the purposes of applying Metamagic.

Misdirection

Starting at 14th level, when a creature rolls to hit against you, you can use your reaction to subtract your Proficiency modifier + your Wisdom modifier from the roll. The attacker must also make a Wisdom saving throw against your Spell Save DC. On a failed save, the attacker has disadvantage on all attack rolls until the end of its next turn.

Impenetrable Mind

At 18th level, you have become truly adept at wielding your mind, making it nigh impervious to harm. You gain immunity to Psychic damage.

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