Sorcerer
Base Class: Sorcerer

Sorcerers with innate magic are a rare breed, even rarer are those born with innate Psionic abilities. Sorcerers with Psionic minds are among the most unique of their kind, utilizing abilities that primordial beings once used to shape the universe. As magic users, these sorcerers enhance their spell casting ability with the use of Psionic spells which act independently from their sorcerer spells and spell slots. As masters of Psychic energy, they also gain enhanced damage on normal spells which use psychic damage.

Innate Psionics

Sorcerers born with a Psionic mind gain the ability to use Psionic abilities which are independent from their normal spells. To use these abilities, the player consumes Psi Points, allowing them to cast spells specific to this subclass. You regain all Psi Points after a long rest and Recover half of your total on a short rest. As you level up, your well of Psi Points increases.

Psi Limit

As your Psionic Mind grows more powerful, you gain the ability to channel more Psionic points into damaging Psionic spells, increasing their damage. See the descriptions below to determine how many Psi Points can be channeled into Psionic Abilities.

1-3: Psi Point limit is 1

4-7: Psi Point limit is 2

8-11: Psi Point limit is 3

12+: Psi Point limit is 4

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Psionic Enhancements

Having a Psionic Mind has allowed you to do things others cannot. These individuals gain the following benefits:

Speak telepathically with those that can understand it, Hear telepathic speech within one mile of their location, Gain advantage on intelligence saving throws, and gain a +2 to one ability score (Ex. Dex, Int, etc...) they choose which can be changed after finishing a short or long rest.

Psionic Spells

You gain access to the following Psionic spells which use Psi Points.

Blind Spot

Blind Spot (1 Psi Point)

Illusion cantrip (psionic)

  • Casting Time: 1 Bonus Action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

You erase your image or an ally’s image from the mind of one creature you can see within range; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Delusion

Delusion (1 Psi Point)

Illusion cantrip (psionic)

  • Casting Time:1 action
  • Range:60 feet
  • Components:S
  • Duration:1 minute

You plant a false belief into the into the mind of one creature within range. You can create a sound or an image. Only the target of this spell perceives the sound or image you create.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a creature’s roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5-foot cube, and can't move or be reflective. The image can’t create any effect that influences a sense other than sight. The image lasts for 1 minute, and disappears if the creature touches it.

 

 

Elemental Beam

Energy Beam (1-4 Psi Points)

Evocation cantrip (psionic)

  • Casting Time:1 action
  • Range:90 feet
  • Components:S
  • Duration:Instantaneous

You target one creature you can see within range. The target must succeed on an Dexterity saving throw or take 2d8 cold, fire, lightning, or thunder damage (your choice). When casting this spell, you can choose up to 4 Psi Points to use for the attack provided you remain within the Psi Point limitation as described in the Psionics description. Using more psi points increases the power of the spell. For each Psi Point spent, the damage increases by 2d8.

Light Step

Light Step (1 Psi Point)

Transmutation cantrip (psionic)

  • Casting Time:1 bonus action
  • Range:Self
  • Components:S
  • Duration:Instantaneous

You alter your density and weight to improve your mobility. For the rest of your turn, your movement speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mental Prison

Mental Prison (1-4 Psi Points)

Transmutation cantrip (psionic)

  • Casting Time:1 action
  • Range:120 feet
  • Components:S
  • Duration:Instantaneous

You target one creature you can see within range. You create storm of negative thoughts within the target's mind. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage and be frightened of all players for 1 turn. On a success, the target takes half damage and is not frightened.

When casting this spell, you can choose up to 4 Psi Points to use for the attack provided you remain within the Psi Point limitation as described in the Psionics description. Using more psi points increases the power of the spell. For each Psi Point spent, the damage increases by 1d10.

Mind Meld

Mind Meld (1 Psi Point)

Divination cantrip (psionic)

  • Casting Time:1 bonus action
  • Range:120 feet
  • Components:S
  • Duration:Instantaneous

You can connect telepathically with one willing creature you can see within range. The target must have an Intelligence of at least 2, otherwise this spell fails and the bonus action is wasted.

You gain access to one memory of the target's choice, gaining perfect recall of what the target did or experienced.

The memories share the same limits as the creature - the memories of a blind person will lack a visual element, a dog may recall smells better than sights, and so on.

 

 

Mind Slam

Mind Slam (1-4 Psi Points)

Transmutation cantrip (psionic)

  • Casting Time:1 action
  • Range:60 feet
  • Components:S
  • Duration:Instantaneous

You target one creature you can see within range with a powerful wave of psychic energy. The target must succeed on an Constitution saving throw or take 2d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.

When casting this spell, you can choose up to 4 Psi Points to use for the attack provided you remain within the Psi Point limitation as described in the Psionics description. Using more psi points increases the power of the spell. For each Psi Point spent, the damage increases by 2d6.

Mystic Charm

Mystic Charm (1-4 Psi Points)

Enchantment cantrip (psionic)

  • Casting Time:1 action
  • Range:120 feet
  • Components:S
  • Duration:1 round

You beguile one humanoid you see within range. The target must succeed on a Charisma saving throw, or be charmed by you until the end of your next turn. On your following turn, if the creature was charmed, you can choose to expend another Psi Point to maintain the charmed effect. This would expend your bonus action. You can extend the original effect up to three times so that a total of 4 Psi Points are consumed. If the creature is harmed before the duration ends, it must role another saving throw to see of the connection is maintained.

Mystic Grasp

Mystic Grasp (1 Psi Point)

Transmutation cantrip (psionic)

  • Casting Time:1 bonus action
  • Range:30 feet (60 feet maximum)
  • Components:S
  • Duration:Instantaneous

You use your mind to manipulate or move an object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

You can use this spell to accomplish simple tasks, such as opening an unlocked door, or pour out a container.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Psychic Force

Psychic Force (1-4 Psi Points)

Transmutation cantrip (psionic)

  • Casting Time:1 action
  • Range:60 feet
  • Components:S
  • Duration:Instantaneous

You unleash a blast of telekinetic energy against a single target in range. On a hit, the target will take 2d6 force damage and must roll a Strength saving throw. On a failure and if the target is Large or smaller, you push the target up to 20 feet in a straight line in a direction of your choice.

When casting this spell, you can choose up to 4 Psi Points to use for the attack provided you remain within the Psi Point limitation as described in the Psionics description. Using more psi points increases the power of the spell. For each Psi Point spent, the damage increases by 1d6.

Soul Arrow

Soul Arrow (1-4 Psi Points)

Transmutation cantrip (psionic)

  • Casting Time:1 action
  • Range:120 feet
  • Components:S
  • Duration:Instantaneous

You create a longbow of psychic energy and fire a psionic projectile at an enemy in range. As part of the action used to cast this spell, you must make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage. The weapon passes through most solid matter. The target does not benefit from half-cover or three-quarters cover.

When casting this spell, you can choose up to 4 Psi Points to use for the attack provided you remain within the Psi Point limitation as described in the Psionics description. Using more psi points increases the power of the spell. For each Psi Point spent, the damage increases by 1d10.

Psionic Conversion

As a bonus action, you can convert hit points into more Psi Points. Through sheer force of will, your psionics convert your own well being into Psionic fuel at a rate of 3 hp for every 1 Psi Point.

At level 14, the conversion rate becomes 2 hp for every 1 Psi Point.

At level 18, the conversion rate becomes 1 hp for every 1 Psi Point.

Walking Psionic Bomb

Beginning at level 14:

7 Psi Points

As an action, You gain the ability to cast the Psionic ability Walking Psionic Bomb using Psi Points. This ability costs 7 Psi Points and targets the mind of one creature within range, ordering it to implode on itself. The brain begins emitting telepathic frequencies which the Psionic Mind Sorcerer can exploit at the moment of death. When cast, the targets behaves normally; however, if that target is killed before it finishes its fifth turn, the Sorcerer uses those emitting psionic brain waves and imbues it with magic, creating an explosion which damages all creatures within 30 feet of it. All creature within the blast zone must make a Dexterity Saving Throw or take 5d12 Psychic damage. On a success, creatures take half damage. On a failure, targets take full damage and are stunned for one turn.

Psionic Cataclysm

Beginning at level 18:

10 Psi Points

As an action, You gain the ability to augment the Psionic Bomb ability using Psi Points. If the Walking Psionic Bomb ability is active, regardless of how close the ability is to detonating, you can use an action to target two additional targets that the Walking Psionic Bomb spreads to. These two targets begin with the same duration as the original target for the 5 turn duration. If the Walking Psionic Bomb detonates due to the death of any of the three affected creatures, this triggers a chain explosion where the 30 foot explosive sphere now erupts from all three targeted creatures.

The damage is the same as the Walking Psionic Bomb ability (5d12); however, if a creature is caught in overlapping explosive spheres, the creature takes damage from both explosions. For example, if creatures A and B are affected by the Psionic Bomb Cataclysm and Creature A dies within the 5 round duration, both creatures A and B will detonate each dealing 5d12 to all creatures who fail the saving throw within 30 foot sphere of their locations. If Creature C is within both blast areas at the time of detonation, Creature C takes 10d12 damage if it fails the saving throw.

Allies who are caught in the blast radius of at least one explosion no longer take full damage and will instead take no damage on a Dexterity Saving Throw success and half damage on a failure.

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