Sorcerer
Base Class: Sorcerer

A Psionic Mind often learns of their abilities at a young age or develop them in a moment of high stress or trauma as a defense mechanism. Psionic Mind Sorcerers are Psionic Mages, Psychics who learn gifts which come from their own mental energy. Able to move objects with their mind, read thoughts and emotions, and project their will into reality, a Psion proves strong emotions and will prove devastating in the right, or wrong, hands. These gifts can come from just about anywhere. Some theorize Psionics come from a tie to the Astral Realm. Perhaps an ancestor survived an attack by a psionic beast, or lived through an Illithid tadpole infection. Perhaps they were exposed to a Psionic Storm in the Astral Plane, or maybe they had a close encounter with an unknowable creature from the Far Realms. Whatever the source a Psionic Mind is forever changed and now must come to terms with and learn to wield their gifts. 

Level 3: Psionic Powers

When you reach a Sorcerer level specified in the Psionic Powers table, you thereafter always have the listed spells prepared. Additionally, you may choose to take spells listed under Graviturgy within the Dunamancy school. Spells chosen from the Gravitury spell list count as learned spells. (D&D beyond prevents created subclasses from having these spells linked to the subclass. You will have to manually add them to your Spellbook in Avrae or through a Homebrewed Creation of your own. For some reason this also includes the spell Conjure Barrage.)

3 Dissonate Whispers, Suggestion, Detect Thoughts, Shield
5 Sending, Conjure Barrage
7 Confusion, Otiluke's Resilient Sphere
9 Telekinesis, Wall of Force

Level 3: Telekinetic Prowess

With your developed powers you have learned to wield telekinetic force in ways few are capable of. You learn the Mage Hand Cantrip and can cast it as a bonus action, rather than an action. Your hand is invisible, and can be up to 90 feet away from you. Your mage hand may be moved as a free action up to 30 feet. You may move objects up to 10 times your Sorcerer level in weight, rather than only the 10lbs limit. 

As a Bonus action on your turn you may telekinetically move a large or smaller creature within 30ft of your Mage Hand. Unwilling creatures make a Strength saving throw against your Spell Save DC. On a failure you may move them up to 5 times your charisma modifier in feet in any direction of your choice. If you have your Innate Sorcery feature active you may target two creatures with this feature.

Id Exploitation

Your burgeoning psionic powers enable you to enhance your spells and alter them to affect the inner self. Spells you cast that deal damage may have their damage type altered to Psychic.  

Level 6: Protective Barrier

You master creating telekinetic barriers to deflect attacks aimed at yourself and your allies. You may now cast Shield on any ally within 30 feet of you. When you successfully deflect an attack with Shield the attack is reflected back at the attacker, dealing Force damage equal to your Sorcerer Level. This damage only applies to attackers within 30 feet of the target who triggered the Shield spell. This damage may only happen to a creature once per turn. (Example, if a Creature attacks the same target 3 times, and the Shield spell deflects every attack, they only take the reflection damage once. If two creatures attack the same target and both attacks are reflected, both attackers take the damage.)

If your Innate Sorcery feature is active you may use your reaction 1 additional time in a single round, but only for the Shield spell.

Level 14: Mental Fortitude

You bolster your psionic defenses, shielding not just your body but your mind as well. You gain proficiency in Intelligence and Wisdom saves, if you do not already have them. You have resistance to Psychic damage, and have Advantage on saving throws to resist and prevent the Charmed and Frightened conditions.

Level 18: Ego Force

You have mastered the use of Telekinesis. When you cast the spell Telekinesis you can choose to remove the requirement of concentration, but the duration of the spell is reduced to 1 minute. You may cast Telekinesis once per long rest without expending a spell slot.

When you cast the spell you may affect creatures and objects of Gargantuan size. The Range of this spell increases to 90 ft. Creatures you target have disadvantage on the Strength Saving throw to avoid being restrained. Creatures that are restrained by this spell take Force or Psychic damage (Your Choice) equal to your sorcerer level plus your charisma modifier at the start of its turn.

If your Innate Sorcery feature is active you may affect a number of creatures or objects equal to your proficiency bonus. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/30/2025 1:10:46 AM
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