Base Class: Sorcerer
The Bigby Bloodline Sorceres are magically gifted descendants of the gear Bigby, allowing them to wield forces of reality such as telekinesis, conjuration crossing the borders of matter itself.
Bigby is a legendary wizard from Dungeons & Dragons lore, known for spells like "Bigby's Hand," originally an evil figure who became Mordenkainen's servant, eventually reforming to join the Circle of Eight, only to die fighting giants, with his spirit later reincarnated as a gnome, a significant shift detailed in Bigby Presents: Glory of the Giants. He was a key associate of Mordenkainen in the Greyhawk setting (Oerth) and a creator of many iconic spells, though his history spans different worlds and editions, often tying into giant lore.
Psionic Spells
1st-level Bigby Bloodline feature
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 a transmutation or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | shield, Eldritch Blast, mage hand |
| 3rd | levitate, spiritual weapon |
| 5th | Fly, Leomund's tiny hut |
| 7th | fabricate, wall of force, Otiluke's resilient sphere |
| 9th | Bigby's hand, telekinesis |
Telekinetic Control
1st-level Bigsby Bloodline feature
You now harbor a wellspring of psionic energy within yourself. This allows you to unleash your full potential as a telekinetic master. This allows you to use your sorcery points to use that energy in a number of ways.
You can expend 1 sorcery point to use one of the following features.
- Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend a charge, roll a 2d6, and reduce the damage taken by the number rolled plus your Charisma modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
- Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can deal an additional 2d6 force damage to the target plus your Charisma modifier. You can use your Charisma modifier in place for this weapon. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
- Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both.
- Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn.
- Psionic Shield. You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
- Psionic Pulse. You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw equal to your spell save DC. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice
- Bigby's Grasp. As a bonus action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your Charisma save DC. Unless the saving throw is a success, the creature is encased in a field of telekinetic energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
Psionic Sorcery
6th-level Aberrant Mind feature
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.
Force Creation
6th-level Bigsby Bloodline feature
You can now use your own psionic energy to manipulate the very forces of reality to conjure ethereal objects or manipulate the fabrics of it's creation. You can use 1 sorcery point to use one of the following features.
- As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond with a Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. In addition, you can use your Charisma modifier in place of you Strength or Dexterity modifier fir strength attacks. Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
- As a bonus action, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
- You can use your bonus action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 5 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
Antimatter Awakening
14th-level Bigby Bloodline feature
You can unleash the antimatter energy hidden within yourself. As a bonus action, you can spend 3 sorcery points to magically transform your body for 10 minutes. You can gain the following benefits of your choice, the effects of which last until the transformation ends:
- You deal an additional 2d6 Force damage to all spell and attack damage damage.
- You gain a flying speed and a hovering speed equal to your walking speed, and you can hover. As you fly, your have an telekinetic force surrounding you, giving you half cover.
- You can use the Telekinetic Control feature using any sorcery points.
- You have Advantage on Constitution saving throws that you make to maintain Concentration on spells.
Atomic Vortex
18th-level Bigby Bloodline feature
You can unleash your psionic power as an explosive atomic energy. As an action, you can expend 3 sorcery points to cause a wave of atomic force to sweep out from you for 1 minutes. Each enemy in a 30-foot sphere originating from you must make a Constitution saving throw when inside the sphere. On a failed save, a creature takes 8d6 Force damage and is pushed 20 feet away from you in a direction of your choice and is knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. Any object or creature killed this way is disintegrated along with everythingthey are wearing.
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