Sorcerer
Base Class: Sorcerer

You have psychic powers due to your ancestors being seeded with latent psychic powers in their bloodline by ancient mind flayer experiments which through generations of procreation resulted in your psychic powers this increases your affinity with magic and in particular psychic spells. The essence of the psionic arts flows through you as it has been ingrained into your very soul, blood and most importantly, your mind, granting you a strange link to these creatures and those like it. 

Psychic Erudation

As psychic energy flows through your body, it causes  your psychic powers to emerge. At 1st level, your Psychic Heritage grants you the ability to use a advanced form of telekinesis with a range of 30ft as an action, which requires no spell slots to use. The effects of this feature are similar to that of the mage hand spell at first, possessing the ability to pick up and throw items, or suspend items with your action as a concentration effect. (Grappling other creatures other than yourself with this will require a sorcery point and a strength save to fight off the grasp of your mind, the DC being equal to your spell save DC). when grappling yourself in this manner, you must sustain concentration and give up your action or else you will have to use your reaction to throw a wisdom saving throw to catch yourself 1d4 x 10ft closer to the ground. during this, your flying speed is you wisdom modifier x 10 feet. (maximum of 50). As a side effect to your magic and arcana being twisted in this manner, you no longer cast with your 'will' or charisma stat, instead using your wisdom statistic, which is also used to calculate the weight you can handle under your psychic grip. (Wisdom stat x 10lb, 20 = 200lb for example). when using your wisdom stat to perform things such as opening doors or lifting objects heavier than 200lb, a wisdom check must be made in a form similar to a strength check(Expanded on below). When a creature is grappled by this feature, it does fall under the grappled status effect, with your bonus action capable of being used to 'crush' the object. The roll for this is calculated similarly to that of a ranged spell, using your spell + to hit, and dealing 1d10 of damage (damage scales up similarly to firebolt ect, with 1d10 being added at later advancing levels). The amount The number of objects you can interact with per turn is limited to 1, then increases by 1 at 5th, 11th and 14th level, each requiring a sorcery point each if used on two entities at once. (note, when using telekinesis on self, the ability to use it on other creatures is rendered null). 

When interacting with an object of more than your weight limit, a wisdom check can be rolled similarly to a strength check, with the DC being either dm decided or 13+ the objects weight above itdivided by 10 (example. A wisdom of 20, means 100lb. an object of 230lb, would be 30 over this, meaning you add 3 to the dc, making it 16)

 

Varient Feature: Mindspeak

Variant option: must be DM approved

If the cause of your psychic powers was experimentation by mindflayers or similarly telepathic creatures, then through them you gain the ability to communicate in a way similar to them. while you sadly do not possess the ability to speak with others in a language they understand automatically, you can reach out with your mind up to your maximum range of influence to a creature you can see and speak to them telepathically in one of the languages you know, willing messages being sent back.

 

Kinetic Absolution.

Starting at 6th level, you have managed to get a grasp on the world around you as your awareness on the forces you surround yourself with grows and expands. Through the very nature of your psychokinetic field of effect, you have managed to harness the kinetic energies that your psychic mind allows you to handle and grasp, manipulating the very 'energies within atoms', as some alchemists would put it. As an effect of this skill, you can perform one the acts below. 

  • Thermokinesis: As a passive effect/ bonus action when using your psychic grip on the field around you, you can lower or raise the temperature as a concentration effect, or freeze/set slight objects no larger than a 5ft cube. 
  • Electrokinesis: As  reaction when using your psychic grip on the field around you, You can generate a static field of electricity within your space by raising or lowering the charge of your psychic field, causing disadvantage on ranged weapon attacks on anything within your field of power. you can also sling small metal ammunition such as arrows, darts and the like, as if firing them from the weapon that slung them. 
  • Cogitokinesis: As a passive effect/ bonus action when using your psychic grip on the field around you, you can conjure up images and sounds that can only be seen or heard by those in your field of psychic influence. this can stretch from sharing your senses if you have darkvision, tapping into the senses of a willing creature or make illusions that fit your design.

However. By channelling sorcery points into these abilities, you can enhance them and Increase their influence as seen below, with each use requiring a single sorcery point for each subject under the influence of these actions. 

  • Thermokinesis: As an action, you can reach out through your field of effect and harness the thermodynamic energy in the cells of the living and inanimate, causing them to either flash freeze or combust. (creatures must make a dexterity save in the event this happens) when singling out a target you can focus on them and deal 3d10 cold or fire damage, or you can effect the area around you, creating a ring of fire or ice that holds with your concentration. (fire causes damage, ice 3/4 cover of spikes with 1d4 backlash damage to hit and and hp equal to your level = profiency). these elements however are not arcane in nature, and can be put out with either attacks or natural effects. 
  • Electrokinesis: As an action, you can reach out to anything within your field of effect and cause it to make a constitution saving throw, or else be stunned for one turn by arcing bolts of static electricity arcing through their nervous system, dealing 2d12 damage. 
  • Cogitokinesis: As an action, you can focus on a single, or multiple minds and initiate a wisdom saving throw. on a fail, the targets are either charmed or placed under the fear effect as you twist their thoughts and minds to your will. 

Telepathic divination

As you gain more power through the awakening of more psychic prowess within your mind, you become more aware of your surroundings and all they entail. Your psychic field of effect expands outward to ninety feet of range, and you learn to grasp the more intricate parts of the world around you. when focusing, you can now grasp up to 5feet of small items, such as dust, sand, water, shards of glass or metal, loose soil and even blood. when grasping items such as these, you can reach out and twist them to your command, solidifying them into platforms, sharpening them into ranged weapons (one 'grasp full' acting as a ranged spell attack dealing 5d10 damage and possible bleeding/blindness effects depending on what is thrown). Your grasp on the world around you also grants you 45 feet of immediate 'sensing' as you feel things enter your space of influence. this renders you immune to surprise attacks within this range, allows you to see those that are invisible and tell whether something is an illusion or not depending on if you can feel it within your influence.  

Ascended mind

You have awoken the truth of what has taken hold in your mind, and conquered it. no longer blinded by your naivete or the effect of the leaching parasite that gave you these abilities in the first place, you are free to harness the madness of your insight, the Truth of your abilities and bring with you the psychic power you've had dwelling inside you for so long. Your psychic abilities reach a range of 120ft and grasping other creatures no longer requires a sorcery point. Your Weight limit to lift or grasp is tripled, allowing you to maximise your power in the search of evil, or good. but to truly grasp the power of your abilities, you have to reach past what you have known... and see that which is often unknown. your eyes, locked on the etherial and the material, can peer into both and grasp that which lies within at will. but within your field of effect... you have become, in all intents and purposes, a god of your own calling. as a reaction,creatures that you wish to effect within your field of psychic power must make wisdom, charisma or intelligence saving throws before attacking or taking an action against you. if they fail, they take up to 7d10 psychic damage and are afraid of you. within this field of effect as an action however, you can make 'unarmed' attacks and blast away object or foe alike, dealing 5d8 on each hit, as long as you spend a sorcery point to do so. All psychic, or mental save spells can be cast as bonus actions, even when a levelled spell has been cast, as you reach out and delve into the minds of others. 

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