Base Class: Sorcerer
Your magic comes from the depths of your mind. Most often, sorcerers with the origin have engaged in intense meditation, introspection, lucid dreaming, and visualization to cultivate the hidden potential of the mind. You may have utilized these techniques to tap into your magical ability, or perhaps you were tutored by a member of a race with inherent psychic potential, such as the Githyanki, Githzerai, or Duergar.
Telepathic Contact
At 1 level, you gain the ability to communicate telepathically with one creature within 30 feet of you. You don’t have to share a language with the creature for it to understand your thought transmissions, but the creature must be able to understand at least one language. The creature can respond back if it chooses to do so for as long as you maintain contact with it.
Psychic Armor
Starting at 1 level, as an action you can surround yourself with an invisible field of psychokinetic energy that affords you a measure of protection from attacks. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. It ends if you become unconscious, but once you regain consciousness you can re-establish the field as an action.
Psychic Potency
Starting at 6 level, when you cast a spell that deals psychic damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to psychic damage for 1 hour.
Master of Manifestation
Starting at 14 level, your control of the powers of the mind allows you to manifest different effects. You spend 1 sorcery point to gain one of the following benefits based on a different psychic ability.
Apportation
As an action, you can teleport yourself or an object of up to Medium size up to 120 feet to an unoccupied space that you can see.
Energy Medicine
As an action, you can use your psychic energy to heal. You can touch one creature and a heal number of lost hit points equal to your sorcerer level.
Telepathy
Your telepathic prowess allows you to sense the minds of other creatures. You are aware of any hidden or invisible creatures within 60 feet of you.
Telesthesia
As an action, you can see a location within 120 feet of you. This effect lasts for 1 minute or until you dismiss it (no action required).
Transvection
As a bonus action, you gain a flying speed of 30 feet and can hover. This effect lasts for 1 hour or until you dismiss it as a bonus action.
Psychic Feedback
Starting at 18 level, when you are hit by an attack, you can use your reaction to deal psychic damage to the attacker. The attacker must make an Intelligence saving throw. On a failed save, it takes the damage that it dealt to you, and half damage if the saving throw is successful.
Previous Versions
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3/14/2020 8:10:44 PM
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3/14/2020 8:16:28 PM
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6
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Coming Soon
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