Sorcerer
Base Class: Sorcerer
Psionicist

Psionicists channel their magic from within by focusing their minds. By doing so they can harness the energies within themselves, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses. As a psionicist, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the power of the mind. 

Psionicist Features 

Sorcerer Level

Feature

1st

Psionic Manifestation, Missive, Discipline Spells

6th

Psychic  Spell

14th

Indomitable Focus

18th

Cerebral Might

Psionic Manifestation

1st-level Psionicist feature 

At 1st-level, all your spells cast from this class are cast without verbal and material components. All your spell effects end if you have no spell slots or die regardless of the remaining durations.

Psionics & Spell Points

To further differentiate psionics from magic, it is advised to use the spell points variant on page 288 of the DMG.

 

Missive

1st-level Psionicist feature

 At 1st level, you can use a bonus action to communicate telepathically with a single creature you can see within 30 feet of you that can understand at least one language until the start of your next turn. This communication is one way and does not grant the benefit to understand the creature only its ability to understand you.

Discipline Spells

1st-level Psionicist feature

Psionicist spells are grouped into five major disciplines: Clairsentience (expanded senses), Psychokinesis (moving matter through space), Psychometabolism (altering the body), Psychoportation (psionic travel), and Telepathy (mind-to-mind contact).   

At 1st level, you focus on a single discipline to specialize in, and gain access to those spells as shown on the Discipline Spells tables. These spells count as psionicist spells for you, but it doesn't count against the number of psionicist spells you know. These spells can't be replaced when you gain a level in this class. 

Clairsentience Spells

Sorcerer Level

Spells

1st

detect evil and good, detect magic

3rd

locate object, see invisibility

5th

clairvoyance, speak with dead

7th

arcane eye, locate creature

9th

legend lore, scrying


Psychokinesis Spells
 

Sorcerer Level

Spells

1st

magic missile, Tenser's floating disk

3rd

hold person, levitate

5th

fly, slow

7th

fabricate, telekinesis

9th

animate objects, Bigby’s hand 


Psychometabolism Spells
 

Sorcerer Level

Spells

1st

alter self, false life

3rd

enhance ability †, lesser restoration †

5th

protection from energy†, vampiric touch

7th

death ward †, stoneskin †

9th

power word heal†, greater restoration†

     †-range of self only

Psychoportation Spells

Sorcerer Level

Spells

1st

expeditious retreat, feather fall

3rd

blur, misty step

5th

blink, haste

7th

banishment, dimension door

9th

planar binding, teleportation circle 


Telepathy Spells
 

Sorcerer Level

Spells

1st

charm person, command

3rd

enthrall, invisibility †

5th

fear, sending

7th

charm monster, confusion

9th

dominate person, modify memory

        †-range of self only

Psychic Spell

6th-level Psionicist feature

When you cast a spell with a spell slot and the spell deals psychic or force damage, you can spend 2 sorcery points to substitute that damage type to be either psychic or force damage.

Indomitable Focus

14th-level Psionicist feature

Beginning at 14th level, you add your Charisma modifier (minimum of +1) to Constitution saving throws made to maintain concentration. Additionally, whenever you fail to maintain concentration, you can spend 1 Sorcery Point to reroll it and take the second result.

Cerebral Might

18th-level Psionicist feature

At 18th level, you can apply two different metamagic options to a single spell when casting a spell from your chosen discipline spell list.

Psionicist Spells

Here is a list of psionicist spells that fit with psionic themes and replaces the standard sorcerer spell list.  Spells marked with a dagger † have a range of self instead of touch. 

Cantrips (0 Level)

blade ward

control flames

create bonfire

fire bolt

frostbite

friends

mage hand

message

mind sliver

produce flame

true strike

 1st Level

absorb elements

animal friendship

beast bond

catapult (Xanathar’s Guide)

cause fear (Xanathar’s Guide)

compelled duel

disguise self

dissonant whispers

id insinuation

identify (ritual)

shield

speak with animals

unseen servant (ritual)

zephyr strike

 2nd Level

beast sense

blindness/deafness

calm emotions

crown of madness

darkvision

detect thoughts

enlarge/reduce †

heat metal

mental barrier

mind spike (Xanathar’s Guide)

mind thrust

mirror image

phantasmal force

protection from poison#

suggestion

spiritual weapon

thought shield

 3rd Level

catnap (Xanathar’s Guide)

enemies abound (Xanathar’s Guide)

gaseous form†

hypnotic pattern

nondetection †

psionic blast

tongues †

 4th Level

compulsion

dominate beast

ego whip

freedom of movement †

Otiluke’s resilient sphere

phantasmal killer

5th Level

dream

far step (Xanathar’s Guide)

geas

hold monster

intellect fortress

mislead

Rary’s telepathic bond (ritual)

seeming

skill empowerment (Xanathar’s Guide)

synaptic static (Xanathar’s Guide)

telekinesis

wall of force

6th Level

arcane gate

contingency

disintegrate

eyebite

globe of invulnerability

mass suggestion

mental prison (Xanathar’s Guide)

psychic crush

scatter (Xanathar’s Guide)

true seeing

7th Level

etherealness

forcecage

plane shift

power word pain (Xanathar’s Guide)

project image

regenerate †

sequester

teleport

whirlwind  

8th Level

antipathy/sympathy

dominate monster

feeblemind

glibness

mind blank

power word stun

telepathy  

9th Level

astral projection

foresight

imprisonment

psychic scream (Xanathar’s Guide)

weird

Psionic Manifestation

At 1st-level, all your spells cast from this class are cast without verbal and material components. All your spell effects end if you have no spell slots or die regardless of the remaining durations.

Psionic Manifestation

At 1st-level, all your spells cast from this class are cast without verbal and material components. All your spell effects end if you have no spell slots or die regardless of the remaining durations

Missive

At 1st level, you can use a bonus action to communicate telepathically with a single creature you can see within 30 feet of you that can understand at least one language until the start of your next turn. This communication is one way

Missive

At 1st level, you can use a bonus action to communicate telepathically with a single creature you can see within 30 feet of you that can understand at least one language until the start of your next turn. This communication is one way

Discipline Spells

Psionicist spells are grouped into five major disciplines: Clairsentience (expanded senses), Psychokinesis (moving matter through space), Psychometabolism (altering the body), Psychoportation (psionic travel), and Telepathy (mind-to-mind contact).

At 1st level, you focus on a single discipline to specialize in, and gain access to those spells as shown on the Discipline Spells tables. These spells count as psionicist spells for you, but it doesn't count against the number of psionicist spells you know. These spells can't be replaced when you gain a level in this class.

Discipline Spells

Psionicist spells are grouped into five major disciplines: Clairsentience (expanded senses), Psychokinesis (moving matter through space), Psychometabolism (altering the body), Psychoportation (psionic travel), and Telepathy (mind-to-mind contact).

At 1st level, you focus on a single discipline to specialize in, and gain access to those spells as shown on the Discipline Spells tables. These spells count as psionicist spells for you, but it doesn't count against the number of psionicist spells you know. These spells can't be replaced when you gain a level in this class.

Psychic Spell

 When you cast a spell with a spell slot and the spell deals psychic or force damage, you can spend 2 sorcery points to substitute that damage type to be either psychic or force damage.

 

Psychic Defenses

 At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Indomitable Focus

Beginning at 14th level, you add your Charisma modifier (minimum of +1) to Constitution saving throws made to maintain concentration. Additionally, whenever you fail to maintain concentration, you can spend 1 Sorcery Point to reroll it and take the second result.

Psionic Focus

Beginning at 14th level, you add your Charisma modifier (minimum of +1) to Constitution saving throws made to maintain concentration. Additionally, whenever you fail to maintain concentration, you can spend 1 Sorcery Point to reroll it and take the second result.

Cerebral Might

At 18th level, you can apply two different metamagic options to a single spell when casting a spell from your chosen discipline spell list.

Cerebral Might

At 18th level, you can apply two different metamagic options to a single spell when casting a spell from your chosen discipline spell list.

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