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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/29/2020 7:39:08 PM
|
18
|
3
|
1
|
Coming Soon
|
|
|
2/29/2020 7:44:04 PM
|
17
|
0
|
2
|
Coming Soon
|
|
|
3/1/2020 1:38:39 PM
|
21
|
0
|
--
|
Coming Soon
|
|
|
3/2/2020 11:54:17 PM
|
22
|
1
|
3
|
Coming Soon
|
|
|
3/3/2020 1:46:01 AM
|
24
|
1
|
--
|
Coming Soon
|
|
|
4/7/2020 12:31:53 AM
|
35
|
1
|
--
|
Coming Soon
|
|
|
4/7/2020 12:33:38 AM
|
35
|
1
|
--
|
Coming Soon
|
Comments