
Sorcerer Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
Creating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
QUICK BUILD
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.
The Sorcerer Table
Level | Proficiency | Sorcery | Features | Cantrips | Spells | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Two daggers
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL |
SORCERY POINT COST |
---|---|
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.
Draconic Bloodline Legacy This doesn't reflect the latest rules and lore. Learn More
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry
Dragon | Damage Type |
---|---|
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Silver |
Cold |
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, 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 that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Totally agree.
Yeah it would be cool if shadow sorcerers had access to some warlock spells or spells that have to do with the Shadowfell, like Ray of Enfeeblement, Vampiric Touch, Illusory Dragon, maybe even Eldritch Blast, storm sorcerers had access to more spells that actually have them calling upon natural disasters like Ice Storm, Call Lightning, and Control Water, and draconic sorcerers had more elemental spells that correspond to their draconic ancestor similar to circle of the land druids but with their ancestry instead of the environment.
But seriously, Shadow Sorcerer needs more spells that have to with the shadow fell. I don't see the point in saying they have a connection to the Shadowfell if their spells don't reflect this very well. And that goes for most of Sorcerer's subclasses. Clockwork Soul and Divine Soul's expanded spell list were huge steps in the right direction. I just want my sorcerous origin to feel like it effects more of my magical abilities.
Where is it said that it isn't, though?
Frustrating that Storm sorcerer isn’t an option
WotC, please give the older Sorcerer subclasses their own bonus spell lists!
You've given us a taste with Aberrant Mind and Clockwork Soul, and now we know it's too good to give up.
Psionic Soul offers a lot of versatility to a class that previously has been all about squeezing the most out of its narrow options. It softens some of the sorcerer's hard, once-per-level tradeoffs into a more frequent series of calculated risks.
I see some commenters pointing out that the probability of totally burning out your Psionic Talent die (or PT die) is low, but the main risk is that, over the course of the day, your die shrinks, making your character less effective. You can reset the PT die to the starting value only once per long rest, and when the starting size of the PT die is a d8 or higher, players may decide not to wait until they're down to a d4.
Psychic Sorcery essentially offers an upgraded Subtle Spell at 1st level. It automatically eliminates all component requirements for cantrips and 1st-level spells and it has a high probability of eliminating those requirements for low-level spells. This feature is distinctive and strong right out of the gate and is not limited to sorcerer spells, so a one-level multiclass dip could give several other classes a lasting boost.
Since they get a solid replacement for Subtle Spell (at least for low-to-mid-level spells), Psionic Soul sorcerers have more flexibility to explore the other metamagics starting at 3rd level. Crucially, you can combine this feature with metamagics like Heightened Spell, Quickened Spell, or Twinned Spell, which could create some powerful combos—albeit at a cost of two of your resources.
Of course, if you don't roll high enough for the spell level, you could fail. But the possibility of not needing material components can be handy in many situations.
(a.) If a spell has material components with a price (e.g. a 50gp diamond) or that are consumed (like the holy water or powdered silver and iron in Protection from Evil and Good), then the character must have a free hand to grab that component to cast the spell. You cannot use a spellcasting focus instead.
(b.) If a spell has a somatic component and unpriced material components that are not consumed, then you can perform the somatic component with the hand that holds the material components—or a spellcasting focus, if your class or subclass can use a focus.
(c.) If a spell has a somatic component but not a material component, then the hand performing somatic components cannot be holding a spellcasting focus (or anything else).
As a result:
(d.) If you're just swinging a two-handed weapon, you can hold the weapon in one hand so you have a free hand. But if you're carrying a weapon and a shield, or two weapons, then your spellcasting options are limited unless you drop (or stow) an item.
(e.) Starting and maintaining a grapple requires a free hand, so if you're holding an item in the other hand, your spellcasting options are limited until you drop/stow the item or end the grapple.
There are several ways around these limitations, all of them incomplete:
But many characters cannot do even this. Paladins (or Clerics) who wield a second weapon instead of a shield, or grapple, are limiting their spellcasting options. Sorcerers have also been known to multiclass with Hexblade Warlocks and Valor Bards, subclasses that are proficient with martial weapons and shields. There haven't been a lot of sorcerer multiclasses with College-of-Whispers Bards, Eldritch Knights, Arcane Tricksters, Rangers, Bladesingers, or Circle-of-Spores Druids, but considering what one level of this subclass can do, maybe that could change. In many cases, people believe dual-wielding and/or sword-and-board are non-viable (or very suboptimal) options for those classes/subclasses, but this could change that calculation.
Psionic Discovery (gain a Divination or Enchantment spell you expect to be useful in the next few hours) makes sorcerers much more adaptable, and more likely to use spells that have relatively narrow applications. Look at the list of the sorcerer's Enchantment and Divination spells. If you know you can learn mainstays like Suggestion and Hold Person every time you're about to venture out, and learn narrower spells like See Invisibility when you think it's particularly likely to come up, that enables you to load up more of your limited base of spells known with non-Enchantment, non-Divination spells. But you still may want to have, say, Detect Magic available all the time.
As you gain levels, find ways to make these Psionic Talent die rolls unobtrusively, or everyone at the table is going to lose patience with you as you try to add a pile of spells to your repertoire and burn hours out of every adventuring day. You don't want to be that player saying, "Okay guys, before we delve into the ruins, I just need to meditate for 80 minutes so we're ready for anything; stand by while I make eight rolls." The designers of 5th Edition took pains to prevent the game from being bogged down that way, and a good DM will find ways of encouraging you to be efficient with your time and rolls, like rolling for a combat encounter whenever you sit still for too long. Here are some ways to reduce that burden:
Of course, your DM could present you with a challenge in which you need to understand a language immediately or miss an opportunity. So you're taking a calculated risk that depends on how often you get advance clues from your DM about what you're going to need in the coming hours.
Telepathic Speech can be potent in all three pillars of the game: social, exploration, and combat. It really helps with coordinating while you're sneaking around or being observed closely. It's also a cool feature to have when you're a Charisma-based character who's likely to be a "face" of the party: you can talk to people, perhaps attempting persuasion or intimidation, without anyone else knowing you're having a separate conversation. Since you can form the bond with anyone you can see and potentially wait hours (when you're miles apart) before you even start talking to them, you could talk to someone even though you were only one face in the crowd that day.
Psychic Strike, pleasantly, is not just a re-skin of the Draconic sorcerer's Elemental Affinity. On the plus side, it gives you total flexibility on damage type, so you can boost a much wider variety of spells and don't run into problems when you encounter an enemy that has resistance or immunity to the one damage type the Draconic sorcerer selected at 1st level. Indeed, you can do two different kinds of damage with one spell, which gets around some resistances. And since Psychic Strike involves adding a damage die, it can be doubled on a critical hit.
But there are limitations that make this feature less suited for mass destruction. For starters, it can only add damage to one creature, so you can't increase the damage dealt to every creature in a Fireball blast radius, for example. It also doesn't add damage to cantrips. It only works on sorcerer spells, which rules out multiclass combos like Dissonant Whispers or Guiding Bolt. It can only be applied once per turn, so you can't increase damage from a spell that you're concentrating on and a new spell cast this turn. It doesn't allow you to spend a resource to gain resistance to psychic damage, which would have duplicated another kalashtar trait. And of course, you have to roll the PT die each time, which is a risk.
The kind of spells that might get a stronger critical hit from Psychic Strike—non-cantrip sorcerer spells with an attack roll—only fill a short list of spells:
Maybe this feature will make those spells more popular, but I suspect most sorcerers, most of the time, will end up using this on spells that don't have attack rolls.
On the other hand, if you use this subclass, there's a lot less pressure to take Subtle Spell early and spend sorcery points on it, so it's easier to make up some of the difference with the Empowered Spell metamagic, which can boost area-of-effect damage at a low cost. One more elegant tradeoff for this subclass.
Mind Over Body may have a sorcery point cost, and you may not fly for quite as many hours as a Draconic sorcerer, but the flexibility you gain makes up for it. And you can get multiple effects for one roll of that PT die. This is another case, like Elemental Affinity/Psychic Strike, where the Draconic sorcerer does a single important thing very well, but the Psionic Soul takes risks with resources to be more versatile.
Psychic Aura could help keep you safe—note the lack of a saving throw, so it hobbles any target that isn't immune to psychic damage—but you'll have to be creative to turn the tide of battle with it. It's nice that it doesn't cost sorcery points, so you can use those points on Mind Over Body (or Quickened Spell to dash/disengage/dodge) to get in and out of range of enemies.
Final thoughts:
Overall, this is a lovely subclass. It isn't about overwhelming power; others can shell out more damage or survive deadlier onslaughts. It's about how this subclass keeps the player engaged throughout the game, managing resources (PT die, time, sorcery points, spell slots, spells known) through all three pillars of play, making tough choices. And when they take those swings, they can do fun, creative things no other character can do.
For the Psionic Soul, the text should be clearer about what happens when you try to cast a spell with Psychic Sorcery but you don't roll the level of the spell or higher. For example, say I tried to cast Gate without a 5000gp diamond, but I failed to roll at least a 9 on my Psionic Talent die to preclude the material requirement, or I tried to cast Counterspell while keeping my hands still but I failed to roll at least a 3 on my Psionic Talent die.
stop complaining about the psionic soul
Is anyone else just getting Draconic Bloodline as their only sorcerous origin option, or is it just me? Because if it is, then GODDAMN it!
You need to purchase the sourcebooks to unlock other subclasses, or you cam homebrew your own...
You need to purchase the sourcebooks to unlock other subclasses, or you can homebrew your own...
One problem with the psionic soul is that once you run dry on your Psionic talent dice, your whole subclass is out the window. And if you take a feat like telekinetic, where you are using your dice every turn as a bonus action, it could run try decent-ally fast at lower levels.
Is anyone else just getting Draconic Bloodline as their only sorcerous origin option, or is it just me? Because if it is, then GODDAMN IT!!
Anyone else wishes all the Sorcerer's subclasses got extended spell lists?
[tbh, I think 10 is too many for some of these, sorcs end up having more spells than the bard by 20th level (25 total for sorcs, 22 for bards), which I feel isn't fair for the music magician. I feel like you should have 10 to choose from, but only get to learn 5 of them to your list of sorcerer spells known, totaling to 20 sorcerer spells by 20th level.]
The simulation accounted for the last 2 points. For the 1st point, just double the medians and means.
Can you really call it "Running dry" if it can
A) Be reset to to it's starting value as a bonus action once a day
B) Has a minimum of 1d4 and can still go back up from there
C) Is still useful as a d4 and has a theoretically higher chance to increase back up to 1d6
Aberrant mind was so much more fun than psionic soul, it had so much more flavor! Please bring it back!
@fyre4000, I ran the simulations as well (1 million each). My median values match your results exactly. Woot.
BEST CLASS
The Psionic Soul's ability to eliminate the need for any and all components is crazy! I personally love it, but could see other DM's really disliking it.
Or maybye a few times per long/short rest they can chose to deal average damage if their initial damage is lower