Sorcerer
Base Class: Sorcerer

Your magic comes from a mysterious wellspring of psionic power, a deep untapped potential of the mind. With this psionic power, your mind blazes bright, allowing you a control over the magical energy of the universe.

Such power is common in abberations and other strange creatures that are not native to the material plane, such horrors as Mind Flayers and Aboleths, but also the peoples of the Githyanki and Githzerai, as well as the unusual Kalashtar of Eberron.

How you came to such power, and how you intend to use it, are yours to decide. Will you let your mind be an illuminating beacon for others? Or will your psionic might spread terror through the world?

Psionic Talent

Beginning at 1st level, you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Telekinetic Movement. As a bonus action on your turn you can attempt to telekinetically move a creature with the power of your mind. Targeting a creature within 30ft of you that you can see, you can roll your Psionic Talent die and force the creature to make a Strength saving throw (DC 8 + your proficiency bonus + the number rolled on the Psionic Talent die). Unless the creature succeeds on the save, you can move it 5ft in any direction. The distance you can force a creature to move with this feature increases as the size of your Psionic Talent die increases (10ft at 5th level, 15th at 11th level, 20ft at 17th level).

Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of others. As a bonus action, you can roll your Psionic Talent die and attempt to reach out telepathically to a number of creatures equal to the number rolled. The creatures must be within 60ft of you, and you must be able to see these creatures when you initially use this bonus action. A creature must remain within this distance to maintain the telepathic communication between you. To understand each other, you each must speak mentally in a language the other knows. This telepathic communication lasts a number of hours equal to your proficiency bonus.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Adept Psychic

At 6th level, you begin to exert greater control over your own psionic power, gaining the following benefits:

  • When you roll the lowest or highest number on your Psionic Talent die, you can spend a single sorcery point to re-roll the die and can choose either result.
  • As a bonus action, you can decrease your Psionic Talent die by a single die size (ie. a d6 down to a d4) to regain a single sorcery point.
  • Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

Mind Over Body

Starting at 14th level, your psionic power allows you to leave behind some of the limitations of the body.

You gain resistance to psychic damage and a flying speed equal to your walking speed, with which you can hover. In addition, as a bonus action, you can temporarily forgo this flying speed to instead gift it to a friendly creature that you can see within 60ft of you. As long as the creature remains within this distance, it gains a flying speed equal to its walking speed, and also gains resistance to psychic damage. You can extend this benefit to a creature for one minute, or until you use this feature this way again. You can also end it at any time (no action required), upon which you regain the flying speed and the creature that you affected begins to descend slowly to the ground (as if affected by Feather Fall) and loses the resistance to psychic damage.

Matter Manipulation

At 18th level, you can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • You become protected by a force-field of psychic energy. Whilst protected by this shield, your can add your Charisma modifier to your Armor Class.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

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