Sorcerer
Base Class: Sorcerer

On Athas, all creatures have innate power, psionic energy that is derived from within. Mystics hone this innate power, following one of six disciplines that express the innate nature of their inner spirit. Mechanically identical to sorcerers, mystics on Athas use different names for their spells and abilities. Psionic origins for sorcerers have several commonalities that differentiate them from more typical sorcerers from other worlds - sorcerers that do not exist in the mutated wastes under the Dark Sun.

Psionic origin sorcerers - called Mystics on Athas - use different terms for their abilities that reflect that they hone inner energies that are ubiquitous among animate beings from their world: Cantrips are called Talents, Spells are called Powers, Casting is called Manifesting, Sorcery Points are called Power Points, and Metamagic is called Metapsionics. Mechanically, they are the same as the abilities sorcerers normally acquire, except as listed in their archetype features.

Kineticists focus on pure physical energies, both the invisible force of telekinesis and the more traditional energies of cold, fire, lightning, and thunder.

Psionic Casting

Using the energy of your mind to manifest powers, you do not cast spells like other sorcerers.

Power of the Mind

At 1st level, a Kineticist gains the Psionic Casting feature. When manifesting a power (i.e. casting a spell), the Kineticist ignores any verbal and somatic components, and any material components that are not both consumed by the spell and have a listed gold cost. This allows the Egoist to manifest powers when spells normally could not be cast, such as when their hands are bound or when they are gagged. However, this feature does not allow an Egoist to manifest powers when they are explicitly prohibited from casting spells at all, such as when wearing armor they are not proficient with, or when they are Polymorphed.

However, upon reaching 3rd level, a mystic (i.e. psionic origin sorcerer) only gains one metapsionic (i.e. metamagic) option instead of two. A mystic has one fewer metapsionic options than other sorcerers of the same level. Also, the Subtlespell option is not recommended, since its benefits are superseded by this feature.

Additional Powers

Kineticists gain additional powers related to their discipline as their mastery grows. At 1st level, you gain an expanded spell list, and you gain bonus powers (spells) known as you gain new levels. All of the listed powers (spells) are considered mystic (sorcerer) powers for you. Additionally, at each indicated level, you may add one of the listed powers to your spells known. These bonus powers do not count against the maximum number of powers you may know.

1st: Burning Hands, Mage Armor
3rd: Gust of Wind, Scorching Ray
5th: Fireball, Lightning Bolt
7th: (Otiluke's) Resilient Sphere, Ice Storm
9th: (Bigby's) Arcane Hand, Wall of Force, Telekenesis

Further, there are spells that Egoists can learn as Master Powers - powers from level 6th thru 9th - that are not available to most sorcerers. None of these powers are automatically known, but they may be taken using the normal mechanics for sorcerers learning spells.

6th: (Otiluke's) Freezing Sphere
7th: Forcecage
8th: Control Weather
9th: --

Telekinetic Hand

At 1st level, you gain Mage Hand as a bonus talent (cantrip). Your Mage Hand is invisible.
At 4th level, the range of your Mage Hand increases to 60 feet.

Energy Sculpting

You are able to shape the energies of your powers to avoid harming allies.

Effortless Energy Bending

At 6th level, if your Care Power (Careful Spell) Metapsionic (Metamagic) option is improved. If you do not already have the Careful Power Metapsionic option, you may exchange your existing Metapsionic option for Careful Power.

When you use Careful Power with an Evocation power, it does not cost you power points (sorcery points) to apply to that power. Additionally, anyone benefiting from your Careful Power takes no damage from a spell that deals half damage on a successful saving throw.

Telekinetic Push

You can use your Telekinetic Hand to shove and push other creatures.

A Bit of Force

At 6th level, you can use your Telekinetic Hand to shove and push other creatures. As a bonus action, you can try to telekinetically shove one creature you can see within 60 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Telekinetic Power

You can use Telekinesis more reliably than other mystics

Invisible Power

At 14th level, you can use Telekinesis more reliably and more frequently than other mystics. You add Telekinesis to your powers known, if you do not already have it. You may manifest (cast) Telekinesis without using a spell slot by spending 5 power points (sorcery points). Finally, your concentration on Telekinesis cannot be broken by damage.

Energetic Empowerment

You can use a bit of extra energy to invigorate a power.

Reliable Destruction

At 18th level, you can use additional power points to enhance your Empower Power (Empower Spell) Metapsionic (Metamagic) option. If you do not already have it, you may exchange one of your existing Metapsionic options, other than Careful Power, for Empower Power.

When you use Empower Power on an Evocation power, you may spend 2 power points (sorcery points) instead of 1. If you do, any dice that Empower Power would let you re-roll are set to their maximum value instead.

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