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.

Perhaps the most iconic mystics, telepaths sculpt, share, and control thought directly, dealing with the medium of the mind.

Telepath's Awakening

At 1st level, you gain the Psionic Casting and Telepathic Speech features described below.

Psionic Casting

A telepath gains the Psionic Casting feature. When manifesting a power (i.e. casting a spell), the telepath 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 Also, the Subtle Spell option is not recommended, since its benefits are superseded by this feature.

Telepathic Speech

You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature within 30 feet that you can see. You and the chosen creature can speak telepathically with one another while you both remain within a number of miles equal to your Charisma modifier. You must share a language to understand one another.

This connection lasts for a number of minutes equal to your mystic (sorcerer) level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Additional Powers

At 1st level, add one power (spell) to your list of powers known listed in the table below indicated class level. As you reach each indicated level, you add an additional power to your list of powers known. These powers do not count towards your maximum powers known. All the listed powers are considered mystic powers for you.

  • 1st: Charm Person, Command, Dissonant
  • 3rd: Enthrall, Suggestion
  • 5th: Intellect Fortress (XGtE), Fear
  • 7th: Charm Monster (XGtE), Compulsion, Dominate Beast
  • 9th: Dominate Person, Modify Memory, Rary's Telepathic Bond

Also, the following higher level (6th thru 9th) level spells are considered mystic powers for you.

  • 6th: Otto's Irresistible Dance
  • 7th: --
  • 8th: Antipathy/Sympathy, Feeble Mind, Telepathy
  • 9th: Astral Projection

Sculpt Thoughts

Even when a creature's defenses are raised, you can manipulate their thoughts.

Insidious Influence

At 6 level, any power you manifest that gives its target advantage on a saving throw if you or your companions are fighting it, such as Charm Person, does not give its target advantage on a saving throw if you or your companions are fighting it.

Rewrite Recollections

At 14th level, you can alter the memories of creatures you charm so they forget you were ever there.

Alter Memories

You gain the ability to make a creature unaware of your psionic influence on it. When you cast an enchantment power to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the power expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your mystic (sorcerer) spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the time it forgets cannot exceed the duration of your enchantment power.

Unconditional Domination

Even creatures that are normally immune to mental influence may fall under your sway.

Breach Immunity

At 18 level, when you use a power that imposes the Charmed condition, you may ignore the immunity to the Charmed condition on one of those targets.

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