Sorcerer
Base Class: Sorcerer

 

The powers of a psycho sorcerer are drawn on the emotions of others. The essences of happiness, sadness, anger, and all other feelings all fuel the magical spark in your heart and mind. Whether a particularly traumatic event in your past has triggered this ability, or you happen to find yourself embodying a particular emotion, you are powered with an innate psychological sense. Reading people comes easy to you, and you find yourself subtly meddling with the very emotions you sense.

As is the nature of a living being, your magic is fickle, and may behave in strange ways. The journey into psycho sorcery is full of learning experiences, and there will never be a particular “right” or “wrong” way to go about using your magic. The mind is a difficult place to navigate, and while you are very inclined in the arts of studying others’ behaviors, you may find that they’re not always what they seem.

Psycho Sorcery Magic

Your natural talent in emotional magic grants you specific spells. As you level up, you gain specific spells related to psycho sorcery, as shown in the table below. This is able to exceed your spell limit (which is shown in the “Spells Known” column of the Sorcerer Table). If you already know the listed spell, you do not gain any alternative effects.

                           Level                                       Spell

1st

Charm Person

3rd

Detect Thoughts

5th

Suggestion

7th

Confusion

9th

Dominate Person

Astute Arcana

Your eye for both behavior and magic allows you to see through certain spells. At 1st level, you gain advantage on all saving throws against being charmed and frightened, as well as double proficiency in the Insight skill.

Psychotrickery

At 6th level, you have studied the nature of both peers and foes alike, giving you the ability to subtly influence the emotions of those around you. As an action, you may expend 1 sorcery point to force a target creature that you can see to roll a Charisma Saving Throw equal to your Spell Save DC. On fail, they undergo a sudden change in emotion. Whether they are happier, sadder, angrier, etc. is entirely up to you, but the effects of said emotional change is entirely up to the DM if the target is not a player character. On success, they are unaffected, but unaware that any sort of magic took place.

Furthermore, on success, you may expend 1 more sorcery point to force the same target creature to roll yet another Charisma Saving Throw, this time imposing disadvantage on them. If they succeed again, they are aware that you are attempting to meddle with their emotions, and they do not fall victim to it.

Essence of Thought

At 14th level, the surface thoughts of a living creature are as easily readable as a book. You may now cast Detect Thoughts as a cantrip. Furthermore, you may, as an action, expend 3 sorcery points to automatically learn the specific thoughts of a living creature, in the form of a single sentence from that creature’s voice/point of view, provided that said living creature is capable of thought.

Impose Madness

At 18th level, you are aware of the inner workings of the brain and soul. You may, as an action, expend 6 sorcery points to impose short-term madness on a target living creature that you can see for 1 minute, provided that said living creature is capable of thought. To do so, roll a d10. The corresponding effect, shown in the short-term-madness table below, occurs.

               # (Determined by d10)                                            Effect

1

Target creature retreats into its mind and becomes paralyzed. The effect ends if this creature takes any damage.

2

Target creature becomes incapacitated and spends the duration screaming, laughing, or weeping.

3

Target creature becomes frightened of you, and must spend their movement each round to flee from you.

4

Target creature begins babbling, and is incapable of speech or spellcasting.

5

Target creature must use its action each round to attack the nearest creature to them.

6

Target creature experiences vivid hallucinations, and has disadvantage on all ability checks.

7

Target creature does whatever anyone tells them to do, provided it isn’t obviously self-destructive.

8

Target creature experiences an overpowering urge to eat something strange, such as dirt, slime, or flesh.

9

Target creature is stunned in blind insanity.

10

Target creature falls unconscious.