I wanted to have a psionic type option, but I wasn't to keen on trying to integrate the UA Psionic. Sorcerer seemed like the easiest way to do it. The Old One Warlock, Knowledge Cleric, and Divination Wizard all have some psionic-ish features, so I've tried to integrate them all into one subclass. Let me know if you think it works:
Psionic
Your innate magic comes from the strength of your advanced mind. Perhaps you were experimented on by mind flayers, or exposed to the reality-warping powers of the Far Realms. Or, perhaps your strengthened mind represents the next stage in the evolution of your race.
Advanced Mind
Starting at 1st level, your advanced mind gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Additionally, your advanced mind allows you to catch glimpses of the future. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Psychic Override
Starting at 6th level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend two sorcery points to substitute psychic damage for that damage type.
Additionally, when you cast a spell that deals psychic damage, you may spend a sorcery point to gain resistance to psychic damage for one hour.
Create Thrall
At 14th level, you gain the ability to dominate a humanoid’s mind with the strength of your own. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Visions of the Past
Starting at 18th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in mental concentration, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charsima score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you concentrate, you can see visions of the object’s previous owner. After concentrating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you concentrate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you concentrate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Psychic override is a little under powered. Why not add force damage as an option aswell (because telekinesis), and make the psychic resistance permanent?
Adding force damage makes sense. I toyed with giving permanent psychic resistance, but ultimately decided it was best to track the Draconic Bloodline's Elemental Affinity. I'm prepared to be talked into making it permanent though.
I think Psychic Override is pretty powerful, though. Being able to turn Fireball (which features one of the most-resisted damage types) into Psychicball (featuring one of the least resisted damage types) is no joke.
I know your pretty much copying psionic-like abilities from other classes, but sorcerers usually gain a movement based ability (usually flight) at level 14. More of a pattern than a rule (wild magic doesn't), but something to consider.
Part of what drew me to this post was that I also made a psionic origin sorcerer (I was inspired by the gith). I decided to publish it (My first publish), so take a look if you want.
I like yours as well. The 14th level ability fits in better with the traditional "you get a movement thing" of most of the origins, and I really like the double concentration ability at 18th.
I might steal those, then make the psychic resistance of my 6th level ability permanent, and then go with that. Thanks!
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I wanted to have a psionic type option, but I wasn't to keen on trying to integrate the UA Psionic. Sorcerer seemed like the easiest way to do it. The Old One Warlock, Knowledge Cleric, and Divination Wizard all have some psionic-ish features, so I've tried to integrate them all into one subclass. Let me know if you think it works:
Psionic
Your innate magic comes from the strength of your advanced mind. Perhaps you were experimented on by mind flayers, or exposed to the reality-warping powers of the Far Realms. Or, perhaps your strengthened mind represents the next stage in the evolution of your race.
Advanced Mind
Starting at 1st level, your advanced mind gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Additionally, your advanced mind allows you to catch glimpses of the future. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Psychic Override
Starting at 6th level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend two sorcery points to substitute psychic damage for that damage type.
Additionally, when you cast a spell that deals psychic damage, you may spend a sorcery point to gain resistance to psychic damage for one hour.
Create Thrall
At 14th level, you gain the ability to dominate a humanoid’s mind with the strength of your own. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Visions of the Past
Starting at 18th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in mental concentration, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charsima score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you concentrate, you can see visions of the object’s previous owner. After concentrating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you concentrate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you concentrate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
I'm thinking of actually introducing this into play, so I'm bumping it to see if anyone has some thoughts.
Psychic override is a little under powered. Why not add force damage as an option aswell (because telekinesis), and make the psychic resistance permanent?
Adding force damage makes sense. I toyed with giving permanent psychic resistance, but ultimately decided it was best to track the Draconic Bloodline's Elemental Affinity. I'm prepared to be talked into making it permanent though.
I think Psychic Override is pretty powerful, though. Being able to turn Fireball (which features one of the most-resisted damage types) into Psychicball (featuring one of the least resisted damage types) is no joke.
Thanks for taking a look!
I know your pretty much copying psionic-like abilities from other classes, but sorcerers usually gain a movement based ability (usually flight) at level 14. More of a pattern than a rule (wild magic doesn't), but something to consider.
Part of what drew me to this post was that I also made a psionic origin sorcerer (I was inspired by the gith). I decided to publish it (My first publish), so take a look if you want.
https://www.dndbeyond.com/characters/subclasses/13166-psionic-sorcery
I like yours as well. The 14th level ability fits in better with the traditional "you get a movement thing" of most of the origins, and I really like the double concentration ability at 18th.
I might steal those, then make the psychic resistance of my 6th level ability permanent, and then go with that. Thanks!