Sorcerer
Base Class: Sorcerer

For reasons unknown some individuals are born with greater raw power in their soul. This power grants influence over the weave of reality to perform magic spells but it can also grant additional abilities manifested through the individual's mind and personality. These individuals are psychics with magical talent - known as Psionic Sorcerers.

Psionic Sorcerers can become very powerful beings with great power of telepathy, mind control, moving objects by will alone and many other amazing talents in addition to the magic sorcerers are capable of wielding. What may frighten many is that these Psionic Sorcerers do not look any different (although some may develop aura or glowing eyes or similar when using their gifts) and nobody knows why they are born with such power.

Psychokinesis

You learn the cantrip Mage Hand. You can ignore all components required for casting this spell. Your range for the spell is increased to 60 ft. The hand is invisible and you may cast this as a bonus action. At higher levels in this class you can have multiple such hands active at the same time: you may have 2 at 5th level, 3 at 11th level and 4 at 17th level. With a bonus action you can create or control one at a time or with an action create or control the maximum number at once.

Psionic Spells

You learn additional spells at certain levels in this class as outlined below. These spells do not count toward your maximum of known spells. These spells cannot be changed when increasing levels unlike your other spells. If a spell listed here is not from the Sorcerer spell list it is still a Sorcerer spell for you. For these spells you may ignore material components and at the time of casting may choose to ignore either the Somatic component or the Verbal component for a spell that normally requires both.

Class Level Spells
1st Catapult, Command
3rd Detect Thoughts, Mirror Image
5th Clairvoyance, Sending
7th Confusion, Phantasmal Killer
9th Mislead, Telekinesis


Additionally, starting at 3rd level, you may cast these spells at their base level using a number of Sorcery Points, instead of spell slots, equal to the base spell level.

Psychic Defenses

Starting at 6th level you have learned to use your psychic abilities to defend yourself against attacks and dangers.

When you are targeted by a ranged attack you may use your Reaction or spend 3 Sorcery Points to redirect the attack to another suitable target or back against the attacker but the attack is then made at disadvantage.

When you are targeted by a melee attack you may use your Reaction or spend 3 Sorcery Points to impose disadvantage on that attack. If the attack misses you then you may teleport to an unoccupied space you can see within 15 ft of you.

When you are subject to an effect requiring you to make a Strength or Dexterity saving throw you may use your Reaction or spend 3 Sorcery Points to grant yourself advantage and a bonus equal to your Charisma modifier.

When you are targeted with a spell requiring you to make an Intelligence, Wisdom or Charisma saving throw you may use your Reaction or spend 3 Sorcery Points to grant yourself advantage. If you succeed and the spell came from a creature and not a trap (like a Glyph of Warding) or magic item then the caster of the spell is subjected to the spell's effect as if they had cast it upon themself.

Telepathic Talent

When you reach 14th level your psychic powers have increased granting considerable telepathic ability. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Additionally you learn the spell Telepathic Bond which does not count against your maximum of known spells. It is considered a sorcerer spell for you. For all castings of this spell you can ignore Material components. At time of casting can choose to ignore either Somatic component or Verbal component. When you cast this spell the duration is increased to 8 hours but any creature affected may end the effect upon them as a bonus action. If you end the effect on yourself the spell ends for all creatures affected. You may cast this spell once without using any spell slots and regain the ability to cast it this way after completing a long rest.

(Note: 2 versions of the spell will be added, one which is used once per long rest and one that can be cast with spell slots.)

Psionic Master

You learn the spells Project Image and Foresight which are considered Sorcerer spells for you and do not count against your maximum of known spells. For both of these spells you can ignore Material components and at time of casting can choose to ignore either the Somatic component or Verbal component. You can only cast Foresight upon yourself.

You may cast Project Image once without needing spell slots and regain the ability to do so after completing a long rest.

You cannot change these spells when increasing levels.

(Note: 2 copies of Project Image will be added, one which is used once per long rest and one which can be cast with spell slots.)

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