Sorcerer
Base Class: Sorcerer

An event in your past has awoken your psionic powers. You are now capable of creating objects and weapons with the power of your mind.

Psionic Warrior

Starting at 1st level, your awakened powers grant you prowess with martial weapons, medium armor and shields.

Additionally as a bonus action, you can create a sword of solidified psionic energy in your hand. This magic sword lasts until you release it from your hand or dispell it as a bonus action and has the following properties:

  • It counts as a simple one-handed melee weapon with which you are proficient. 
  • It deals 1d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). 
  • When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, you can use a bonus action to cause the sword to reappear in your hand.

When you use this ability, you can spend a 2nd-level spell slot to increase the damage to 2d8. You can do this again with a 3rd- or 4th-level spell slot to increase the damage to 3d8, a 5th- or 6th-level spell slot to increase the damage to 4d8 and 7th level or higher spell slot to increase the damage to 5d8.

Psychic Feedback

Starting at 6th level, when you are hit by a melee attack, you can use your reaction to deal psychic damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Intelligence saving throw against your sorcerer spell save DC. On a failed save, the attacker becomes stunned.

Mental Fortress

At 14th level, your mind becomes practically impenetrable. You gain proficiency with Intelligence saving throws and all Intelligence checks and saving throws are done with advantage.

You also cannot be charmed and you gain the Keen Mind feat.

Psionic Barrier

At 18th level, you gain immunity to psychic damage.

You can also use your action to create a spherical shield in a 10 foot radius around you. The shield lasts until the start of your next turn and every friendly being within the shield is immune to all attacks. Any enemies caught inside the sphere must make a Intelligence saving throw or suffer the same effects as a Psychic Scream spell (each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one).

You can only use this feature once per long rest.

Previous Versions

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