Base Class: Sorcerer
Some sorcerers are born with the ability to make things happen through willpower alone. Most find, at least at first, the more ordinary use of physical movement and vocalisation in casting magic a more reliable and easier method, but with time and practice many find such gouche displays a mere crutch for the weak of will. Beyond the mere method of casting however, many specific niches of expertise can be found among those who use psychic magic. Some find that without a physical giveaway when casting a spell, a Psychic Mind makes for the perfect magical trickster. For good or ill, being able to invade anothers' thoughts unseen is a powerful skill. Others specialise in divining the unknown and still others pummel their enemies' minds with deadly psionic power. The wide utility of such rare magic makes them a good fit for many an adventuring party, and their subtlety a unique foil to the crassness of a barbarian's charge or the brazenness of a wizard's chant.
Additional Spells
When you gain access to new sorcerer spell levels (ie. one through to nine) you gain an additional spell of that new level. The new spell must be an enchantment or divination spell from any spell list, counts as a sorcerer spell for you, and does not count against the number of sorcerer spells you know. If you later swap one of these spells, the new spell must follow these guidelines and be of the same spell level.
Psychic Initiate
At first level you gain several benefits from your psychic abilities in the way you cast certain sorcerer spells:
You are assumed to be in possession of an arcane focus for your sorcery spells, even if you are not. Other required material components must be supplied as normal.
Select up to two sorcerer cantrips you already know that don't cause damage, and an additional non-damaging sorcerer cantrip at fourth level. These you may cast without verbal or somatic components. If you choose Mage Hand, it is also invisible.
Additionally, when you cast a sorcerer spell of any level you may cast it without verbal or somatic components. You may do this an amount of times equal to your proficiency bonus per long rest, unless you use a sorcery point to do so again (when they are available to you).
Psychic Adept
At level six your psyche has become awakened to the point where you gain certain mental defences, and a new way to warp your damaging spells:
You gain resistance to psychic damage and you have advantage on saving throws to end or avoid fear and charm effects.
You may alter the damage type of a sorcerer spell you cast to psychic damage for one sorcery point per casting.
Psychic Master
At fourteenth level you have become a true Master. You can concentrate on up to two spells that require it as long as their combined spell level is less than or equal to your proficiency modifier (cantrips count as level one for this purpose.) If you are forced to make a concentration save and fail during this time you lose both effects.
For example, if your proficiency modifier is +5, you could concentrate on a fourth level spell and a first level spell concurrently. You may also hold concentration on a third level spell while you use the Ready action to concentrate on a second level spell you have yet to release.
Psychic Guru
By level eighteen you have gained true insight into the multiverse and your lower level magics are as easy to achieve as breathing. You may cast all your spells of third level or lower without verbal or somatic components. You also gain the Foresight spell and once per long rest you may cast it (with a duration of one hour and a range of "self") without using a spell slot. It does not count towards your spells known and counts as a sorcerer spell for you. You may also cast it using spell slots as normal.
Previous Versions
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