Sorcerer
Base Class: Sorcerer

Possessed of a powerful mind, the Psion Soul isn't exactly a brilliant genius, but they do have extremely formidable willpower which fuels their capabilities. Most sorcerers seem born with their magic, and indeed some Psion Souls are, but most of these sorcerers possessed no notable magical ability until a fateful day in their past when their mind underwent a traumatic, powerful, and often quite sudden psychic awakening. As they grow in their knowledge and skill, these Psion Souls learn to manipulate the thoughts and feelings of those around them with fine expertise, or conversely, they learn to manipulate multiple aspects of their local reality and manifest objects and energies easily where nothing existed before, such is the power of their will. When they are truly advanced, their psionic mind is as integrated as their natural magic, and their resources for spells and powers are vastly more flexible.

Psionic Spells
1st-level Psion Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver
3rd calm emotions, cloud of daggers
5th hunger of Hadar, sending
7th black tentacles, summon aberration
9th modify memory, synaptic static

Psionic Power

1st-level Psionic Soul feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psi-Bolstered Speech. You can use subtle mental influence as you speak out loud, improving your capability in social situations. When you are speaking out loud and would make Charisma skill check, you can roll a Psionic Energy die and add it to that skill check. You may add this die before you know the result of a such a roll, and the first time you use this power before you finish a short or long rest you do not expend the Psionic Energy die, but all other times, you do.

Psionic Cantrip. Whenever you are casting a cantrip, roll a spell attack roll and hit, you may roll and expend a Psionic Energy die, and add that much damage + your Charisma modifier to the damage the cantrip deals this turn to one creature. Likewise, whenever a creature fails a saving throw for a cantrip you cast and that cantrip deals damage, you may roll and expend a Psionic Energy die and add that much damage + your Charisma modifier to the damage the cantrip deals to that creature this turn.

Psychic Whispers. You can establish telepathic communication between yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other. The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.

State of Psyche

6th-level Psion Soul feature

At 6th level you have unlocked powerful capabilities of your mental state, and your growth will favor one of two psionic paths. When you gain this feature, choose State of Mind or State of Matter, and you gain the powers listed below for the chosen option:

State of Mind
Mind Spike. 
You learn the Mind Spike spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.
Psionic Influence.
You learn the Suggestion spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.
Psionic Sense. You learn the Detect Thoughts spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.

State of Matter
Manifest Acid.
 You learn the Acid Arrow spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.
Manifest Plasm Web. You learn the Web spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.
Psionic Weapon. You learn the Magic Weapon spell and can cast it once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again.

Complex Manifestation

14th-level Psion Soul feature

At 14th level, your psyche manifests a shard personality that you may shape into a potent helper in the physical world composed of Psionic Crystal, known as a Psicrystal Companion, and you are able to conjure even large objects ably and easily. You learn the Create Homonculus spell and can cast that spell once without expending a spell slot before you must finish a long rest or expend a Psionic Energy die to cast it this way again. When you cast this spell this way, the Homonculus you summon gains "when you cast a spell with a range of touch, your homonculus can deliver the spell as if it had cast the spell. Your homonculus must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." This homonculus also speaks any languages you speak, and is thus able to perform the help action with any tasks. Your homonculus can take on any shape you desire, and is composed of animated crystal of the colors of your choice. It behaves much like it's creator, but with one aspect of its personality greatly exaggerated, such that a happy person would conjure an extremely bubbly homonculus, or a paranoid person might conjure a cowardly homonculus (who will reluctantly still obey).

Additionally, you learn a particular spell based on the choice you made for your State of Psyche feature. If you chose State of Mind, you learn the Mass Suggestion spell, and if you chose State of Matter you learn the Instant Summons spell. You can cast either of these spells once without expending a spell slot before you must finish a long rest or expend a Psionic Energy die to cast either this way again. If you learn the Instant Summons spell, when you cast this spell, you can cast it as an action and you ignore the need for the material component as you manifest a psionic crystal that you may use instead. Dispel magic or a similar effect successfully applied to this psionic crystal ends this spell's effect.

Mind Over Mastery

18th-level Psion Soul feature

When you achieve 18th level in this class, you receive an epiphany which unlocks massive power within your mind, improving your magical reserves and psionic capability both. As a bonus action, you can expend 2 sorcery points to restore one Psionic Energy die. Likewise, you may also expend a Psionic Energy die as a bonus action to restore 2 sorcery points. You may use this feature for either of these purposes a total number of times equal to your proficiency bonus before you must finish a long rest to use it either way again.

Additionally, your willpower readily becomes a palpable, physical force, and you learn the Wall of Force and Forcecage spells. When you cast these spells, you ignore the material components requirements for these spells.

Lastly, whenever a creature under the effect of an enchantment spell you cast would make a saving throw to end that spell's effect, you may expend a Psionic Energy die and that creature suffers disadvantage on that saving throw.

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