Base Class: Sorcerer
A Psion Soul's magic comes from their mind; they will their thoughts into being, and can perceive and influence the thoughts of others. Their powers might come from Githyanki or Githzerai ancestry, the effects of powerful divination enchantments, a family gift that surfaces every few generations or even some kind of unspeakable communion with a being of the Far Realm, whose influence has affected their mind.
Psion Souls often hide their abilities when they begin to appear, for fear of violent reprisals from those who would keep their inner selves hidden. Moreover, many would go to great lengths to control a person who could perceive and influence the thoughts of others; in the past tyrants would use Psion Souls as their secret police, rooting out opposition even in thought and suppressing rebellion before it even begins. But the greatest danger Psion Souls face is from themselves; their abilities assault them with voices and visions, sometimes of terrible things, and their powers are dangerous if not kept under control. Psion Souls must walk a fine line between brilliance and madness.
Opened Mind
At 1st level, your consciousness is awakened to the possibilities beyond its own.
You can communicate telepathically with any creature you can see within 60 feet, and a contacted creature can respond to you in kind. The creature must share a language with you to communicate. In combat this requires an action.
This ability improves as you grow stronger. At 3rd level, you learn the spell detect thoughts. You can spend 2 Sorcery Points to cast this spell in a different way:
- You can cast this spell as a bonus action.
- You do not require verbal, somatic or material components to cast this spell.
- You have advantage on Charisma checks against creatures that you detect with this spell.
Extrasensory Defences
At 1st level, your psionic powers allow you to anticipate and avoid enemy movements. You can add your Charisma modifier to your AC when not wearing armour or using a shield.
Mental Magic
At 6th level, you unlock your potential to shape the world with your mind. When casting a spell, you can spend a Sorcery Point to change its damage type to Psychic damage. Alternatively, if a spell normally deals Psychic damage, you can spend a Sorcery Point to make it deal Force damage instead. You can also reroll ones when rolling Psychic damage for a spell. You must use the new roll, even if it is a one.
Vengeful Thoughts
At 14th level, you have guarded yourself from psychic effects. Your mind is like a fortress, and woe betide anyone who enters uninvited. You have advantage on saving throws against being charmed orfrightened, and on effects that would reveal your thoughts or location. Additionally, if you succeed on such a saving throw, you can use your reaction to retaliate with a blast of psychic power, temporarily shattering the mind of your attacker. The creature which forced you to make the saving throw must make an Intelligence saving throw. On a failure, the creature is subject to the effects of the confusion spell for 1 minute. Once this effect is used you cannot use it again before taking a short rest.
Mental Mastery
At 18th level, you have gained near-total control over your psychic powers. You gain resistance to Psychic damage, and your Intelligence and Charisma cannot be lowered by any means. Additionally, spells from the Enchantment and Illusion school do not require concentration for you.
Previous Versions
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