Sorcerer
Base Class: Sorcerer

A subclass mixture of some ideas we have been throwing around as a dm group.

Telepathic

  • You can speak telepathically to any creature within 120 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is Charisma. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Aura Sight

Psychic Focus. While focused on this, you have advantage on Wisdom (Insight) checks. 

  • Assess Foe (6 Sorcerer Points). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. 
  • Read Moods (2 Sorcerer Points). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
  • View Aura (4 Sorcerer Points; conc.,1 hr.).As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psychic effects, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
  • Perceive the Unseen (4 Sorcerer Points; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Elemental Attunement

  • Starting at 6th level, when a creature’s resistance reduces the damage dealt by one of your spells, you can spend 2 Sorcery Points to ignore the creature’s elemental resistances. (Fire, Cold (Water), Force (Air), Budgeoning/Slashing/Peirceing (Earth), Thunder, and Lightening).

Telekinetic

 

  • Starting at 6th level you can use the spell Telekinesis at will. Only up to ¼ your carry weight at will.

Teleportation

  • Starting at 6th level you can teleport as a reaction up to 15ft. once per long rest.
  • Starting at 14th level you can teleport as a reaction up to 30ft. Once per long rest.

Mental-Physical Mastery

  • Starting at 6th level increase your base walking speed by 15ft
  • Starting at 14th level you gain the ability to fly. You now have a flight speed equal to your walking speed.
  • You no longer need sustenance to survive. 
  • Ignore psychic damage immunity. Turn it into resistance. 

Elemental Intermediate

  • Starting at 14th level, if you have resistance to a type of damage you can spend 2 sorcery points as a reaction when you take that type of damage to ignore that damage and gain immunity to that damage type until the end of your next turn.
  • Ability to cast the spell Water Breathing at will. (To Self)

Mental Fortress

  • Once per long rest starting at this level you can choose one of the listed elements to gain resistance to Fire, Cold (Water), Force (Air), Bludgeoning/slashing/piercing (Earth), Thunder, Lightning, and Psychic.
  • By 14th level you have acquired greater spiritual strength. You gain proficiency in Wisdom saving throws 

(Sorry had to put the options in the builder for now)

Cold Resistance (Water)

You gain Cold resistance

Fire Resistance

You gain Fire resistance

Force Resistance (Air)

You gain resistance to Force Damage

Lightning Resistance

You gain resistance to Lightning.

Phyical Resistance (Earth)

You gain resistance to Bludgeoning, Slashing, and Piercing damage from nonmagical weapons.

Psychic Resistance

You gain resistance to Psychic damage.

Thunder Resistance

You gain Thunder resistance.

Elemental Mastery

  • Starting at 18th level you gain the ability to withstand environmental hazards
  • You can spend 1 Sorcery Point to ignore Elemental Immunities.
  • You can choose 2 elemental resistances from Fire, Cold (Water), Force (Air), Bludgeoning/Slashing/Piercing (Earth), Thunder, Lightning, and Psychic

(Sorry again had to do this in builder for now).

Cold Resistance (Water)

You gain Cold resistance

Fire Resistance

You gain resistance to Fire Damage.

Force Resistance (Air)

You gain resistance to Cold

Lightning Resistance

You gain lightning resistance.

Physical Resistance (Earth)

You gain resistance to Bludgeoning, Slashing, and Piercing (Earth) damge from nonmagical attacks.

Psychic Resistance

You gain Psychic resistance

Thunder Resistance

You gain Thunder resistance.

Spectral Form

It is a bonus action to enter and exit spectral form. Requiring 5 Sorcery points to enter.

Time limit is 1 hour.

Beginning at 18th level, you gain the ability to become a ghostly figure of Psychic energy. As a bonus action, you can transform into a transparent, ghostly version of yourself. While in this form, you have immunity to all physical attacks unless it is magical in nature. You move at half speed, and can pass through objects and creatures while moving, but can’t willingly end your movement in their spaces. All equipment is absorbed into the body and unable to be used. Any spells that require material components cannot be cast. You gain advantage to wisdom and intelligence saving throws.

All physical attacks count as psychic damage. 

Attack types gained in Spectral Form

Psychic Slash

5d6 + 6

10ft range

Psychic Damage

Psychic Bolt 

3d6 + 6

60ft range

Psychic Damage

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2023 4:20:16 PM
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