Sorcerer
Base Class: Sorcerer

Kinetic Minds are masters of physical enforcing powers with great strength and reach.

Psionic Spells

1st-level Aberrant Mind 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 divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st shield, feather fall, magic missile
3rd shatter, spider climb
5th counterspell, fly
7th fabricate, private sanctum
9th telekinesis, wall of force

Psionic Power

1st-level Kinetic Mind feature

Also at 1st level, 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.

Each of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power 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.

Kinetic Shield. When you make a saving throw from an area effect, you may expend a Psionic Energy die to add the number rolled to your total. You can choose to use this feature after you make your roll, but before the DM determines whether the roll succeeds or fails. Alternatively, you may use your reaction to apply this effect to a target you can see within 30 feet of you instead. When you reach level 6, if you succeed while using this feature, you instead take no damage and are unaffected in the area from that cause until the start of your next turn.

Psionic Sorcery

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. Also, when you cast any spell of 1st level or higher from your Psionic Spells feature, you may expend a Psionic Energy die and add the total result to any one roll you would make with the spell.

Psychic Exchange

6th-level Kinetic Mind feature

At 6th level, you may exchange one Psionic Energy die into a sorcery point or exchange a sorcery point into one Psionic Energy die.

Kinetic Movement

14th-level Kinetic Mind feature

Beginning at 14th level, you have mastered new ways to use your telekinetic abilities, detailed below.

Kinetic Flight. As an action, you can spend a Psionic Energy die to cast fly on yourself for 10 minutes without any verbal or somatic components. While activated this way, you are also under the effects of the shield spell for the entire duration and any strength check as well as your carry capacity is based off of your spell caster (CHA) modifier instead.

Kinetic Teleportation. As a bonus action, you may spend a Psionic Energy die and roll it, pick an unoccupied space you can see, or a location known by you that is up to a number of feet away equal to 10 times the number rolled and teleport yourself and up to one other willing creature to that space. If your total roll will not reach your desired destination, you may then instead expend up to one more Psionic Energy die to try and reach your destination, teleport to another location within the spell's reach or you may choose to lose all dice used and not teleport at all.

Kinetic Savant

18th-level Kinetic Mind feature

At 18th level, the duration of your Psionic Spells and your Psionic Powers are doubled and when you cast any spell of 1st level or higher from your Psionic Spells feature and expend a Psionic Energy die to add the total result, apply the total to each roll you would make with the spell instead.

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