Base Class: Sorcerer
Spellcasters have tried time and time again to harness the power of the Mind Flyers, to be able to see into people’s minds and make their brain your own. You have been one of the few that have been able to take control over the powers of your Mind Flyer ancestors. Unlike other ancestors, the power you obtain is volatile and needs to be trained in order for you to not lose yourself in someone’s memories. Your kind tend to die at early age and can only use their powers safely by also seeking out the only ones that can teach you the way of the mind, the Mind Flyers themselves. If the psychic manages to get there in the first place they would have to travel deep into the earth to find the hidden cities and then hope they give you a chance to live. Only 4 out of every 1000 individuals with this ancestry survive to control this power, and you are one of them
Psychology
You learn all spells that deal with psychic powers over time. You learn the cantrips immediately and learn the next level spells every two levels. (Ex. 2 sorcerer levels equal next level spells)
Psychological Torture
As an action you can make a person experience unimaginable horrors projected right into their mind. The more creative and horrifying the imagination the more damage it does and the damage is constant . This ends your turn and you can’t move or do other actions until you end this ability. The maximum the psychological damage can be is 5d6 and the lowest 1d6 a turn. The dice upgrade to d8’s at level 10 and d10’s at level 15.
Psychic Sense
You gain a kind of truesight where you can see the exact location of a person if they don’t beat a Dc16 Constitution Save. If they pass they immediately become alert of your presence. You can use this as another means to do Psychological Torture.
Psychic Supremacy
Once per long rest you can cause everyone in 100ft to do a DC18 Con save or they become so afraid they can’t move, fight, or even talk.
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