Base Class: Sorcerer
The Psychic uses only the power of the mind to control and hurt foes.
Innate Spellcasting (Psychic)
You can cast spells / use powers without material components.
Sorcerous Origins (Mysticism)
No really, a lot of meditating before your innate potential was discovered.
Psychic Strenght Points (Use Spell Point Variant p.289 DMG)
Use the variant spell point rules on page 250 of the DMG and call them Psychic Strength Points (PSPs).
Psychic Discipline (Divine Magic p.50 XGE)
You learn an additional spell based on that psychic discipline, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the school of magic based on your psychic discipline.
| Discipline | Spell/PowerK |
|---|---|
| Mind Over Objects | catapult |
| Mind Over Body | inflict wounds |
| Mind Over Space | misty step |
| Telepathy | bane |
| Mind Over Time | protection from evil and good |
Mind Over Body
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the necromancy spell school.
Mind Over Objects
You learn the catapult spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the transmutation spell school.
Mind Over Space
You learn the misty step spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the conjugation spell school.
Mind over Time
You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the divination spell school.
Telepathy
You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the enchantment spell school.
Psychic Advantage (Favored by the Gods p.50 XGE)
Starting at 1st level, psionic power gives you an edge in dangerous situations. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Mental Edge (Bend Luck p.103 of PHB)
Use the class feature of the same name from the Sorcerer class.
Free Your Mind (Otherworldly Wings p.50 XGE)
Starting at 14th level, you can use a bonus action to have a flying speed of 30 feet until you’re incapacitated, you die, or you dismiss them as a bonus action.
God Mind (Dragon Presence p. 103 PHB)
At 18th level, you gain the sorcerer class feature of the same name.
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