Sorcerer
Base Class: Sorcerer

It is unknown how your power came to be. Perhaps a beholder dreamed of someone with powers like its own, or a mind flayer failed to take over your mind, leaving your brain with pieces of its abilities.

Psychic spells

When you reach certain sorcerer levels, you gain additional spells, which you always have prepared.

Psychic Resistance

You have a barrier of mental fortitude granting you resistance to psychic damage. Additionally, you have advantage of saving throws you resist or end the charmed condition.

Levitation

Because of your psychic abilities, while you are conscious, you always levitate a few inches off the ground, preventing you from leaving footprints on the ground, or affecting the ground in any way, you also ignore difficult terrain. Additionally, as long as this is in affect, you are immune to fall damage. If you choose to do so, you can move closer to the ground, appearing as if you walk normally.

Telekinetic Surge

Your mastery over Telekinesis has granted you the ability to move things with your mind nearly at will. You can expend 4 sorcery points to cast the Telekinesis spell without using a spell slot. When you do so you may cast it normally, or you can modify the spell's duration. If you choose to do so, it does not require concentration but instead last for 1 minute. This duration cannot be extended using extended spell metamagic.

Telekinetic Barrier

Your mastery over the telekinetic art has granted you the ability to create invisible barriers around you and your allies. As an action, you touch a creature you can see and bestow upon it a barrier of invisible energy, expending 1 or more sorcery points. For each sorcery point you expend, the barrier gives the target 5 temporary hitpoints, in addition, if the target is not you, they get the benefit of your Levitation feature as long as they have these temporary hitpoints. These temporary hitpoints persist for 1 hour, or until you choose to dispel them at any point (no action required).

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