Sorcerer
Base Class: Sorcerer

Psychic abilities can manifest in a number of ways. One of those ways is through a psionic, or mental, connection to the Weave. Individuals born with this ability call themselves Mystics.

Expanded Spell List

You choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Mystic Expanded Spells

Spell Level

Spells

1st

heroism

2nd

calm emotions

3rd

vampiric touch

4th

arcane eye

5th

legend lore

Psionics

Psi Points

Your manifest your psionic abilities from a pool of psi points. The amount of psi points you have is equal to your level multiplied 3, to a maximum of 30.

Psionic Spellcasting

You cast your sorcerer cantrips purely with your mind. When you cast a sorcerer spell of first level of higher, you can expend a number of psi points equal to the spell's level to cast it purely with your mind. When casting a spell in this way, you require no material components and you do not need to perform verbal or somatic components. However, you cannot cast spells of 6th level or higher that require material components with a gold cost in this way. Metamagic requires an intense focus on the Weave and, thus, cannot be used with spells cast purely with your mind.

Spellcasting Ability

Intelligence, not Charisma, is your spellcasting ability for your sorcerer spells.

Psionic Pulse

You know the psionic pulse cantrip, which counts toward your known spells.

Telepathy

You can telepathically speak to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Mystic Discipline

Exploring and developing one's abilities typically requires choosing a discipline and training in a specific psionic technique. Every mystic is trained in one of five disciplines: the Avatar, the Awakened, the Immortal, the Nomad, or the Wu Jen. Each discipline has a list of spells that, if they are known spells for you, you do not need to spend psi points on them to cast them purely with your mind.

Avatar

The Avatar discipline teaches a mystic to master and control the emotions of others, bolstering the spirits of allies and shaking the souls of enemies.

Avatar Psionic Spells

The following spells, if you know them, do not require psi points for you to cast purely with your mind.

Awakened

The Awakened discipline teaches a mystic to access the full power of their mind, unleashing powerful psychic attacks and manipulating the minds of others.

Awakened Psionic Spells

The following spells, if you know them, do not require psi points for you to cast purely with your mind.

Immortal

The Immortal discipline teaches a mystic to use their mind to empower and transform their body, becoming living weapons who are quite difficult to kill.

Immortal Psionic Spells

The following spells, if you know them, do not require psi points for you to cast purely with your mind.

Nomad

The Nomad discipline teaches a mystic to hone their minds towards the collection of knowledge and the pursuit of exploration and discovery. The search for secrets and hidden lore can become an obsession for them.

Nomad Psionic Spells

The following spells, if you know them, do not require psi points for you to cast purely with your mind.

Wu Jen

The Wu Jen discipline teaches a mystic to break the push the boundaries of the physical world, controlling the elements and altering reality at their whim.

Wu Jen Psionic Spells

The following spells, if you know them, do not require psi points for you to cast purely with your mind.

Strength of Mind

At 6th level, you gain a bonus to Intelligence saving throws equal to your proficiency bonus.

You learn to enhance your Psionic Pulse by spending psi points. This effect is determined by your Mystic Discipline.

Avatar

Your Psionic Pulse can affect the minds of your enemies. When you cast psionic pulse and hit your target, you can spend psi points to force the target to make an Intelligence saving throw against your spell save DC. On a failed save, the target is afflicted with a condition for 1 minute. If you spend 3 psi points, the target becomes charmed. If you spend 4 psi points, the target becomes frightened. If you spend 5 psi points, the target becomes paralyzed.

Awakened

Your Psionic Pulse can damage additional creatures. When you cast psionic pulse and hit your target, you can spend psi points to make the orb burst from the target to nearby creatures, forcing them to make an Intelligence saving throw against your spell save DC. On a failed save, affected creatures take the same damage as the original target. If you spend 3 psi points, all creatures within 5 feet of the target are affected. If you spend 4 psi points, all creatures within 10 feet of the target are affected. If you spend 5 psi points, all creatures within 10 feet of the target are affected and if an affected creature succeeds on the saving throw, it still takes half damage.

Immortal

Your Psionic Pulse can siphon the life force from your enemies, healing you. When you cast psionic pulse and hit your target, you can spend psi points to have the orb return to you, having absorbed some of the target's life force. You gain an amount of hit points based on the number of psi points spent. If you spend 3 psi points, you gain hit points equal to half the damage dealt to the target. If you spend 4 psi points, you gain hit points equal to the damage dealt to the target. If you spend 5 psi points, you gain hit points equal to twice the damage dealt to the target.

Nomad

Your Psionic Pulse can forcefully teleport your enemies. When you cast psionic pulse and hit your target, you can spend psi points to force the target to make an Intelligence saving throw against your spell save DC. On a failed save, the target teleports to an unoccupied space of your choice within a range determined by the number of psi points spent. If you spend 3 psi points, the range is 10 feet. If you spend 4 psi points, the range is 30 feet. If you spend 5 psi points, the range is 90 feet.

Wu Jen

Your Psionic Pulse can deal additional elemental damage. When you cast psionic pulse and hit your target, you can spend psi points to imbue the blast with one or more elements, dealing an additional 1d8 damage for each element. If you spend 3 psi points, you can imbue one element. If you spend 4 psi points, you can imbue two elements. If you spend 5 psi points, you can imbue three elements. See the table below for the elements and their damage types.

ELEMENT DAMAGE TYPE
Air Bludgeoning or Slashing
Darkness Necrotic
Earth Bludgeoning or Poison
Fire Fire
Force Force
Ice Cold
Light Radiant
Lightning Lightning
Thunder Thunder
Water Bludgeoning
Wood Bludgeoning or Piercing

Telekinesis

At 14th level, you have mastered the ability to move objects with your mind. You learn the telekinesis spell. It does not count toward your known spells and you do not need to spend psi points to cast it purely with your mind. If you already know the telekinesis spell, replace it with another spell of 5th level or lower.

You can spend psi points to extend the duration of your telekinetic abilities. For every psi point you spend, the duration of the telekinesis spell cast from this feature is extended by 10 minutes. The psi points can be spent at any time during the spell's duration.

Psionic Body

At 18th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.

If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Previous Versions

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