Base Class: Sorcerer
Whether through abyssal heritage, a trade with a deity, or a curse from an old witch, your mind has been expanded through a porcess that has taken your sight. Blinded eyes but open mind, you are able to perceive and interact with the world with psyonic powers.
Mind's Eye
Your vision was taken, but your mind was awoken. Upon choosing this subclass you are permanently blinded and gain blindsight up to 60 feet. This range increases to 90 feet at 6th level, 120 feet at 14th level, and 150 feet at 18th level.
You also gain the Mage Hand cantrip and doesn't count against your known number of cantrips. Your mage hand is invisible.
Marked Mind
You gain the ability to mark the mind of another creature within your blindsight range as a bonus action, or one you hear as a reaction. While a creature is marked you always know the location of that creature provided it is on the same plane of existence, and it has disadvantage on saving throws against effects you control. You can have a number of creatures marked equal to your proficiency bonus. If you have marked the max number of targets and mark an additional one, you choose which mark disappears to facilitate that.
Each creature can only have one of your marks on it at once, and all marks fade when you go unconscious or take a long rest.
Mind's Eye
The range of your blindsight increases to 90 feet. This range increases to 120 feet at 14th level, and 150 feet at 18th level.
Tracing
You gain the ability to track rapid moving physical objects through the air.
When a ranged weapon attack targets a creature within 10 feet of you, you may use your reaction to mark the attacking creature even if they are outside your blindsight radius. You may spend a sorcery to make an intelligence check and add your proficiency to catch the projectile. The DC is equal to the attack roll, if you succeed the projectile stops in the air before dropping harmlessly to the ground, if you fail the attack strikes as normal.
Mind's Eye
The range of your blindsight increases to 120 feet. This range increases to 150 feet at 18th level.
Psystrike
You grasp on others minds has grown strong enough to break them.
As an action, you may spend 5 sorcery points to detonate a mark on one of your target's minds. The target takes 10d8 psychic damage and must succeed on an intelligence saving throw or be stunned until your next turn. They do not have disadvantage on this saving throw as the mark is consumed by this action.
Mind's Eye
The range of your blindsight increases to 150 feet.
Telekinetic Flight
You gain a flying speed of 60 feet and can hover.
As an action you can grant this flying speed to up to 5 other creatures for 1 hour. Alternatively, as an action you may force 5 creatures to make a strength saving throw. On a failed save the creature's speed becomes 0, and you may lift and move it up to 60 feet in any direction for one minute (no action required). At the end of each of its turns it may reattempt the saving through. If it succeeds it ends this effect and falls to the ground if it has no way of stopping itself from falling. Once you use this feature in this way, you can’t do so again until you finish a short or long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/4/2020 10:49:49 AM
|
6
|
1
|
1
|
Coming Soon
|
|
|
8/25/2020 9:23:11 AM
|
6
|
1
|
--
|
Coming Soon
|
Comments