Base Class: Sorcerer
One day a light blazed forth within you—the illumination of psychic power. Your mind now simmers with this power, allowing you to touch and alter minds around you. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Among Githyanki and Githzerai, the powers of Psychic Soul sorcerers are revered and marshaled on both sides of the Gith war. In Eberron, many Kalashtar dream of discovering this origin’s abilities within themselves, and in Athas, more sorcerers are born with a Psychic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of these psychic powers. Within communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psychic energy now suffuses their minds.
As a Psychic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event at some point in your life leave you shining with psychic awareness?
Psychic Spells
Starting at 1st level, your Psychic Soul expands your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psychic Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
1st - Command, Dissonant Whispers
3rd- Calm Emotions, Detect Thoughts
5th- Compulsion, Phantasmal Killer
7th- Modify Memory, Rary's telepathic bond
9th- Mind Blank, Weird
Telepathic Bond
Starting at 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language it can speak telepathically to you.
While linked with a creature with Telepathic Bond, as an action you can spend 1 sorcery point and choose from one of the following effects:
• You gain access to one memory of the bonded target's choice, gaining perfect recall of what the target did or experienced. The memories share the same sensory limits as the creature - the memories of a blind person will lack a visual element, someone who is deafened will lack an audible element, and so on.
If the bonded creature is unwilling or becomes hostile to you, the effect fails.
• You can cause a creature to make an intelligence saving throw. On a failed save the target takes 1d6 psychic damage and breaks the Telepathic Bond link.
This damage increases by 1d6 when you reach certain levels: 5th level(2d6), 11th level(3d6), and 17th level(4d6).
The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.
Mental Mastery
Starting at 6th level, your mental prowess has allowed you to understand the full capabilities of how dangerous your mind is and can help protect you against other minds.
You gain resistance to psychic damage and your mind cannot be read by telepathic means unless you allow it. When you deal psychic damage from a spell or Psychic Soul feature, add your Charisma modifier to that damage.
Psychic Sorcerery
Beginning at 14th level, when you cast a spell gained from your Psychic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.
Psychic Aura
Beginning at 18th level, you can unleash your psychic power in a crackling aura of psychic energy.
As an action you can magically radiate a transparent, 30-foot radius aura for 1 minute. Other creatures treat the aura as difficult terrain and when a creature starts its turn in the aura or moves into it for the first time on a turn, they take 2d10 psychic damage.
When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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11/9/2020 9:20:58 PM
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Posted Feb 22, 2021Can we get an update that adds all of the abilities it says we get when we actually don’t get them