Base Class: Sorcerer
On Athas, all creatures have innate power, psionic energy that is derived from within. Mystics hone this innate power, following one of six disciplines that express the innate nature of their inner spirit. Mechanically identical to sorcerers, mystics on Athas use different names for their spells and abilities. Psionic origins for sorcerers have several commonalities that differentiate them from more typical sorcerers from other worlds - sorcerers that do not exist in the mutated wastes under the Dark Sun.
Psionic origin sorcerers - called Mystics on Athas - use different terms for their abilities that reflect that they hone inner energies that are ubiquitous among animate beings from their world: Cantrips are called Talents, Spells are called Powers, Casting is called Manifesting, Sorcery Points are called Power Points, and Metamagic is called Metapsionics. Mechanically, they are the same as the abilities sorcerers normally acquire, except as listed in their archetype features.
Egoists focus on the mastery of life and the physical form. Their powers emphasize control of their bodies and vital energies, and extend to the bodies and energies of others.
Psionic Casting
Using the energy of your mind to manifest powers, you do not cast spells like other sorcerers.
Power of the Mind
At 1st level, an Egoist gains the Psionic Casting feature. When manifesting a power (i.e. casting a spell), the Egoist ignores any verbal and somatic components, and any material components that are not both consumed by the spell and have a listed gold cost. This allows the Egoist to manifest powers when spells normally could not be cast, such as when their hands are bound or when they are gagged. However, this feature does not allow an Egoist to manifest powers when they are explicitly prohibited from casting spells at all, such as when wearing armor they are not proficient with, or when they are Polymorphed.
However, upon reaching 3rd level, a mystic (i.e. psionic origin sorcerer) only gains one metapsionic (i.e. metamagic) option instead of two. A mystic has one fewer metapsionic options than other sorcerers of the same level. Also, the Subtlespell option is not recommended, since its benefits are superseded by this feature.
Expanded Proficiency
Psionic Origins may learn skills that are not common for other sorcerers.
An Understanding of the Body
Egoists tap into a greater understanding of the body as they unlock their powers. At 1st level, one of your two starting skill proficiencies may be Medicine.
Additional Powers
Egoists gain additional powers related to their discipline as their mastery grows. At 1st level, you gain an expanded spell list, and you gain bonus powers (spells) known as you gain new levels. All of the listed powers (spells) are considered mystic (sorcerer) powers for you. Additionally, at each indicated level, you may add one of the listed powers to your spells known. These bonus powers do not count against the maximum number of powers you may know.
1st: Cure Wounds, Inflict Wounds
3rd: Enhance Ability, Lesser Restoration
5th: Protection from Energy, Protection from Poison
7th: Guardian of Nature (XGtE), Polymorph
9th: Greater Restoration, Raise Dead
You gain Spare the Dying as a talent (cantrip). This talent is considered a mystic talent for you, and does not count against your maximum number of mystic talents.
Further, there are spells that Egoists can learn as Master Powers - powers from level 6th thru 9th - that are not available to most sorcerers. None of these powers are automatically known, but they may be taken using the normal mechanics for sorcerers learning spells.
6th: Tenser's Transformation, Stone to Flesh
7th: Regenerate, Resurrection
8th: --
9th: Invulnerability, Power Word: Heal, Shapechange
Bioadjustment
At 6h level, when another creature close enough to touch is being healed, you can use your psionic power to align their metabolism for quicker recovery. You may spend 1 power point (sorcery point) and a reaction when a creature within 5 feet is having hit points restored. If you, then all dice rolled that are 1s or 2s are set to 3s.
Second Skin
You've gained great skill when adjusting your body or taking on other forms.
Control of Form and Flesh
At 14th level, you skill when taking on other forms or adapting your body has reached a level where you gain several benefits while doing so:
1) When you manifest a power (cast a spell) that changes your shape, such as Polymorph, you can retain your Intelligence, Wisdom, and Charisma scores if you wish, even if the power normally changes these scores to match those of the new form you are taking.
2) Your concentration on transmutation powers you manifest on yourself cannot be broken by damage.
3) If you are unable to manifest powers because of a transmutation spell or effect, or form-altering spell or effect that has been cast or manifest on you, you may spend your bonus action and a number of power points (sorcery points) to ignore this restriction. The number of power points is equal to the level of the power you wish to manifest.
4) When Tenser's Transformation ends on you, you automatically succeed at the saving throw to avoid gaining a level of exhaustion. For the duration of Tenser's Transformation, you may use your Charisma modifier instead of Strength or Dexterity modifier for weapon attacks and damage rolls.
Resilient Body
Your body has become highly adaptable, and you can configure your metabolism to blunt specific types of harm.
Adaptable Defenses
At 18th level, you can adjust your body to resist different types of damage. At the end of each long rest, choose one of the following options:
1) You gain resistance to bludgeoning, slashing, and piercing damage from non-magical weapons.
2) You gain resistance to psychic damage and damage from one of the following types: acid, cold, fire, lightning, poison, or thunder.
3) You gain resistance to either force, necrotic, or radiant damage.
The chosen option lasts until you complete your next long rest.
Previous Versions
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