Sorcerer
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.

Nomads attune themselves to the mysteries of space, motion, and time, and can accelerate, decelerate, and teleport.

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, a Nomad gains the Psionic Casting feature. When manifesting a power (i.e. casting a spell), the Nomad 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 Also, the Subtlespell option is not recommended, since its benefits are superseded by this feature.

Quickened Step

At 1st level, you can increase your speed by 10 feet by spending a bonus action. This increase to your speed lasts for 1 minute. This ability requires concentration, as if concentrating on a spell.

Additional Powers

Nomads 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: Expeditious Retreat, Zephyr Strike (XGtE)
3rd: Hold Person, Misty Step
5th: Haste, Thunder Step (XGtE)
7th: Dimension Door, Freedom of Movement
9th: Hold Monster, Steel Wind Strike (XGtE)

Further, there are spells that Nomads 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: --
7th: --
8th: Demiplane, Maze
9th: Imprisonment

Flicker

When you teleport with haste, you can still manifest a power.

Second Nature Teleportation

At 6th level, when you manifest a power (cast a spell) that teleports you as a bonus action, such as Misty Step or using Quickened Power Metapsionic (Metamagic) option with Dimension Door, you may manifest a power with your action.

Unconditional Motion

At 14th level, once between long rests, you may manifest (cast) Freedom of Movement as a reaction, without using a power (spell) slot. Additionally, you may manifest Freedom of Movement by spending 4 power points (sorcery points), but only when manifesting it on yourself. If you do not already have it, you add Freedom of Movement to you list of powers known.

Personal Freedom

When you may manifest Freedom of Movement on yourself, you may spend 4 power points (sorcery points) instead of using a spell slot.

Movement Without Motion

You are an adept at teleportation and breaching defenses against spells that move you instantly.

Breach Wards

At 18th level, when a power, spell, or effect would prevent your teleportation or planar travel into, out of, or through a location, you may spend power points (sorcery points) to ignore that effect. The number of power points you must spend is equal to the level of the spell or power that is blocking your transit. If the effect is not a spell or power, then you must spend power points equal to half the CR of the creature who is stopping your transit. If it is from another PC's class feature, you must spend power points equal to half the level the class feature is gained at. If your travel is being blocked by a Sorcerer King, artifact, or other power beyond the ken of normal mortals, you must spend 10 power points. However, the DM may rule that wards of such creatures cannot be breached, even by your expertise.

Reliable Teleportation

At 18th level, when you manifest (cast) Teleport, you improve your Familiarity with a location by two steps, to a maximum of "Associated Object". Additionally, you do not need materials components to manifest Teleportation Circle.

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