Sorcerer
Base Class: Sorcerer

Whether you were blessed by a celestial being, or whether you trained your mind by meditation, you have unleashed the full powers of your psyche, using them to bend the weave to your every whim.

Mystical Spellcasting

At 1st level, you've harnessed the power of your mind to cast spells. Instead of using Spell Slots, you use Spell Points. (Described on page 288 of the Dungeon Master's Guide)

At 3rd level, you also use Spell Points fuel your Metamagic. Whenever you would expend Sorcery Points, you instead expend Spell Points.

Expanded Spell List
Spell level Spells

Cantrip

Thaumaturgy

1st

Alarm

2nd

Locate Object, Spiritual Weapon

3rd

Sending

4th

Arcane Eye

5th

Telepathic Bond, Arcane Hand

6th

 Blade Barrier

7th

 Project Image, Mordenkainen's Sword

8th

Telepathy, Mind Blank, Feeblemind

9th

 Foresight

 

Telepathic Message

At 1st level, you gain the Message cantrip if you don't already know it, otherwise you can choose one other Sorcerer cantrip. This cantrip does not count against the number of cantrips you know. When you use Message, the range increases by 5 feet for every level in this class.

Mystic Focus

Starting at 6th level, whenever you cast a Spell that requires Concentration, you can spend additional Spell Points equal to twice the spell's level to ignore the Concentration property. If you cast a spell like this you can't cast another Spell with the Concentration property without ending the first spell.

Psionic Trance

At 14th level, as a bonus action, you can recede into your mind and enter a trance-like state for 1 minute. For the duration you have immunity to psychic damage, a flying speed equal to half your current movement speed, advantage on saving throws to keep concentration on a spell, and the ability to concentrate on two spells at once.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 10 Spell Points to use it again.

Mystical Persistence

Beginning at 18th level, if you are concentrating on a non-ritual spell and fall unconscious, you can expend 10 Spell Points to make a Charisma Saving throw, the DC equals 10 or half the damage you take, whichever number is higher. If you succeed you stay conscious at 0 Hit Points for the duration of the spell or until you lose concentration. If the spell ends and you still have 0 Hit Points, you fall unconscious and suffer 2 levels of Exhaustion. If you are concentrating on two spells during Psionic Trance, you can only choose one to maintain concentration on.

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