Sorcerer
Base Class: Sorcerer

Sorcerers with a Telepathic origin inherited a telepathic gift that also allows them to cast spells psionically. They are especially common among elves, where such mind powers sometimes run in the family. Many aberrations (such as Mind Flayers and Intellect devourers) have psionic powers, and also those who have power from them, but Telepaths usually get their abilities from more benign sources. These might include including powerful Wizards, Celestials and Dragons.

Telepathic Spells

You learn additional spells when you reach certain levels in this class, as shown in the telepathic spells table. Each spell counts as a sorcerer spell for you, but it dosen't count against the number of sorcerer spells you know.

Each of these spells requires no Verbal, Somatic, or Material component when you cast it.

Sorcerer Level SPELLS

1st

protection from evil and good, speak with animals

3rd

suggestion, zone of truth

5th

sending, nondetection

7th

locate creature, confusion

9th

modify memory, telekinesis

Telepathy

At 1st level when you choose this origin, you can delve into the minds of others. You learn the Detect Thoughts spell, and can cast it at will without Verbal, Somatic or Material Components. In addition, you can telepathically communicate within creatures within 120 feet of you, and can do so with a number of creatures at once up to your Charisma modifier (minimum of 1).

Mental Blocking

Also at 1st level, you are adept at blocking unwanted psionic effects or telepathic communication. Due to your practiced and natural mental strength, you gain proficiency in Intelligence, Wisdom, and Charisma saving throws, and have advantage on them. Creatures can only telepathically communicate with you if you allow. You also have resistance to psychic damage.

Thought Tracking

Starting at 6th level, you can track a creature's thoughts to its exact location. As a bonus action, you know the location of any creature within 120 feet of you, but gain no other information about it.

Psionic Sorcery

Also at 6th level, you can cast your sorcerer spells with the power of your mind. When you cast a spell, you can spend a number of sorcery points equal to the spell's level to cast it. When you do so, the spell requires no Verbal, Somatic, or Material (unless consumed by the spell) components.

Knowledge Transmission

Starting at 14th level, while you are connected with one creature using telepathy, you can transmit memories to them, which they can access at a later time, using a bonus action on each turn to transmit it. The time required is the same as the duration of the memory. In addition, you can transmit the knowledge of how to use a skill or tool you are proficient with. If you expend 3 sorcery points, you can as an action give them proficiency with that skill or tool for 10 minutes or until you get out of range of your telepathy.

Probe

Starting at 18th level, you can methodologically extract specific pieces of information from a creature's mind. While you are in a creature's mind with Detect Thoughts, you can probe for a specific piece of information (for example, the password to a cult's lair or the creature's favorite flavor of cheesecake). The target knows you are doing so, and does a Wisdom saving throw against your Sorcerer spell save DC, avoiding the affect on a success. On a failure, you learn the information. Once you use this feature, you can't do so again until you finish a long rest, unless you expend 5 sorcery points to use it again.

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