Sorcerer
Base Class: Sorcerer

A Thought Invoker, is someone who has established an open connection with the astral plane and themselves. Their dreams and very thoughts are directly tied to the astral plane as if it's a well of inspiration. You never know what these guys are going to pull out of their head.

Invoke Thought

When you gain access to sorcery points, you gain this feature.

You may use an action spend a number of sorcery points in order to conjure a creature of one of your subconscious types. Each sorcery point spent increases the max CR by 1/2. Conjured creatures do not have access to spellcasting, lair actions, legendary actions, or legendary resistances. Conjured creatures cannot be the target of spells casted by allied creatures unless they do damage. A conjured creature has a separate initiative from the caster and can only do one action on each turn. If the creature has multi attack, ignore it. You must concentrate on your conjuring in order for the creature to persist. The creature will disappear after 1 minute or you lose concentration. You issue commands to the creature as a bonus action. If no issue is given, the creature will defend you to the best of its ability. The creature cannot communicate but understands everything you say. 

Astral Surgence

At 6th level, all damage done by creatures conjured by your archetype features is now considered force damage.

Personified Spell

At 14th level, when conjuring a creature using your archetype features, you can expend a spell slot to cast a spell of the same level that does damage. The next time the conjured creature lands a hit, you add the damage of the spell to the damage roll. If multiple targets are hit, choose 1 target for the extra damage.

Final Thought

At 18th level, when you are about to use your Invoke Thought feature, you may suffer two levels of exhaustion so that each sorcery point increases the CR by 1

Subconscious

At 1st level, choose a creature type. This creature type affects all of your abilities that you will get from this archetype. You get to choose one more creature type every time you get a new meta magic ability. During a short or long rest, you can change the creature type(s).

Greater Familiar

At 1st level, you have the ability to perform an hour long ritual in order to summon a friendly creature from your very imagination. This creature matches one of your subconscious creature types and can have a maximum CR of 1/8th your sorceror level. Creatures summoned this way do not have access to spellcasting, lair actions, legendary actions, and legendary resistances. It's max hit points equals 3 × sorceror level and its AC is the same as your spell save DC. It has an initiative separate from yours. It can only perform 1 action every round, if it has multi attack, ignore it. You can give it a command as a free action, if no command is issued, it will protect you the best it can. The creature cannot communicate but understands any thing you say, no matter the language. The creature disappears if it's current hit points falls to or below 0, if you perform the ritual again, or if your subconscious types change to not match the creature

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