Chronos
2019-07-18, 03:25 PM
New sorcerous origin: Psionic
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Sorcerers with the psionic origin (who are often called "psions") do not draw their power from their ancestry or from their connections to various aspects of the world, but rather by developing the power of their own mind. They are much more contemplative and studious than most sorcerers, and many of them come across as detached or disinterested in the mundane workings of the world.
Ascended Mind
The magic of a psion is learned and developed, not instinctive. Intelligence, rather than Charisma, is the spellcasting ability for psions. You use your Intelligence modifier whenever a spell refers to your spellcasting ability, and you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Discipline
When you choose this sorcerous origin, you must pick one of five psionic disciplines to specialize in: Clairsentience, psychokinesis, psychometabolism, psychoportation, or telepathy. Specialists in clairsentience (called "seers") are experts at sensing or perceiving from a distance. Specialists in psychokinesis (called "kineticists") can move objects using their minds, on a grand or microscopic scale. Specialists in psychometabolism (called "egoists") have trained themselves to alter their own bodies, and occasionally also those of others, using the power of their minds. Those who specialize in psychoportation (called "nomads") can instantly move themselves or others from place to place. Telepaths, those who specialize in telepathy, are skilled at reading the thoughts of others, or imposing their own thoughts.
At first level, depending on which discipline you choose, you learn one additional cantrip and one additional spell known. At later levels, you learn more spells, as shown on the associated lists. These spells do not count against your limit of spells known, and you cannot swap them out for other spells, not even using psychic surgery (see below). If a discipline spell does not appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.
Clairsentience
Psion level Discipline spells
1 Guidance, Detect Evil or Good
3 Augury
5 Clairvoyance
7 Locate Creature
9 Scrying
Psychokinesis
Psion level Discipline spells
1 Mage Hand, Unseen Servant
3 Heat Metal
5 Wind Wall
7 Otiluke's Resilient Sphere
9 Telekinesis
Psychometabolism
Psion level Discipline spells
1 Spare the Dying, Cure Wounds
3 Enhance Ability
5 Vampiric Touch
7 Polymorph
9 Greater Restoration
Psychoportation
Psion level Discipline spells
1 Lightning Lash, Longstrider
3 Misty Step
5 Blink
7 Dimension Door
9 Teleportation Circle
Telepathy
Psion level Discipline spells
1 Message, Dissonant Whispers
3 Detect Thoughts
5 Sending
7 Phantasmal Killer
9 Dream
Psicystal Affinity
At 6h level, you learn to shape a portion of your personality into tangible form, a companion called a psicrystal. You can cast find familiar as a ritual, except that the resulting creature is a construct, rather than a celestial, fey, or fiend, and no matter what form you choose, it appears to be a tiny crystal, possibly with spindly legs or ephemeral wings.
Psionic Focus
At 14th level, you have learned to focus your mind so as to maintain concentration on difficult tasks. By spending one minute in meditation (during which time you cannot take any other actions), you can enter a state called psionic focus, which lasts until you become unconscious or deliberately expend it. You cannot gain psionic focus while you are already psionically focused.
Thereafter, if you would ever have to make a Constitution saving throw in order to maintain concentration, instead of rolling, you may choose to instead expend your psionic focus. If you do, treat it as if you had rolled a 15 on the d20.
Psychic Surgery
At 18th level, you learn how to re-write the magical patterns within your own mind or that of another. By meditating for eight hours (during which time you can take no other actions), you can change what spells and cantrips you know. Alternately, if you maintain contact with another willing creature that knows spells and/or cantrips, you can similarly change what spells and cantrips that creature knows. While using this ability on another creature, that creature is incapacitated. If you are interrupted before the end of the eight hours, this ability has no effect.
To change a known spell of first level or higher, you must pay a number of sorcery points equal to the level of the original spell plus the level of the new spell. To change a cantrip known, you must spend one sorcery point. You can change any number of spells and/or cantrips at once, so long as you have enough sorcery points.
The new spell must be one that the creature could have chosen on leveling up, and cannot be of a higher level than that creature could cast from the relevant class. You cannot change your discipline spells in this way, nor those of another psion.
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Sorcerers with the psionic origin (who are often called "psions") do not draw their power from their ancestry or from their connections to various aspects of the world, but rather by developing the power of their own mind. They are much more contemplative and studious than most sorcerers, and many of them come across as detached or disinterested in the mundane workings of the world.
Ascended Mind
The magic of a psion is learned and developed, not instinctive. Intelligence, rather than Charisma, is the spellcasting ability for psions. You use your Intelligence modifier whenever a spell refers to your spellcasting ability, and you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Discipline
When you choose this sorcerous origin, you must pick one of five psionic disciplines to specialize in: Clairsentience, psychokinesis, psychometabolism, psychoportation, or telepathy. Specialists in clairsentience (called "seers") are experts at sensing or perceiving from a distance. Specialists in psychokinesis (called "kineticists") can move objects using their minds, on a grand or microscopic scale. Specialists in psychometabolism (called "egoists") have trained themselves to alter their own bodies, and occasionally also those of others, using the power of their minds. Those who specialize in psychoportation (called "nomads") can instantly move themselves or others from place to place. Telepaths, those who specialize in telepathy, are skilled at reading the thoughts of others, or imposing their own thoughts.
At first level, depending on which discipline you choose, you learn one additional cantrip and one additional spell known. At later levels, you learn more spells, as shown on the associated lists. These spells do not count against your limit of spells known, and you cannot swap them out for other spells, not even using psychic surgery (see below). If a discipline spell does not appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.
Clairsentience
Psion level Discipline spells
1 Guidance, Detect Evil or Good
3 Augury
5 Clairvoyance
7 Locate Creature
9 Scrying
Psychokinesis
Psion level Discipline spells
1 Mage Hand, Unseen Servant
3 Heat Metal
5 Wind Wall
7 Otiluke's Resilient Sphere
9 Telekinesis
Psychometabolism
Psion level Discipline spells
1 Spare the Dying, Cure Wounds
3 Enhance Ability
5 Vampiric Touch
7 Polymorph
9 Greater Restoration
Psychoportation
Psion level Discipline spells
1 Lightning Lash, Longstrider
3 Misty Step
5 Blink
7 Dimension Door
9 Teleportation Circle
Telepathy
Psion level Discipline spells
1 Message, Dissonant Whispers
3 Detect Thoughts
5 Sending
7 Phantasmal Killer
9 Dream
Psicystal Affinity
At 6h level, you learn to shape a portion of your personality into tangible form, a companion called a psicrystal. You can cast find familiar as a ritual, except that the resulting creature is a construct, rather than a celestial, fey, or fiend, and no matter what form you choose, it appears to be a tiny crystal, possibly with spindly legs or ephemeral wings.
Psionic Focus
At 14th level, you have learned to focus your mind so as to maintain concentration on difficult tasks. By spending one minute in meditation (during which time you cannot take any other actions), you can enter a state called psionic focus, which lasts until you become unconscious or deliberately expend it. You cannot gain psionic focus while you are already psionically focused.
Thereafter, if you would ever have to make a Constitution saving throw in order to maintain concentration, instead of rolling, you may choose to instead expend your psionic focus. If you do, treat it as if you had rolled a 15 on the d20.
Psychic Surgery
At 18th level, you learn how to re-write the magical patterns within your own mind or that of another. By meditating for eight hours (during which time you can take no other actions), you can change what spells and cantrips you know. Alternately, if you maintain contact with another willing creature that knows spells and/or cantrips, you can similarly change what spells and cantrips that creature knows. While using this ability on another creature, that creature is incapacitated. If you are interrupted before the end of the eight hours, this ability has no effect.
To change a known spell of first level or higher, you must pay a number of sorcery points equal to the level of the original spell plus the level of the new spell. To change a cantrip known, you must spend one sorcery point. You can change any number of spells and/or cantrips at once, so long as you have enough sorcery points.
The new spell must be one that the creature could have chosen on leveling up, and cannot be of a higher level than that creature could cast from the relevant class. You cannot change your discipline spells in this way, nor those of another psion.