Psychic (5A)

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This is an original Sorcerous Origin for 5A.

The spark of psychic talent is an inborn trait, but unlike most sorcerous origins, it requires training and discipline to awaken to full power. This is usually given in a monastery or in the wilderness, away from the distracting bustle of normal life. Whether you studied in a school or a single master, it is likely that your trainers had contacts with monks and clerics sympathetic to psychics.

You have honed your mind to channel the vast energies of the Netherworld, thought to be related to the Far Realm. Though meditation and discipline, you shield yourself against the influence of aberrations and other psychic threats. Your mind is in touch with the universe, and when you reach out with your thought, reality complies with your wishes.

Subclass Features

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Aberrant Mind Spells
Sorcerer Level Spells
1 Arms of Hadar, Dissonant Whispers, Mind Sliver
3 Calm Emotions, Detect Thoughts
5 Hunger of Hadar, Sending
7 Evard's Black Tentacles, Summon Aberration
9 Rary's Telepathic Bond, Telekinesis

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of hours equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. At 6th level you can remain in telepathic contact with a number of creatures equal to your Charisma bonus (minimum 2 creatures). When you establish telepathy with more creatures, you choose which telepathic connection to end. At 14th level you can maintain telepathy indefinitely.

Centering

Beginning at 6th level, you can take a minute to use Acrobatics, artisan's tool proficiency, Athletics, Insight, musical instrument proficiency, or Perform, to center yourself. You regain a number of sorcery points equal to your proficiency bonus in the skill or instrument used. You cannot have more sorcery points than your starting value after centering. You can use centering only once and recharge the ability at the end of a long rest.

You also learn the Subtle Spell metamagic. If you already know this metamagic, you learn another metamagic of your choice.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Psychic Alliance

At 14th level, when you or an ally within 1 mile fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to grant a bonus on that saving throw equal to your proficiency bonus. You must see or be in Telepathic Speech with the ally.

Your Telepathic Speech ability now allows communication with any creature that understands a language.

Universe of Thought

At 18th level, you can use Telepathic Speech to establish telepathic communication with any creature you have used Telepathic Speech with before, regardless of range. You can cast spells on creatures you are in Telepathic Speech contact with as if you were touching them, regardless of range and even on other planes of existence.