Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Many variations exist, and these origins greatly impact the sorcerers role in the world. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Storm Sorcery, Divine Soul, Frost Sorcery, Deathtouched, Vampire Bloodline, Gravity Wielder, Infernal Heritage, Telepath, Phoenix Soul, or Stone Lineage.

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.



You have chosen the Telepath origin.

Telepath

Your innate magic commands the minds of others, and comes from the power of your own mind. Perhaps you have an innate gift that runs in your bloodline, or perhaps your mind was touched by the eldritch monsters that call themselves illithid. Whatever the source, the psychic powers you now wield allow you to not only have better control over your own mind, but also extend that control past your own body, into the minds of others.

Telepathic sorcerers use their sway over the mind to keep friends close, and enemies closer. Brute force is a waste of resources when you can talk your way past the guards and wipe every ounce of suspicion from their mind. Those with such advanced psychic powers typically prefer to play the role of puppeteer in most situations. Their charismatic approach lends them to be great swindlers, masters of illusion, and entrancing entertainers.

Telepath Origin Spells

Sorcerer Level Spells 1st dissonant whispers 3rd zone of truth 5th tongues 7th locate creature 9th modify memory 11th mass suggestion

Psychic Intuition

The manifestation of your psychic abilities has in some ways left you wise beyond your years, with an unnaturally heightened intuition. This proves as an incredible guide in conversation, leaving most people you've talked with to think better of you due to your charming personality and mannerisms. At 1st level, you can choose to gain proficiency in Wisdom saving throws instead of Charisma saving throws.

Additionally, at 1st level you gain Friends as a cantrip and it does not count against total cantrips known. You may use Friends up to a number of times equal to your Charisma modifier (minimum of 1) , without the person knowing that you have used magic against them (unless they possess some other means of knowing).

















































































Telepathy

At 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature within 120 feet of you in this manner. So long as the creatures Intelligence is 4 or higher, you don’t need to share a language with the creature for it to understand your telepathic messages. However, in order for the creature to respond back it must have an Intelligence of 6 or higher, and be telepathic itself or share a language with you. In combat this requires a bonus action or action.

At 8th level, the range of this ability increases to 240 feet. Additionally, you no longer have to share a language to communicate with a creature, though it still must have an Intelligence of 4 or higher to comprehend you, and 6 or higher to respond to you.

At 16th level, the range of this ability increases to 500 feet. Unwilling targets get a Wisdom save to disrupt the link.