Sorcerous Origin: Illithid

Your innate magic comes from Illithid blood that flows in your veins. At some point in your heritage, one of your ancestors made a bargain with one of these alien creatures, or perhaps even consummated a relationship with one. As a result, a remnant of the creatures psionic powers manifests in you.

Psionic Bloodline

You gain the following spells as sorcerer spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know, and you can cast them without using Verbal, Somatic or Material components.

Bonus Spells

Sorcerer Level Spell 1st Dissonant Whispers 3rd Detect Thoughts 5th Fear 7th Compulsion 9th Dominate person

Mind Link

Starting at 1st level, your alien blood gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature whose presence you are aware of within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Shielded Mind

Starting at 6th level, your thoughts cannot be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and when a creature deals psychic damage to you, as a reaction you can force them to take the same amount of damage as you do.

Psychic Assault

At 14th level you gain the ability to lash out with your psionic powers, tormenting the mind of one creature. Starting at 14th level, when you hit a creature with a spell attack, you can use this feature to instantly transport the target through a nightmare-scape. The creature retreats into its mind where it is assaulted by horrific visions. Until the end of your next turn, the target is stunned. At the end of your next turn it takes 8d8 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

Psionic Nova

At 18th level, as an action you can overcharge your psychic powers. For one minute you gain a flying speed equal to your walking speed, you become immune to psychic damage, any creature hostile to you that starts its turn within 30 feet of you takes 2d12 psychic damage, and whenever you deal psychic damage, you gain temporary hitpoints equal to the amount of damage done.