Sorecerous Origin - Telepath

Able to hear the thoughts of others, telepaths can come about in a variety of ways. Some are granted the power. Some learn it. But many are born hearing the mental voices of others. Many of these sorcerers do not initially understand their abilities, and some choose to go on journies or adventures to expose themselves to new minds and help them understand their abilities. Through these explorations, they learn to harness their mental abilities into sorcerous dispalays of magic.

Talent of the Telepath

When you choose this origin at level 1, you gain the ability to cast the detect thoughts spell without expending a spell slot. When you cast the spell this way, you cannot probe deeper than a creature's surface thoughts.

Starting at 6th level, the range of the spell increases to 60 feet when you cast it this way, and you can now use the probing aspect of the spell by expending 1 sorcery point.

Mental Voice

Beginning at 1st level, you can communicate telepathically with any creature you are aware of within 30 feet of you. If you do not share a language with that creature, or if that creature has an Intelligence of 3 or less, you can still communicate simple concepts to that creature through mental images and impressions.

When you reach 6th level, the range of this communication increases to 60 feet. Additionally, you can communicate with any number of creatures within range. You can send the same message to each creature, or you can use a bonus action to send a different message to any number of creatures you can communicate with.

Cerebral Agility

At 6th level, your mind-melding magics have increased potency. As a reaction when a creature makes a saving throw or ability check against an enchantment or illusion spell you cast, you may expend 2 sorcery points to impose disadvantage on that roll.

Psychic Specialty

When you reach 14th level, your mental insight becomes more subtle and effective. When you cast detect thoughts the spell can penetrate any barrier, you no longer require any components to cast the spell (meaning it is not noticeable to others when you cast it), and you do not need to concentrate on it. When you probe deeper into a creature's mind it cannot resist this effect fully. On a successful saving throw it can conceal a number of thoughts, facts, or memories equal to its Intelligence modifier before you gain access to its mind.

Additionally, you may expend any number of sorcery points upon casting detect thoughts or as a bonus action while the spell is active. Each sorcery point expended doubles the range of the spell.

Art Credits

Talent of the Telepath by Peter Mohrbacher

Absent Minds by Ryan Barger

Telepathic Dominance

Beginning when you reach 18th level, you gain the ability to completely overtake the minds of others. As an action, you can expend 3 sorcery points to cast dominate person without expending a spell slot. The target has disadvantage on all saving throws it makes against this spell if you are targeting it with detect thoughts as you cast the spell.

Once you use this ability, you cannot do so again until you have completed a long rest.

Sorcerous Origin - Telepath is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.