Psyche Sorcerer

Your innate magic comes from harnessing the strength of inner imagination, creativity, and independent thought. Most with this power trace their magic back to a difficult journey they undertook during an otherworldly game, coming about due to sudden life-or-death circumstances. Finding people with these abilities is difficult, as only a select few people are chosen to participate in the game that facilitates these skills, but this fact does not deny them of their usefulness. Having incredible creative abilities that can allow you to mend the world around you, your magic allows a large amount of versatility depending on whatever is necessary at the moment. Whatever the case, this bizarre magic now fills your being.

Open Up Your Senses

At 1st level, as a memoire of your time in the UG, you gain a small metal pin with a skull motif, named a Player Pin. If you lose this pin, you can spend 8 hours magically creating a new one, using your spiritual connection to it as your magical method.

By holding and using this pin, you can cast Detect Thoughts or Sense Emotion an amount of times equal to your Charisma modifier + Sorcerer level per short or long rest, to a minimum of once. Your uses of both spells add up to the maximum you are able to use, not being counted separately.

Minor Psyches

Also at 1st level, you retain some knowledge of your varied abilities, allowing you to learn the cantrip Thaumaturgy. This does not count against your known Sorcerer cantrips.

Pin Collection

Beginning at 6th level, you learn how to synthesize physical objects from raw imaginative power. You can now create pins based around any spell on your spell list, using the spell slot required for the spell normally to put the spell effect into a physical pin. This synthesis only takes an action if used in battle.

The effect of this pin can be invoked by anyone of 12 Intelligence and higher, as well as all magic-using classes and subclasses. The pin can only be used once before disappearing, and it loses its effects after 4 hours of being created. Once the spell is cast, the person who activated the pin itself becomes the caster.

Tin Pin

Also at 6th level, due to having researched pins to increase your proficiency with them, you gain proficiency with a Gaming Set (Tin Pin). Similar to the Player Pin, you can materialise a Tin Pin Gaming Set by spending 8 hours doing so, and you are able to choose the designs of each pin you use in the game. However, the pins serve no effect or purpose other than to play Tin Pin.

Sync Up

At 14th level, you form another metal pin named the Sync Pin, with the same properties as the Player Pin but with a blank, white motif. While holding this pin during battle, this pin gets +1 charge on every one of your turns, to a maximum of +7.

During battle, you can expend 5 charges from this pin on your turn to allow every ally within 30 feet to attack a single enemy within their attack range (including spell attacks or attacks using ranged weapons) on your turn using any weapon or spell attack they have access to upon use of this feature. This feature can be used once per long rest.

ESP aficionado

At 18th level, whenever you infuse a pin with a spell of level 6 or below, you can choose to spend 6 Sorcery Points to add another charge to the pin. This can be done multiple times to stack the effect, but only as soon as the pin is created. Also, for every extra charge added, the pin takes an extra hour longer to disappear than the normal time limit.