Psionic Soul

As a Psionic Soul, you were born with an affinity for the Mental Arts. Not Mathmatics or Science per-se, but something greater. Your ability to influence the world with your mind is one not commonly found, but it manifested nonetheless, and you sought to hone that skill like any other. The power you posess strains to be released, requiring rigid mental practices to keep it in check. Perhaps you sought out another that posessed similar abilities, or you were recruited into an enclave of Psionisists. Regardless, your mind is your most valuable asset and your most deadly weapon.

Additionally, your power reveals itself in strange ways, and you may posess a unique quirk related to your abilities.

Psionic Soul Quirks

1d6 Quirk 1 Whenever you cast a spell, bright light seeps from your mouth and eyes. 2 No hair grows on your head. 3 Mist flows out of your open mouth. 4 You are deathly cold to the touch 5 Glowing tattoos cover your body. 6 Your eyes are entirely one colour.

Superior Mind

1st Level Psionic Soul Feature

As a psionic Soul, you must use your Intelligence as your Spellcasting Modifier and your Spellcasting ability. Intelligence should be your highest stat instead of Charisma.

Presence of Mind

1st Level Psionic Soul Feature

At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Warded Being

1st-level Psionic Soul Feature

Starting at 1st level, psionic abilities protect you from harm. Your body posesses a psionic barrier. Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

Psionic Dicipline

1st Level Psionic Soul Feature

Starting at 1st level, You must choose a Psionic Dicipline. You learn additional spells when you reach certain levels in this class, as shown on the tables below. Each spell counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Mind Control

Sorcerer Level Spells 1st Command, Dissonant Whispers 3rd Suggestion, Mind Spike 5th Sending, Fear 7th Compulsion, Charm Monster 9th Geas, Modify Memory

Telekenetic Mastery

Sorcerer Level Spells 1st Catapult, Feather Fall 3rd Shatter, Hold Person 5th Melf's Minute Meteors, Fly 7th Banishment, Fabricate 9th Telekenesis, Animate Objects

Mental Shield

Sorcerer Level Spells 1st Sanctuary, Shield 3rd Calm Emotions, See Invisibility 5th Beacon of Hope, Leomund's Tiny Hut 7th Otiluke’s Resilient Sphere or Freedom of Movement 9th Wall of Force or Greater Restoration

Psionic Sorcery

6th-level Psionic Soul Feature

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

Psychic Defenses

6th-level Psionic Soul Feature

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

Kinetic Mastery

14th level Psionic Soul Feature

At 14th level, you can propel yourself through the air with your psychic might. You can hover at a speed equal to your normal movement speed whilst in the air. You cannot go higher than 10 feet above the ground.