Psionic Origin Sorcerer
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Your innate magic comes from the power of your mind — the ability to see the future, manipulate matter, and read the minds of others. You may simply have been born able to unlock these powers, an evolution of your normal race. Perhaps you were trained to unlock them from an early age in a distant monastery. Or maybe you — or an ancestor — were touched with the alien mentality of the Far Realm and given powers far beyond mental comprehension. However you came to unlock this power, you have learned to exert your will on the world to manifest your magic.

Psionic Discipline

At 1st level, you can choose one type of psionic discipline that you have skill with. The school of magic associated with each type is used by features you gain later. You also gain a feature at first level related to the discipline.
Discipline Description School of Magic Feature
Telepathy You can control the minds and thoughts of others Enchantment Telepathic Communication
Clairsentience You can see the world with your mind Divination Empathy
Telekinesis You can project force with your mind Evocation Kinetic Grasp
Psychometabolism You can alter bodies with your mind Transmutation Close Wounds
Psychoportation You can pierce dimensions with your mind Conjuration Dimension Hop

In addition to your feature, a psionic sorcerer can use their own bodies as an arcane focus, and does not need verbal or somatic components to cast, effectively casting most spells without components.

Telepathic Communication (Telepathy)

You can telepathically communicate with any creature with an Intelligence of greater than 2 within 60 ft. of you, as long as you know they are there. They can communicate back to you via telepathy as well. Telepathy is silent, and it transcends language, being understandable to any creature.

Empathy (Clairsentience)

Your ability to see the unseen allows you to perceive the moods of others intuitively. You can choose one humanoid you can see with an Intelligence greater than 2. For the next hour, you have advantage on any checks made to interact socially with them. Once you use this ability, you must finish a short or long rest to be able to use it again.

Kinetic Grasp (Telekinesis)

You can use your mind as easily as most creatures use their hands. You know the mage hand cantrip, and it does not count against the number of cantrips you know.

Close Wounds (Psychometabolism)

As a bonus action on your turn, you can regain 1d8+sorcerer level HP. Once you use this ability, you must finish a short or long rest to be able to use it again.

Dimension Hop (Psychoportation)

You can teleport up to 15 ft during your movement, as long as your total movement doesn't exceed your speed. Once you use this ability, you must finish a short or long rest to be able to use it again.

Expanded Mind

At 6th level, you learn one extra spell from any class that is associated with the school of magic that matches your psionic discipline of a level you can cast. You can swap this spell out for a spell of higher level when you gain the ability to cast higher-level spells.

Psionic Power

At 14th level, when you spend sorcerery points in casting a spell from the school of magic associated with your psionic discipline, you use one less sorcery point than normal. Metamagic options that cost 1 sorcery point are not reduced.

Psionics Unleashed

At 18th level, you can use two metamagic options when casting a spell from the school of magic associated with your psionic discipline. Thus, a telepath using mass suggestion could use both Quicken Spell and Subtle Spell.