Bitbrain
Lost in Dark Sun
It's no secret that I like Dark Sun, enough so that my home setting can be described as "Dark Sun meets Dragonlance".
anyway, earlier week I had something of a breakthrough regarding psionics, and whipped up the following:
PSION (SORCERER)
Psionic sorcerers trace their magic not to some inhuman ancestor or arcane catastrophe, but rather to the mysterious powers of their own mind.
Psychosomatic Resilience
Starting at 1st level, when you are not wearing armor, your AC is equal to 13 + your Dexterity modifier.
In addition, you have resistance to psychic damage.
Psychokinesis
Also at 1st level, once per turn whenever you cast a spell, you can push (or pull) each creature or object affected by the spell up to 10 feet away from (or towards) yourself.
An unwilling creature must make a Strength saving throw against your spell save DC to remain in place.
You can use this feature on creatures and objects that are of Large size or smaller.
Improved Psionics
At 6th level, the psionic power of your mind increases.
You gain two of the following benefits of your choice at 6th level, and gain a third benefit of your choice at 14th level.
Empathic Shield. When a friendly creature within 30 feet of you takes damage, you can use your reaction to reduce that instance of damage by 1d4
At 11th and 16 level sorcerer level, this damage reduction increases by 1d4
You can use this benefit a number of times equal to your Charisma modifier. You regain all expended uses after you finish a long rest.
Empowered Psychokinesis. Whenever you use your Psychokinesis with a spell that deals damage, you deal an extra 1d6 force damage to each creature. You can apply the Empowered Spell Metamagic option to this feature.
Latent Telepathy. You know the detect thoughts spell, and can cast it once per short or long rest without expending a spell slot.
Psychic Defense. You gain a bonus to Wisdom saving throws equal to 1 + half your Charisma modifier.
Mind Storm
At 18th level, you can use your action to spend 5 sorcery points to unleash the unchecked power of your mind in a 60 foot radius aura.
Until the end of your next turn, enemy creatures within 60 feet of yourself have disadvantage on saving throws against spells and other magical effects.
^
is this overpowered? Good enough?
EDIT
Toned down a few things.
anyway, earlier week I had something of a breakthrough regarding psionics, and whipped up the following:
PSION (SORCERER)
Psionic sorcerers trace their magic not to some inhuman ancestor or arcane catastrophe, but rather to the mysterious powers of their own mind.
Psychosomatic Resilience
Starting at 1st level, when you are not wearing armor, your AC is equal to 13 + your Dexterity modifier.
In addition, you have resistance to psychic damage.
Psychokinesis
Also at 1st level, once per turn whenever you cast a spell, you can push (or pull) each creature or object affected by the spell up to 10 feet away from (or towards) yourself.
An unwilling creature must make a Strength saving throw against your spell save DC to remain in place.
You can use this feature on creatures and objects that are of Large size or smaller.
Improved Psionics
At 6th level, the psionic power of your mind increases.
You gain two of the following benefits of your choice at 6th level, and gain a third benefit of your choice at 14th level.
Empathic Shield. When a friendly creature within 30 feet of you takes damage, you can use your reaction to reduce that instance of damage by 1d4
At 11th and 16 level sorcerer level, this damage reduction increases by 1d4
You can use this benefit a number of times equal to your Charisma modifier. You regain all expended uses after you finish a long rest.
Empowered Psychokinesis. Whenever you use your Psychokinesis with a spell that deals damage, you deal an extra 1d6 force damage to each creature. You can apply the Empowered Spell Metamagic option to this feature.
Latent Telepathy. You know the detect thoughts spell, and can cast it once per short or long rest without expending a spell slot.
Psychic Defense. You gain a bonus to Wisdom saving throws equal to 1 + half your Charisma modifier.
Mind Storm
At 18th level, you can use your action to spend 5 sorcery points to unleash the unchecked power of your mind in a 60 foot radius aura.
Until the end of your next turn, enemy creatures within 60 feet of yourself have disadvantage on saving throws against spells and other magical effects.
^
is this overpowered? Good enough?
EDIT
Toned down a few things.
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