Sorcerous Origin: Awakened
Your innate magic comes from your awakened mind, perhaps linked to an otherworldly origin. Most often, sorcerers with this origin are intelligent or gifted in some way, however, not all are. What is shared is sheer force of will and strength of mind.
Awakened Mind
At 1st level, you discover innate magical abilities within your mind. At each listed level, you learn one spell from the table below. The spell must be of a level you can cast. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Level | Spells |
---|---|
1 | Dissonant Whispers, Unseen Servant |
3 | Detect Thoughts, Levitate |
5 | Fly, Sending |
7 | Confusion, Phantasmal Killer |
9 | Animate Objects, Telekinesis, Telepathic Bond |
Telepathic Weapon
At 1rd level, you learn a ritual that creates a telepathic bond between yourself and one melee weapon. This weapon may not have the heavy or special property. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
While your bonded weapon is within 30 feet of you, may use your action to command it. It has a fly speed of 30 feet, and you can command it to make one melee spell attack. The damage of this attack is equal to the weapon's damage dice + your Charisma modifier. This attack cannot benefit from the the reach, thrown, or versatile properties.
In addition, when a creature leaves the weapon's range you may use your reaction to take one opportunity attack with the weapon.
Level | Number of Damage Dice |
---|---|
1 | 1 |
5 | 2 |
11 | 3 |
17 | 4 |
Improved Command
Starting at 6th level, you gain increased command over your telepathic powers and weapon. You may use your action and spend one sorcery point to use one of the following techniques.
Disarm. A target creature within 30 feet of you must make a Strength saving throw or drop one item it is holding. The object drops within 5 feet of the target, at a location of your choosing.
Slash. Your Telepathic Weapon moves 15 feet in a straight line, making a melee spell attack against each creature along the line. If it moves outside a range of 30 feet from you, it falls motionless to the floor.
Whirlwind. Your Telepathic Weapon spins in place. All creatures in a 5 foot radius make a Dexterity saving throw against your spell save DC or take damage equal to your telepathic weapon's attack damage.
Mass Disarm
Starting at 14th level, you grow more adept at disarming the foes around you. You may use your action and spend 3 sorcery points to disarm any number of creatures within range. Each creature you choose within 60 feet of you must succeed on a Strength saving throw or drop one item it is holding. The objects drop to their feet.
Sorcerer's Arsenal
At 18th level, you are able to create more bonds. You can bond with up to 3 melee weapons using your Telepathic Weapon feature. Although you may only have one active at a time.
As a bonus action, by spending 6 sorcery points you may control all your telepathic weapons at once for one minute. As an action you may command any number of them to move and take one action, such as attack, slash, or whirlwind.
Art: JeeHyung lee
Design: /u/SitkPad
Variant: Intelligent Sorcerer
When selecting this feature you may make Intelligence your primary stat, replacing all references to Charisma in both the class and subclass with Intelligence.