```metadata title: Telepath Origin description: '' tags: - '' systems: - 5e renderer: legacy theme: 5ePHB ``` # Sorcerous Origin Different sorcerers claim different origins for their innate magic. Many variations exist, and these origins greatly impact the sorcerers role in the world. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Storm Sorcery, Divine Soul, Frost Sorcery, Deathtouched, Vampire Bloodline, Gravity Wielder, Infernal Heritage, Telepath, Phoenix Soul, or Stone Lineage. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.
You have chosen the ***Telepath*** origin. ### Telepath Your innate magic commands the minds of others, and comes from the power of your own mind. Perhaps you have an innate gift that runs in your bloodline, or perhaps your mind was touched by the eldritch monsters that call themselves illithid. Whatever the source, the psychic powers you now wield allow you to not only have better control over your own mind, but also extend that control past your own body, into the minds of others. Telepathic sorcerers use their sway over the mind to keep friends close, and enemies closer. Brute force is a waste of resources when you can talk your way past the guards and wipe every ounce of suspicion from their mind. Those with such advanced psychic powers typically prefer to play the role of puppeteer in most situations. Their charismatic approach lends them to be great swindlers, masters of illusion, and entrancing entertainers. ##### Telepath Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *dissonant whispers* | | 3rd | *zone of truth* | | 5th | *tongues* | | 7th | *locate creature* | | 9th | *modify memory* | | 11th| *mass suggestion*| #### Psychic Intuition The manifestation of your psychic abilities has in some ways left you wise beyond your years, with an unnaturally heightened intuition. This proves as an incredible guide in conversation, leaving most people you've talked with to think better of you due to your charming personality and mannerisms. At 1st level, you can choose to gain proficiency in Wisdom saving throws *instead* of Charisma saving throws. Additionally, at 1st level you gain *Friends* as a cantrip and it does not count against total cantrips known. You may use *Friends* up to a number of times equal to your Charisma modifier (minimum of 1) , without the person knowing that you have used magic against them (unless they possess some other means of knowing).






































#### Telepathy At 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature within 120 feet of you in this manner. So long as the creatures Intelligence is 4 or higher, you don’t need to share a language with the creature for it to understand your telepathic messages. However, in order for the creature to respond back it must have an Intelligence of 6 or higher, and be telepathic itself or share a language with you. In combat this requires a bonus action or action. At 8th level, the range of this ability increases to 240 feet. Additionally, you no longer have to share a language to communicate with a creature, though it still must have an Intelligence of 4 or higher to comprehend you, and 6 or higher to respond to you. At 16th level, the range of this ability increases to 500 feet. Unwilling targets get a Wisdom save to disrupt the link.
\page #### Mind Alteration Starting at 6th level, whenever you use a telepathic or enchantment spell and the target would know that you cast a spell on them after the spell has ended, you may choose to spend two sorcery points and alter their perception to be unaware of your magical interference (unless revealed by other means). Additionally, you gain advantage on saving throws against being charmed, frightened or possessed, and on effects that would reveal your thoughts or location. #### Mental Magic At 10th level, you unlock the potential to better shape your spells with your mind. When casting a spell that deals damage, you can choose to have it deal Psychic damage instead. If a spell normally deals Psychic damage, you can choose to make it deal Force damage instead. In addition, you gain resistance to Psychic damage, and your thoughts can no longer be read by telepathy or other means, unless you allow it. #### Mind Domination Your telepathic abilites have grown, beginning at 14th level you no longer need to spend sorcery points to utilize the Mind Alteration class feature. You also can now cast the *Detect Thoughts* spell without expending a spell slot, and without the concentration penalty. Additionally, at 14th level when you succeed on svaing throws against being charmed, frightened or possessed, and on effects that would reveal your thoughts or location, you can use your reaction to retaliate with a blast of psychic power, temporarily shattering the mind of your aggressor. They must succeed on an Intelligence saving throw or suffer the effects of the *Feeblemind* spell for 1d12 hours. Once this effect is used, you cannot use it again before taking a long rest.

























#### Mental Mastery At 18th level, you have gained near-total control over your psychic powers. You gain immunity to Psychic damage, can see through illusions and invisibility, and your Intelligence, Wisdom, and Charisma cannot be lowered by any means. Additionally, you can gain the ability to preserve your consciousness even beyond death. As a reaction to becoming incapacitated or falling unconscious, you can eject your mind from your body into a new vessel. You can choose any creature within 120 feet of your body and attempt to take control of it. It must then make a Charisma saving throw against your spell save DC. If the creature has an Intelligence of 6 or lower or dealt damage to you during the last round, it takes a penalty to its save equal to your Charisma modifier.If you succeed, you can possess the creature, replacing its Intelligence, Wisdom and Charisma scores with your own and retaining your class features, but not those of the creature. Your original body is considered unconscious and you must still make death saving throws. If you succeed, your body is in a comatose state. If it fails, your body dies, but your consciousness persists. At the end of each day the creature can make a Charisma saving throw to reject you from its body. If it succeeds, you return to your body, if it is within 120 feet and is still alive. If it is not, you die, unless you have this ability available to use again. If the creature fails on its saving throw 3 days in a row, its consciousness is subsumed into your own, and can no longer make the saving throw. Once you use this ability, you cannot use it again before taking a Long Rest. Additionally, you gain 1 point of Exhaustion upon using this feature. >**Note:** The Telepath origin additionally has access to an extended spell list of thematically appropriate spells (mostly from the bard spell list) listed below. >

\page # Spells ### Extended Spell List


##### Cantrips (0 Level) - Vicious Mockery - ##### 1st Level - Alarm - Animal Messenger - Command - Compelled Duel - Detect Evil and Good - Faerie Fire - Find Familiar - Heroism - Illusory Script - Sanctuary - Tasha's Hideous Laughter ##### 2nd Level - Enthrall ##### 3rd Level - Feign Death - Nondetection - Sending ##### 4th Level - Compulsion - Hallucinatory Terrain ##### 5th Level - Awaken - Dream - Geas - Mislead ##### 6th Level - Otto's Irresistible Dance ##### 7th Level - Mirage Arcane - Project Image ##### 8th Level - Antipathy/Sympathy - Feeblemind - Glibness - Mind Blank - Telepathy


### Origin Specific Spells
#### Psychic Blast *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet (15 ft cone) - **Components:** S, V - **Duration:** 1 round You hurl a blast of psychic energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 psychic damage. When cast using a 3rd level spell slot or higher, this spell gains a single *after effect* that you can *choose* to use. The *after effects* only affect creatures damaged by the spell. Using a 3rd level slot or higher, gain access to the *Sleep* after effect, roll dice as per the *Sleep* spell against the target(s) damaged by the spell. Using a 5th level slot or higher, gain access to the *Hold Person* after effect, the target must still succeed on the Wisdom save as per the *Hold Person* spell. Using a 6th level slot or higher, gain access to the ability to cast the spell in a 15' cone instead of a projectile, this can be combined with any single after effect. Using a 7th level slot or higher, gain the *Fear* after effect, the target must still succeed on the Wisdom save as per the *Fear* spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
##### Art Credits: All 3 images used in this document are not my own, and were illustrated by Nakai Wen ( https://nakaiwen.deviantart.com/ ).