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Psychogenes were once children with enormous psychic potential. Because of a childhood of abuse and neglect, they failed to tame their powers, and instead release it in unstable bursts of rage. Psychogenes will use these powers in self-defense, but the most will not hesitate to kill those who cross them.

Psionic Sorcerer

Beginning at 1st 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. Immediately after you cast a sorcerer spell in this way, the DM can have you roll a d20. If you roll a 1, roll on the Poltergeist table to create a random magical effect.

Psionic Spells

Starting at 1st level, your psychic nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the table below. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st shield, unseen servant
3rd knock, shatter
5th conjure barrage, wind wall
7th phantasmal killer, resilient sphere
9th telekinesis, wall of force
d% Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-12 One unattended object within 30 feet disappears, returning to the same place after 1 minute.
13-14 You cast confusion centered on yourself.
15-32 You cast reverse gravity centered on yourself.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-44 You cast the telekinesis spell on one unattended object or creature within 30 feet and attempt to move it 30 feet away from you.
45-46 You cast levitate on yourself.
47-58 Each creature other than you in a 30 foot radius must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
59-60 You regain your lowest-level expended spell slot.
61-74 You cast stinking cloud centered on yourself.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-86 You cast minor illusion of a sound (e.g., knocking, rapping, footsteps) within 30 feet that lasts for 1 minute
87-88 You cast fly on a random creature within 60 feet of you.
89-96 One unattended object within 30 feet flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
97-98 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
99-00 You regain all expended sorcery points.

Telepathic Bond

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Force of Will

Starting at 6th level, you can replace your proficiency in Wisdom saving throws with Charisma whenever you finish a short or long rest. This change lasts until you finish your next short or long rest.

Psychic Backlash

At 14th level, your psychic defenses lash out in response to any threat; immediately after you take damage or fail a saving throw, you can use your reaction to roll on the Poltergeist table and immediately produce the effect rolled. This effect replaces your current Poltergeist effect.

Tame the Mind

At 18th level, whenever you roll on the Poltergeist table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.