Telepath

Drawing not on magic but on sheer mental power, this variant of the Sorceror focuses on stealthy telepathy or fearsome self-augmentations.

Summary
Unless detailed below, the Telepath works the same as its base class, the Sorceror. Class features marked with an asterisk (*) are unchanged from the original.

Quick Build
Charisma should be your highest stat, followed by Constitution for survivability.

Proficiencies
You do not get proficiency in Constitution saves, but in Intelligence instead.

Spell Casting
As Sorceror but with new spell list:

Cantrips
Friends

Guidance

Mage Hand

Message

Minor Illusion

True Strike

Vicious Mockery

1st Level
Command

Compelled Duel

Comprehend Languages

Detect Magic

Dissonant Whispers

Featherfall

Heroism

Illusory Script

Jump

Silent Image

Sleep

Tasha’s Hideous Laughter

2nd Level
Aid

Blindness/Deafness

Calm Emotions

Detect Thoughts

Enthrall

Hold Person

Levitate

Mirror Image

Phantasmal Force

See Invisibility

Silence

Suggestion

Zone of Truth

3rd Level
Fear

Fly

Hypnotic Pattern

Major Image

Sending

Tongues

4th Level
Compulsion

Confusion

Hallucinatory Terrain

Phantasmal Killer

5th Level
Dominate Person

Dream

Geas

Hold Monster

Mislead

Modify Memory

Scrying

Seeming

Telekinesis

6th Level
Mass Suggestion

Otto's Irresistible Dance

True Seeing

7th Level
Forcecage

Project Image

Reverse Gravity

Teleport

8th Level
Dominate Monster

Feeblemind

Glibness

Telepathy

Mind Blank

9th Level
Foresight

Time Stop

Weird



Discipline
Replaces Sorcerous Bloodline.


 * Level 1 - awakened mind (as 1st level Warlock, Great Old One pact)
 * Level 6 - instinctive charm (as 6th level Enchantment Wizard)
 * Level 10 - may forgo learning a new metamagic to reduce the sorcery point cost of enchantments by 1
 * Level 14 - alter memories (as 14th level Enchantment Wizard)
 * Level 18 - mental duel (action once per long rest, target any living creature within 60 feet you are aware of, you and target roll d20+Int+Wis+Cha+Proficiency. The character who rolled lower takes the following effects: -1 to -4, 3d6 psychic damage. -5 to -9, 10d6 psychic damage and frightened for 1 minute or stunned for 1 round, -10 to -14, unconscious for one minute, -15 to -20 unconscious for one hour or instant death [Telepath's choice]. There is no save against this effect, only the duel.

Sorcery Points
As base class.

Metamagic
As base class, except at 10th level, when you can choose to either learn a new metamagic or a Discipline ability (see Discipline).

Sorcerous Restoration
As base class.