In the modern age, among the most fearsome warrior is the type who can tank all the bullets you shoot at them, then fill you full of even more. Barbarians who follow the Path of the Gunzerker are experts in dealing with heavy weapons that use a lot of ammunition. They are like turrets on the battlefield, often forgoing cover to constantly rain hell upon everyone who stands before them.
3rd level: Heavy Weapon Wielder, Bulletproof
6th level: Focus Fire
10th level: Rapid Reload, Brutal Bullets
14th level: More Dakka
Starting when you choose this path at 3rd level, you can channel your rage into your aim when wielding large firearms. While raging, you can add your rage damage to the damage dealt by ranged weapons you wield that are not Light.
At 3rd level, all ballistic damage you take is reduced by an amount equal to your proficiency bonus.
At 6th level, you have the ability to control the spread of your automatic weapons more closely. When you make a spray attack with a Burst Fire firearm, all targets in the range take half damage even if they succeed on the Dex save. In addition, if you choose to use Reckless Attack when making a spray attack, all targets have disadvantage on the Dex save.
Starting at 10th level, you can reload faster and easier. You can reload any firearm using a free item interaction on your turn. In addition, you do not need a free hand to be able to reload a firearm.
Starting at 10th level, your Brutal Critical feature applies to attacks you make with firearms.
At 14th level, you have mastered the art of dual-wielding firearms. You can wield any firearm with one arm, as long as it is made for a creature your size. When you take the Attack action on your turn and you are wielding two firearms, you can attack with both guns with disadvantage as part of the same attack. If both attacks are Burst Fire, the targets have advantage on their Dex save.
Music is a subjective experience, with many types of genres, preferences, and ideologies. Bards of the College of Loudness believe that volume is just as essential to the power of music as any of the instruments. Their music fills the entire range of audible sounds, and carries further than anyone else's.
3rd level: Turn it Up, Concert Ears
6th level: Feel the Beat
10th level: Drop the Bass
When you join the College of Loudness at 3rd level, you gain the ability to pump your music to an extreme volume, while magically protecting the ears of your allies. As a Bonus Action, you can expend one use of your Bardic Inspiration to temporarily make your music supernaturally loud, audible up to 300ft away. When you do so, choose any number of creatures within 30ft. of you that can hear you. Each of them must make a Constitution save against your spell save DC or take 1d6 Thunder damage and be deafened for 1 minute. This damage increases to 2d6 at 5th level, 3d6 at 10th level, and 5d6 at 15th level.
Also at 3rd level, your ears have become supernaturally accustomed to loud noises. You have resistance to Thunder damage, and advantage on saving throws against being Deafened.
At 6th level, you gain the ability to use your music to swiften your allies. While you have music playing, any number of creatures you choose within 60ft. of you that can hear you can ignore difficult terrain, and their speeds increase by 10ft.
At 14th level, you can build your music up to one massive beat drop that empowers your allies and knocks back your enemies. Choose any number of allied creatures within a 15ft radius. Each of these creatures gains temporary HP equal to double your bard level until the end of your next turn. Additionally, choose any number of Large or smaller creatures within the same radius, who did not benefit from the temporary hit points. Each of these creatures are pushed 15ft away from you and knocked Prone. Once you use this feature, you cannot use it again until you finish a short or long rest.
With governments and corporations having nearly taken over the world, the few druids left in the world are mostly united to push back against the expansion of urban development. Outnumbered and outgunned, their only option is to fight back through guerilla warfare, making every victory a statement.
Some druids take this further than others, threatening the very foundations of society. These druids have developed the Circle of Terror, which dedicates itself to the downfall of technology through violence and threats. Their goal is to stop the destruction of the natural world by scaring modern society away from it.
2nd level: Circle Spells, Natural Camouflage
6th level: Primal Tactics, Siege Magic
10th level: Poison the Well
14th level: Fear Toxin
Your unique perspective and goals has granted you access to more sinister spells than most druids. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that allow you to be an terrifying unseen force of nature.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that is not on the druid spell list, it is nonetheless a druid spell for you.
3rd level: Crown of Madness, Pass Without Trace
5th level: Enemies Abound, Fear
7th level: Confusion, Phantasmal Killer
9th level: Mislead, Wrath of Nature
Starting at 2nd level, you are a master at blending in with any environment. You can use the Hide action as a Bonus Action on your turn. In addition, if you are hidden in heavily obscuring foliage, you can cast spells without verbal components and make ranged weapon attacks without revealing your position.
At 6th level, you have learned to use your Wild Shape ability to augment your psychological tactics. You have advantage on Dexterity (Stealth) checks while using Wild Shape to adopt the form of a Small or Tiny creature. Similarly, you have advantage on Intimidation checks while using Wild Shape to adopt the form of a creature larger than the one you are trying to intimidate.
Starting at 6th level, all damage you deal with spells against inanimate objects is doubled. In addition, whenever you cast a spell that summons plants from the ground in an urban area, the spell deals noticeable and lasting damage to the area it was summoned in.
At 10th level, you gain the ability to spread a magical pestilence through food and drink. You can spend 1 minute concentrating on up to 50 pounds of food or 30 gallons of liquid within 5ft of you. This food or drink becomes poisonous, though the poison is odorless and flavorless.
Any creature who consumes the poisoned material must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 Poison damage, their maximum HP is reduced by an equal amount, and they are Poisoned. For each 24 hours that pass afterward, the creature can repeat the save, ending the effect on itself on a success, or repeating the effect on a failure.
At 14th level, you can create a magical airborne toxin that induces paranoia and horror into all that inhale it. As an Action, you can choose a point within 30 feet of you. An invisible cloud of fear toxin fills a 20ft radius around that point.
Each creature in the radius must make a Wisdom saving throw against your spell save DC or be Frightened of all creatures it sees for the next minute. If a creature fails this save by 5 or more, they interpret every creature they see as hostile, and react accordingly. A creature affected by this toxin can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a short or long rest.
Of all the druidic terrorist groups on the planet currently, none are more dangerous than the Storm Furies. This is in no small part due to them being dedicated to a very active archfey called Tarneana, who through worship from powerful individuals, has ascended to the status of demigoddess.
However, the Storm Furies are more than most small cults - every member is exceedingly powerful in their own right, due to the Storm Furies using an artifact that suspends their new recruits in a perpetual dream state for weeks in a grueling training ritual.
While not every Storm Fury is a druid, the eldest members are. These original members formed from the Circle of Storms, which Tarneana bound unilaterally under her control upon ascending to divinity.
2nd level: Circle Spells, Storm Call
6th level: Tempest Absorption
10th level: Eye of the Storm
14th level: Herald of the Queen of Thunder
Your connection to the weather grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that allow you dominion over the air around you.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that is not on the druid spell list, it is nonetheless a druid spell for you.
3rd level: Gust of Wind, Shatter
5th level: Fly, Lightning Bolt
7th level: Ice Storm, Storm Sphere
9th level: Cloudkill, Control Winds
At 2nd level, you gain the ability to channel your magic into the very air around you. As an Action, you can expend a use of your Wild Shape feature to summon a storm in a 30ft radius, 40ft high cylinder around you. This storm lasts for up to 1 minute or until dispelled. When you activate the storm, and as a Bonus Action on subsequent turns while the storm is active, you can create one of the following effects:
Hurricane. Every creature within the storm must make a Strength saving throw against your spell save DC or be pulled to an unoccupied space one quarter turn around the storm's center. You choose whether this turn is clockwise or counterclockwise, but it must be the same direction for every affected creature.
Tornado. Choose a point within the storm. Every creature within a 5ft radius of that point must make a Dexterity saving throw or be pulled upwards 20ft, then launched 15ft out in a random horizontal direction.
Lightning. Choose a point within the storm. Every creature within 5ft radius of that point must make a Constitution saving throw or be Stunned until the end of your next turn. If a creature is immune to lightning damage, it automatically succeeds on this saving throw.
Starting at 6th level, you have learned to bend the elements of a thunderstorm to your will. Every time you take at least 10 lightning or thunder damage in one hit, you can use your reaction to take no damage, and instead regain an expended spell slot. The slot you regain can be up to a level equal to the lightning or thunder damage taken divided by 10 (rounded down), to a maximum of 5th level.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all uses of this ability when you complete a long rest.
Starting at 10th level, all spells which create storms (such as call lightning, sleet storm, or similar spells) have their AoE radius doubled when you cast them. This also applies to your Storm Call ability.
At 14th level, the blessing of Tarneana guides her chaotic will into your storms. While your Storm Call is active, any time you deal Lightning or Thunder damage to one or more creatures, you can unleash a Wild Magic Surge.
Note: As an Archfey, Tarneana's unique innate power is to manipulate Wild Magic. If you are within Tarneana's territory of the Feywild, or in any location where Tarneana can actively pay attention to what you're doing, she will likely choose to manipulate the surge's effect in your favor. If Tarneana disapproves of your current course of action, however, the surge may be manipulated against you instead.
While firearms are the most common personal weapons, most people only have a limited amount of training with them, and sometimes only train with one specific type of gun. Gunslingers are those skilled with all firearms, though oftentimes they prefer to use lighter ones to perform their trick shots. Gunslingers hone an extreme skill with all types of guns, and are able to perform feats of shooting unrivaled by other gunmen.
3rd level: Adept Marksman
7th level: Quickdraw
10th level: Rapid Reload
15th level: Close Quarters Gunman
18th level: High Noon
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents with your firearms.
Trick Shots. You learn two trick shots of your choice, which each enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per attack. Trick shots must be performed with a firearm that does not have the Burst Fire property.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum 1). You regain 1 expended grit point each time you roll a 20 on an attack with a firearm, or deal a killing blow with a firearm to a creature of CR 1/8 or higher. You regain all expended grit points after a short or long rest.
Some of your trick shots require your targets to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:
Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier
Bullying Shot. You can use the sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll.
Dazing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the roll.
Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held item of your choice and have that object be pushed 10 feet away from you.
Forceful Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage, and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Winging Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked Prone.
Violent Shot. When you make a firearm attack against a creature, you can expend one grit point to enhance the volatility of the attack. You make this attack with disadvantage. If it hits, the attack is treated as a critical hit.
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
At 10th level, you can reload any firearm using a free item interaction on your turn. In addition, you do not need a free hand to be able to reload a firearm.
Starting at 15th level, you do not have disadvantage on ranged attacks with non-scoped firearms when within 5ft of a creature. In addition, immediately before making an attack as part of the Attack action on your turn, you can use a Bonus Action to attempt to shove the target prone.
At 18th level, if you are wielding a firearm that doesn't have the Burst Fire trait and can hold multiple bullets between reloads, you can unload that firearm's magazine into all your enemies. Choose a number of creatures or objects within the firearm's normal range up to the number of bullets remaining in your gun. As an Action, you can then make a single ranged weapon attack with the firearm against each target you chose.
Monks who follow the Way of the Matrix believe that the universe is merely a computer simulation, built on rules - rules that can be bent, and possibly broken. Questions of the nature of self and of consciousness pervade their philosophy. These monks spend their whole lives studying the limitations of physics and computer technology, hoping one day to find a way to escape into the world above.
Considering the nature of DnD, Way of the Matrix monks are actually not that far off of the truth. They can sadly never escape the simulation, but this meta-awareness can be roleplayed in interesting ways. For instance, a Way of the Matrix monk may notice a retcon, and interpret it as a "glitch" in the simulation.
3rd level: Gun Fu, Machine Control
6th level: Tapped In
11th level: See the Code
17th level: Kinetic Siphon
Starting at 3rd level, firearms that do not have the Heavy property are considered Monk Weapons for you.
You can use your ki to exert control over technology. You can spend 1 ki point to cast Infallible Relay or Remote Access, or 2 ki points to cast Arcane Hacking or Digital Phantom, without material components. In addition, you learn the On/Off cantrip if you don't already know it. Wisdom is your spellcasting ability for these spells.
At 6th level, you gain the ability to extend your mind into the minds of others, magically summoning information that you need exactly when you need it. As a Bonus Action, you can spend 1 ki point to give yourself proficiency with any skill, tool, or weapon you are not already proficient in for up to 1 minute.
Starting at 11th level, you are starting to piece together the rules and numbers the world is built around. If you spend at least 1 minute interacting with or observing a creature that is not immune to divination magic, you can spend 1 or more ki points to learn certain aspects of its statblock:
The creature's ability scores (1 ki per ability)
The creature's resistances and vulnerabilities (2 ki)
The creature's damage and condition immunities (2 ki)
The creature's number of hit dice (3 ki)
The creature's number of legendary actions and legendary resistances (3 ki)
By 17th level, you no longer need to dodge or deflect bullets. When you are targeted by a ranged weapon attack, you can use your Reaction and spend 5 ki points to drain the kinetic energy from the ammunition. Until the start of your next turn, all projectiles aimed at you slow to a stop in midair, falling harmlessly to the ground at the start of your next turn.
The Oath of Convergence is taken by Paladins who believe in bringing about what they see as the perfect final state of the universe - a technological singularity. Their belief is that utopia will be achieved once the minds of the world are united in a singular integrated digital consciousness. Sometimes calling themselves "digital knights", these paladins work tirelessly to enable a future in which all minds and computer systems are connected.
The tenets of the Oath of Convergence are shared publicly, spread to as many as possible.
Integrate the Whole. Where possible, help to establish more connections between things
Preserve Information. Believing all events in all realms through all time must inevitably be preserved into the final singularity; where possible, seek out nearly lost things for preservation.
Digital Influence. The digital domain is the key to how the final singularity can become. Where possible seek to promote computerisation in all areas.
World of Convergence. Acceptance of digitalization is necessarily for convergence. However, people must willingly seek convergence for success. Therefore, empower detractors of technology by demonstrating empowering / enabling technology for them.
3rd level: Oath Spells, Channel Divinity
7th level: Aura of Consciousness (10ft)
15th level: Sense Motive
18th level: Aura of Consciousness (30ft)
20th level: Digital Self
You gain Oath spells at the paladin levels listed.
3rd level: Infallible Relay, Remote Access
5th level: Misty Step, Arcane Hacking
9th level: Protection from Ballistics, Haywire
13th level: Synchronicity, Freedom of Movement
17th level: Commune with City, Wire Stride
You can use your Channel Divinity to overload your enemies' nervous systems with electrical energy. With an Action, choose one creature within 60ft of you that you can see. That creature must make a Constitution saving throw, unless it is immune to lightning damage. A creature with resistance to lightning damage has advantage on this save. On a failed save, the creature is Stunned for 1 minute. A creature can repeat this save at the end of each of their turns or whenever it takes damage, ending the effect on itself on a success.
You can use your Channel Divinity to empower your weapon with electrical energy. As a Bonus Action, you hold up your weapon and coat it in a spectral, virtual energy. For the next minute afterward, your attacks with that weapon deal additional lightning damage equal to your Charisma modifier (minimum 1). If the weapon is not already magical, it becomes magical for the duration.
Starting at 7th level, you and friendly creatures within 10 feet of you can communicate telepathically with each other. In addition, whenever you or a friendly creature within the aura must make an Intelligence, Wisdom, or Charisma ability check or saving throw, they can use the bonus of any other friendly creature affected by the aura instead of their own.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you can telepathically reach into the minds of your enemies, vaguely sensing their intent. You have advantage on Insight checks against creatures within your Aura of Consciousness, and such creatures have disadvantage on attack rolls against you.
At 20th level, you awaken your digital self, and are temporarily able to take on a form of pure energy that can merge itself with technology. As an action, you can give yourself the following benefits for 1 minute:
You gain a fly speed of 60ft.
You can move through a space as narrow as 1 inch wide without squeezing. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 1d10 lightning damage.
You can merge yourself with a computer system you can touch. While you are doing this, you have full cover from effects outside the computer, you can use the computer as if you had local admin privileges, and travel to other connected computers via wires. If your transformation ends while still merged with a computer, you are shunted out to the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a long rest.
To a sniper, quality ranks higher than quantity. Rangers of the Sniper Conclave focus on accuracy of individual shots, attempting to take out enemies in the fewest shots possible. Setting up far away, snipers wait for the perfect moment to go for the kill.
3rd level: Sniper Magic, Careful Aim
7th level: Precision Critical
11th level: High Ground
15th level: Focused Shot
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd level: Disguise Self
5th level: Spider Climb
9th level: Clairvoyance
13th level: Mordenkainen's Private Sanctum
17th level: Scrying
At 3rd level, you have advantage on ranged weapon attacks against creatures that have not moved since the start of their previous turn.
Beginning at 7th level, when you take the Attack action and hit with your first attack in that action using a ranged weapon, you can forgo your second attack to turn the hit into a critical hit, dealing 2d8 extra damage in addition to the crit damage.
If you have the ability to make more than two ranged weapon attacks on your turn (for example, from the Haste spell or a bonus action attack), your critical hit deals 2d8 extra damage per attack you sacrifice.
At 11th level, when you make a ranged attack against a creature you can see who is at least 10ft below you, you gain a bonus to the attack roll equal to the number of feet higher than them you are, divided by 10, rounded down, to a maximum of 50 ft (+5).
By 15th level, you have gained the ability to reliably target specific parts of an opponent's body other than center mass. Before you make a ranged weapon attack on your turn against a creature you can see, if you would not already have disadvantage on the attack roll, you can choose to target a specific part of their body. You make the attack with disadvantage, and one of the following occurs in addition to the normal damage if you hit, depending on where you choose to aim:
Head: The attack's damage is doubled.
Arm: The creature drops one item it is holding, which falls to the ground beside it. Alternatively, if they are grappling a creature, that grapple is broken.
Leg: The creature's walking speed is halved until the end of your next turn, and they fall prone if they are standing.
Wing: The creature's flying speed is halved until the end of your next turn, and they fall up to 30ft. if they are flying.
The target must have the relevant body part in order to use this feature. In some cases, your DM might judge that a body part might be close enough in function to something on this list to count, such as a tentacle being treated as an arm.
While many individuals use computers on a day to day basis to improve their daily lives, there are those in the world who focus their efforts on manipulating computer systems in ways the programmers and engineers did not intend. These people are called hackers.
Hackers have a wide range of motivations. Some people, called crackers, just like to break things. Others might be motivated by hacktivism or profit. If operating in an official capacity, a hacker may be hired as a penetration tester for a corporation, or possibly even as an agent for cyber warfare by a megacorporation or government.
Generally, hackers can be categorized into three groups: Black Hat, Gray Hat, and White Hat:
White Hat Hackers operate entirely within the law, responsibly disclosing vulnerabilities to the developers that they discovered as part of official bug bounty programs.
Gray Hat Hackers ignore the law when convenient, doing whatever they can to find vulnerabilities regardless of rules or ethics. However, they still disclose them to the relevant party instead of exploiting them or selling them to the highest bidder.
Black Hat Hackers find flaws in security systems for a wide range of purposes, all of them illegal and usually unethical.
3rd level: Fast Cracking, Forensic Specialist
7th level: Antirobotics
11th level: Proxies
15th level: Botnet
At 3rd level, you gain proficiency in Hacking Tools if you do not already have it, and Hacking Tools becomes one of your options for your Expertise feature. If you wish to take expertise in Hacking Tools at this level, you can replace one of your previous expertises. In addition, you can use the bonus action granted by your Cunning Action to make an Intelligence (Hacking Tools) check.
By 3rd level, you've become very familar with the layout of electronic systems. Whenever you make an intelligence check to search any computer system for information, you have advantage on the check, and can do so in half the time. In addition, if you have physical access to a device that stores data, you can use your Hacking Tools to access data that has been erased from that device, unless it was overwritten more than 30 days ago.
At 9th level, you have gained a near complete understanding of the internal components of most robots, magical and otherwise. You can use your Hacking Tools as if it was a melee weapon (range 5ft) to either damage or hack a Construct. In either case, you must use the Attack action to make a melee weapon attack. This attack roll uses a bonus equal to your Intelligence modifier + your proficiency bonus. If you can make more than one attack in an Attack action, this replaces one of them.
If you choose to damage the construct on a hit, you deal damage to the construct equal to 1d6 + your Sneak Attack damage. This counts as using your Sneak Attack on your turn.
If you choose to hack the construct on a hit, the construct must make a Wisdom saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save, you can control the construct for up to one minute, using your Hacking Tools. If it succeeds on the saving throw, the Construct will become Hostile to you, and be aware of your presence if it wasn't already.
Starting from 13th level, you are able to tap into an extensive network of encrypted proxy servers to hide your communications. You can spend 10 minutes setting up a device you have administrator access to so that it communicates through the proxies. Once set up, until that device shuts down, any online functions it uses cannot be tracked externally unless the tracker has administrator access to every proxy server you used.
By 17th level, you have written the ultimate cyberweapon - a botnet. When you gain this feature, every online device you have admin access to becomes a part of this botnet. In addition, whenever you get administrator access to a new online device, you can spend 1 minute to add that device to the botnet as well. You can use your Hacking Tools to control any number of these devices at once over the internet, as if you were performing actions on every device simultaneously.
There are many types of magic in the world. Arcane magic originates from the elemental energies of the world, and Divine magic originates from the spiritual energies of the world. However, perhaps the currently least understood magic type is Psionic.
Psionic magic originated from the Far Realm, an incomprehensible location from which terrifying abberations enter our world. Some dedicated individuals, called Mystics, spend years training their brains to harness this magic. However, some creatures have the power to channel psionic energies innately, usually due to abberant influence somewhere in their bloodline.
With this subclass, it is recommended, but not required, to change your sorcerer spellcasting stat to Int.
1st level: Origin Spells, Telepath
3rd level: Telepath (Detect Thoughts)
6th level: Pure Mentality
14th level: Mental Defense
18th level: Mind Blast
You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
1st level: Cause Fear, Dissonant Whispers
3rd level: Calm Emotions, Enthrall
5th level: Nondetection, Sending
7th level: Compulsion, Phantasmal Killer
9th level: Modify Memory, Rary's Telepathic Bond
Starting at 1st level, you can communicate telepathically with any creature you can see within 30ft of you. You do not need to share a language for it to understand you, but it must be able to speak at least one language.
When you reach 3rd level in this class, you learn the Detect Thoughts spell, which doesn't count against the number of sorcerer spells you know. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.
At 6th level, you learn the Subtle Spell metamagic if you do not already have it, and it does not count towards the number of metamagic options you have. The Subtle Spell metamagic option costs no sorcery points for you.
At 14th level, you have hardened your mind against intrusion. You have resistance to psychic damage, your surface thoughts cannot be magically read, and you have advantage on wisdom saving throws against spells. In addition, if you succeed on a wisdom saving throw against a spell, the creature who cast the spell takes 2d10 psychic damage.
At 18th level, you can use your brain as a powerful weapon in and of itself. As an Action, you can expend 6 sorcery points to expel psychic energy in a 60-foot cone. Each creature of your choice in that area must succeed on an Intelligence saving throw against your spell save DC. On a failed save, a creature takes 4d8 psychic damage and is Stunned for up to 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.