The following homebrew adds a modern option to the Sorcerer class in 5E TTRPGs. All of the core Sorcerer class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.
Sorcerous Origin: Psionic Mind
Your magic is born not of arcane formulae but of pure mental discipline. You channel the invisible power of the mind in various ways: telepathy, telekinesis, extra-sensory perceptions, pryokinesis, and apportation. Psionic Sorcerers embody the next stage of sentient evolution.
Level 3: Psionic Spells
When your mind awakens to psionic power, you gain spells that reflect telepathy and telekinesis. These always count as Sorcerer spells for you and don’t count against your spells known.
Sorcerer Level Psionic Spells
1st: Detect Thoughts, Mage Hand (appears as telekinetic manipulation)
3rd: Hold Person, Levitate
5th: Sending, Fly (you telekinetically suspend yourself)
7th: Resilient Sphere, Greater Invisibility (mental cloaking)
9th: Telekinesis, Telepathic Bond
Level 3: Telepathic Speech
As a Bonus Action, choose one creature you can see within 30 feet. You and the chosen creature can communicate telepathically while within a number of miles equal to your Charisma modifier (minimum 1 mile). You both must share at least one language to understand one another. The link lasts for a number of minutes equal to your Sorcerer level, ending early if you establish a link with another creature.
Level 6: Psionic Sorcery
Your psychic discipline replaces verbal incantation. When you cast a spell from your Psionic Spells feature, you can expend Sorcery Points equal to the spell’s level instead of using a spell slot. If you do so, the spell requires no Verbal, Somatic, or Material components (unless the material has a cost or is consumed). Your thoughts alone shape the effect.
Level 6: Psychic Defenses
Your mind is a fortress of will. You gain Resistance to Psychic damage, and you have Advantage on saving throws against being Charmed or Frightened.
Level 14: Manifest Will
You have learned to project your psychic energy to reshape yourself or your surroundings. As a Bonus Action, you can spend 1 or more Sorcery Points to manifest psychic abilities for 10 minutes. For each point spent, choose one of the following effects:
* Kinetic Grasp: You can extend your telekinetic reach. You can manipulate unattended objects or creatures within 30 feet as if using Mage Hand, but the hand is invisible and can lift or push up to 60 pounds. As an Action, you can make a Telekinetic Shove: Choose one creature within 30 feet; it must succeed on a Strength saving throw or be pushed or pulled up to 10 feet in any direction.
* Telekinetic Flight. You gain a Fly Speed equal to your Speed and can hover as you support yourself telekinetically.
* Mental Acceleration. You briefly accelerate your perception and reaction speed through pure willpower. For the next 10 minutes, you gain a +2 bonus to Initiative and can take the Search or Use an Object action as a Bonus Action on each of your turns.
* Psychic Perception. You gain Truesight out to 30 feet, perceiving creatures and objects through the vibrations of their thoughts.
* Kinetic Shield. You generate an invisible telekinetic barrier that grants you half cover (+2 AC) and allows you to catch or deflect small projectiles.
Level 18: Mindstorm Implosion
You can unleash the full might of your mind as a gravitational singularity of willpower.
As a Magic Action, you teleport to an unoccupied space you can see within 120 feet. Immediately after you vanish, every creature within 30 feet of your previous location must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is dragged telekinetically toward your former position, ending in the nearest open space. On a successful save, it takes half as much damage and is not moved.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.