Base Class: Wizard
For most, telepathy is merely an additional power of those talented in psionic power. But for those who've honed and perfected it, it resembles a power set of its own. The Disciples of Telepathy share similarities with the teachings of Psionic, but holds a major difference. All psychic power supposedly emanates from its user, however these wizards have found a way to have an, external, source.
Consolidated Telepathy
Beginning when you select this school at 2nd level, you can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances and knowledge of telepathy are so in depth that both you and the target creature can communicate for a number of minutes equal to your wizard level. The creature must have an Intelligence score of 3 or higher and know at least 1 language, you do not have to share this language. It ends early if you are incapacitated or die or leave range of the target. You can be mentally linked to an amount of creatures equal to your proficiency bonus. At 14th level, the amount of creatures you can link to is unlimited.
Techniques of Telesthesia
When you choose this school at 2nd level, as an action, you alter the psychic aura or mind of a creature or object you touch. The target can be a willing creature, yourself, or an object that isn’t being carried or worn by another creature. You can use this feature an amount of times equal to your Intelligence modifier. If you target a creature that is not yourself, you cannot use this ability to effect the same creature again until you finish a long rest.
When you use the feature, the target gains one of the following effects:
False Aura. You change the way the target appears to psychic effects or spells, such as detect thoughts. You can make an unawakened object or creature appear intelligent and to radiate a psychic aura, or a awakened object or creature appear unawakened and to radiate no aura. When you use this effect on an object, you can make the false aura apparent to any creature that handles the item. The effect lasts until your next long rest.
Information Transfer. You replicate and impart the knowledge of either a subject, experience, or emotion from one creature or object into the mind of another. This could include either saving throw, skill or weapon proficiencies. Only one proficiency can be transferred at a time. The effect lasts until your next long rest.
Intellectual Interference. You may interfere with any psychic connection the target may have with another creature. This allows you to either, listen in, join in, or end the link. The effect lasts until your next long rest.
Nervous System Disconnect. You server the connection between the mind and the body, temporarily allowing the target to not experience pain. The target creature gains resistance to all non-magical bludgeoning, piercing and slashing damage until the end of your next turn.
Insightful Communication
Starting at 6th level, you gain the ability to “communicate” telepathically with objects or creatures you touch.
If you touch an object you can ask up to five questions and receive answers from inanimate objects, usually in the form of a auditory or visual hallucination. For example, touching the broken remains of a sword and asking how it got there may result in a vision of a knight relinquishing it to the ground on that spot. An object “questioned” in this way can only provide information relating to its past.
If you touch a creature, you learn what spell effects, if any, are currently affecting it. If the creature is unconscious you may communicate with it as an object, but it can only provide information relating to its last day's worth of memory.
Once you use this feature an amount of times equal to your Intelligence modifier, you cannot use it again until you finish a long rest.
Planar Parameters
By 10th level, you have increased the range of your mind's strength. Your telepathy can reach anywhere on your current plane. You can cast the Telepathy spell without expending a spell slot or requiring material components, an amount of times equal to your Intelligence modifier, per long rest.
Cerebral Superiority
Beginning at 14th level, your mental fortitude and psychic power has grown to a point where psionic opposition is futile. You gain resistance to psychic damage and are now immune to the frightened and charmed conditions.
Additionally, if a creature attempts to impose one of these conditions on you, you may expend one usage of Techniques of Telesthesia, as a reaction, to force the creature to make an Intelligence saving throw against your spell save DC. If the creature fails, the condition has no effect on any allied targets within 30 feet.
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