Wizard
Base Class: Wizard

Wizards of this school are often mistaken by witches and warlocks, magic practitioners of dark ambitions and secrets. In reality, they are simply not devoted to the arcane like most wizards are, they don’t spend their time studying the intricacies of  specific schools of magic, they don’t really research the arcane at all. They use it, their wizardry ability to manipulate the reality, to study something out of bounds of traditional arcane practices. They focus their efforts into researching psionics, a very powerful and often hidden discipline that, while at first glance is nothing more than magic, in reality, is something else entirely.

Psionics are, instead, fueled by an entity’s own mind, similar to how monks harness their ki. Those who can wield psionic power do so by tapping deep into their own psychic might and its unshackled power. It is not magic, as it does not depend on the arcane, only on an individual’s own psionic talents. Mystics, some monks, Soulknives, Psi Warriors and Psi Tyrants, they all wield this power completely independently from magic.

Those under the tutelage of the School of the Occult Seer seek to understand this source of power and combine it with the arcane. By harnessing the power of their own psychic abilities, they can connect their minds to the ability to magically tamper with reality, empowering their spells, tethering others’ minds to their own, and conjuring forth brand new minds out of their own consciousness. These wizards find themselves surrounded by these newly created minds, borne out of raw magic and psychic potential.

Psychic Savant

Beginning when you first choose this school at 2nd level, your awoken mind allows you to touch that of others. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This doesn’t give the creature the ability to talk back. 

In addition, as an Occult Weaver, you gain access to Psi-Lings. Other subclass features allow you conjure Psi-Lings into existence. Whenever a Psi-Ling is created, they use the statblock below. Psi Lings last for 1 hour after they’ve been created.

In combat, Psi-Lings share your initiative count, but they take their turn immediately after yours. They can move on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one of the Psi-Lings to take another action. That action can be one in its stat block or some other action. If you are incapacitated, a Psi-Ling can take any action of its choice, not just Dodge.

Psi-Lings have an appearance you choose, though they look clearly magical and made out of raw magic and psionic energy, there's no mistaking a Psi-Ling shaped as a rat with an actual rat, your creation glows and pulses.

Psi-ling

Armor Class 10 (natural armor)

Hit Points 1

Speed 15 ft.

STR
8 (-8)
DEX
14 (+2)
CON
10 (+2)
INT
8 (−1)
WIS
14 (+1)
CHA
6 (−2)

Saving Throws Wis +2 plus PB, Con +0 plus PB

Skills Stealth +2 plus PB

Damage Immunities psychic, poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 10 ft., passive Perception 12

Languages understands the languages you speak

Proficiency Bonus (PB) equals your bonus

Will of the Conjurer. A Psi-Ling can occupy its conjurer's space or that of its allies without causing any penalties, perching on its shoulder. While perched on a creature's shoulder, a creature can communicate telepathically back to the conjurer when they are spoken telepathically to, as long as they are within range.

Actions

Psychic Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB psychic damage.

Psionic Nova. The Psi-Ling explodes in a blast of psychic energy. It is reduced to 0 hit points, and each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, creatures take 1d4 + PB psychic damage and their speed is reduced by 15 feet, to a minimum of 5 feet, until the beginning of your next turn.

Reaction

Veil of Thoughts. The Psi-Ling grants its conjurer resistance to psychic damage until the beginning of its next turn. If the conjurer already has resistance to psychic damage, it grants them immunity instead.

Psionic Power

Also at 2nd level level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Occult Transmutation. As a bonus action, you may gather psychic energy in you and use it to empower a spell, expending a Psionic Energy die. The next spell you cast deals additional damage equal to the result, all damage that it deals becomes psychic instead, and once the spell finishes casting, you may create a Psi-Ling in an unoccupied space within the spell’s range.

Mind Rift. As an action, you can create a ripple in reality, conjuring a wellspring of psionic energy.  Roll a Psionic Energy die. You create a number of Psi-Lings equal to half the result (rounded down, minimum of one). For 1 minute, terrain in a 5 foot radius around you as you activated this feature becomes difficult terrain for hostile creatures. You and allies in the rift have resistance to psychic damage, and whenever a creature in it fails a Wisdom saving throw, you can use your reaction to allow them to reroll.

Mental Conjurer

Starting at 6th level, you’ve learned new ways to use your psionic abilities. 

Conjurer's Call. As an action, you may consume part of your psionic potential to weave new consciousness into existence. Roll a Psionic Energy Die.  You create a number of Psi-Lings equal to the result. You gain temporary hit points equal to the result + your proficiency bonus.  If you roll a one on your Psionic Energy die when rolling this way, you may reroll it.

Probing Seer. As an action, you can become a sensor of minds and can delve deep into a creatures' psyche. Roll a Psionic Energy dice. You can cause the effects of the Detect Thoughts, except it doesn't take concentration, and the first saving throw made by a creature is reduced by an amount equal to the result. After the effect ends, a Psi-Ling appears perched on you.

Mindborn Herald

At 10th level, your psionic abilities grow in power. You gain the following benefits:

  • When you use your bonus action to command a Psi-Ling, you may command two of them instead of one.
  • When you use your Arcane Recovery feature, you regain two expended Psionic Energy die.
  • When you start a long or short rest, if any amount of Psi-Lings remain perched to you until they fade, at the end of the rest, you gain temporary hit points equal to twice the number of Psi-Lings counted this way.

Brood Monarch

By the time you've reached 14th level, you have become the master of the minds you create and command. You can cast any wizard spell that has a range of Self or Touch as if you were in one of your Psi-Ling's spaces rather than your own.

In addition, as an action, you can see through one of your Psi-Ling's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

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