Base Class: Wizard
Wizards who choose Psionics learn to harness the power of the mind, blending their arcane knowledge with psychic abilities. These wizards can manipulate thoughts, move objects with a mere thought, and delve into the mysteries of the mind.
Psionic Savant
Starting at 2nd level when you select this school, your study of psionics enhances your mental capabilities. You gain proficiency in the Arcana and Insight skills if you don't already have them.
Additionally, you learn the Mage Hand cantrip if you don’t already know it. When you cast Mage Hand, the hand is invisible.
Psionic Casting
You can use your psionic points to enhance your spells with psionic energy. You gain two Psionic Enhancements of your choice. You gain another one at 6th, 10th, and 14th level. You have a number of psionic points equal to your wizard level. You regain all expended psionic points when you finish a long rest.
Psionic Enhancements
Psionic Overload
When you cast a spell that deals damage, you can spend 2 psi points to cause one target of the spell to take additional psychic damage equal to your Intelligence modifier.
Mind Ward
When you cast a spell that grants temporary hit points, you can spend 1 psi point to increase those temporary hit points by an amount equal to your Intelligence modifier.
Thought Echo
When you cast a spell that has a verbal component, you can spend 1 psi point to cause the spell to reverberate in the minds of those affected. The spell's effects are delayed by one round, causing the target to repeat the saving throw or take additional damage (if applicable) on the start of their next turn.
Mental Surge
When you cast a spell that requires concentration, you can spend 2 psi points to gain a surge of mental energy. For the next minute, you have advantage on Constitution saving throws made to maintain concentration on a spell.
Psychic Feedback
When a creature within 60 feet of you succeeds on a saving throw against a spell you cast, you can use your reaction and spend 2 psi points to deal psychic damage to that creature equal to half the damage dealt by the spell.
Psionic Resilience
When you cast a spell that affects you, you can spend 2 psi points to gain resistance to one damage type of your choice for the duration of the spell.
Telepathic Link
When you cast a spell that targets only one creature, you can spend 1 psi point to establish a telepathic link with the target for the duration of the spell. You can communicate telepathically with the target as long as you are both on the same plane of existence.
Cerebral Amplification
When you cast a spell that has an area of effect, you can spend 2 psi points to increase the radius of the area by 10 feet.
Telekinetic Force
Starting at 6th level, you can manipulate objects and creatures with the power of your mind. As an action, you can target one object or creature within 30 feet of you. The object must weigh no more than 10 pounds, and if the target is a creature, it must succeed on a Strength saving throw against your wizard spell save DC or be moved up to 10 feet in any direction (including upwards) and restrained by your telekinetic grip until the end of your next turn.
Mental Fortress
At 10th level, your mind becomes an impenetrable fortress. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
In addition, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Psionic Mastery
Starting at 14th level, you have mastered the art of psionics. When you cast a wizard spell of 1st level or higher that deals damage, you can choose to deal psychic damage instead of its normal damage type.
Additionally, when you use your Telekinetic Force feature, you can target a number of creatures equal to your Intelligence modifier (minimum of one). Each target must be within 30 feet of you and within 10 feet of each other, and must make a separate saving throw.
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