Base Class: Bard
Through exhaustive research, experimentation, and meditation the Pantomaths of the College of Parapsychology attempt to unlock the untapped potential of the mind. Members of this college believe the mind is capable of perceiving information beyond the traditional senses, and even has the power to manipulate the environment, and other minds, without the use of trappings of traditional divine or arcane magics. These Pantomaths also search for evidence that intelligent minds leave behind faint impressions or scars on objects and locations, and that information can be intuited from these psychic remnants, and in some cases can be communicated with.
Unlocked Potential
By 3rd level your research has unlocked the mental ability to perceive and manipulate psychic phenomena. You gain the following psychic abilities.
- Extrasensory perception. When you make an Insight (wisdom) or Perception (wisdom) check, or when you roll Initiative, you can use your reaction to expend a use of your Sage Advice and add the number rolled to the check.
- Telepathy. You and any creature with a Sage Advice die from you, can speak telepathically with each other regardless of distance or line of sight. To understand each other, you each must speak mentally in a language the other knows.
- Psychometry. After holding an object for 10 minutes you can expend a use of your Sage Advice to read the object's energy field to reveal information about an event or person associated with it. The DM will choose what information the reading provides based on your intentions. This information is often very vague or cryptic, and may be a vision, a one word answer, or a pull in a direction. If you eventually learn the spell Speak with Dead you can cast it using an object instead of a corpse. If the last owner of the object is not dead, the spell fails.
- Psychokinesis. You learn the Mage Hand cantrip. If you already know this spell it’s range and weight limitations are doubled. You can also cast it without verbal or somatic components, and you can make the spectral hand invisible.
Psionic Manipulation
By 6th level your mind is able to manipulate psionic energy in order to produce effects similar to magical spells. If a spell can reasonably replicate the effects of precognition, clairvoyance, telepathy, hypnosis, or telekinesis, or inflicts psychic damage (DMs discretion), you can cast it without verbal or somatic components, and it requires no material components, unless they are consumed by the spell. In addition if the spell has a visual component, you can make it invisible.
In addition you learn one spell from any class that plausibly replicates the effects of precognition, clairvoyance, telepathy, or telekinesis, or inflicts psychic damage (DMs discretion). A spell you choose must be of a level you can cast, as shown on the Pantomath table, or a cantrip. The chosen spell counts as a Pantomath spell for you but doesn’t count against the number of bard spells you know.
DM Note of the Use of Psionic Manipulation: The implications of Psychic “casting” spells can be adjusted to suit your table. If it is found that being able to cast these spells without components unbalances the gameplay, you could require the Pantomath to place a finger on their temple, close their eyes in concentration, or perform some other noticeable somatic gesture that is thematically appropriate to the archetype. You could also dictate that the manipulation of psionic energy creates a mirage like rippling of the space around the character or causes some faint hum. The point of all of these is to indicate that the pantomath is the source of the spell-like effect. Additionally, as inferred by the UA released by WotC, you can mandate that psionics create magical phenomena which can be disrupted by spells, items, or areas that effect or nullify magic.
Precognition
At 14th level your mental mastery allows you to perceive brief glimpses of the future, moments before the events unfold. As a reaction choose a creature other than yourself within 60 feet of you attempting an ability check, attack roll, or saving throw. That creature gains one Sage Advice die which it must use immediately on the triggering ability check, attack roll, or saving throw. You can wait until after the creature rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.
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