So a little background, I am still rather new to 5.0. I use to DM a lot taking my players from level 4 to EPIC in 3.5 and did a lot of custom builds and Homebrew back then. I recently got back into D&D and still find that the game truly lacks a true Psychic class. So below is my addition to the game. As I said I'm still new to 5.0, so let me know any changes or if you pick it up how it goes. I'm going to leave the main class here and the Psychic Focus's in the replys. I apologize for spelling errors or inconsistency in names (I know I still have some terms for casting instead of Channeling).
The Psychic
Phenomena Slots per Phenomena Level
Level
Proficiency Bonus
Features
Mind Blade Damage type
Cantrips Known
Phenomena Known
1st
2nd
3rd
4th
5th
1st
+2
Fragmented Mind, Mind Blade, Psychic Armor
1d6
2
1
1
2nd
+2
Psychic Focus, Strong Mind
1d6
2
2
2
3rd
+2
Psychic Protection
1d6
2
3
3
4th
+2
Ability Score Improvement
1d6
3
3
3
5th
+3
Psychic Focus
1d6
3
4
4
2
6th
+3
Telepathy, Stillness of Mind
1d8
3
4
4
2
7th
+3
1d8
3
5
4
3
8th
+3
Ability Score Improvement
1d8
3
5
4
3
9th
+4
Immovable Mind, Improved Psychic Protection
1d8
3
6
4
3
2
10th
+4
Psychic Focus
1d8
4
6
4
3
2
11th
+4
Mental Awareness, Planar Understanding
1d8
4
7
4
3
3
12th
+4
Ability Score Improvement, Superior Mind
1d10
4
7
4
3
3
13th
+5
Quick Focus
1d10
4
8
4
3
3
1
14th
+5
Psychic Focus
1d10
4
8
4
3
3
1
15th
+5
Mental Fortitude
1d10
4
9
4
3
3
2
16th
+5
Ability Score Improvement, Dream
1d10
4
9
4
3
3
2
17th
+6
Mental Awareness Extension
1d10
4
10
4
3
3
3
1
18th
+6
Improved Dream
1d12
4
10
4
3
3
3
1
19th
+6
Ability Score Improvement
1d12
4
11
4
3
3
3
2
20th
+6
Immortal Mind
1d12
4
11
4
3
3
3
2
Psychic Abilities:
Phenomena: As a Psychic user with innate talent you are able to harness these abilities and create supernatural, spell-like effects called Phenomena. All rules for spellcasting apply here, unless part of the class feature modifiers the rules.
Cantrips: You know 2 cantrips at first level from the Phenomena list. You learn additional Phenomena cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.
Phenomena Slots: The Psychic table shows how many Phenomena slots you have to channel your psychic phenomena of 1 level and higher. To channel one of these Phenomena, you must expend a slot of the Phenomena’s level or higher. You regain all expended Phenomena when you finish a long rest.
Phenomena Known of 1 Level and Higher: You know one 1-level Phenomena of your choice from the Phenomena list. The Phenomena Known column of the Psychic table shows when you learn more Phenomena of your choice. Each of these Phenomena must be of a level for which you have Phenomena slots. For instance, when you reach 5th level in this class, you can learn one new Phenomena of 1 or 2 level. Additionally, when you gain a level in this class, you can choose one of the Phenomena you know and replace it with another from the Phenomena list, which also must be of a level for which you have Phenomena slots.
Phenomena Ability: Intelligence is you Phenomena ability for your Psychic Phenomena, since the power of your Phenomena relies on your ability to project your mind into the world. You use your Intelligence whenever a Phenomena refers to your Phenomena ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Phenomena you channel and when making an attack roll with one.
Phenomena save DC = 8 + your proficiency bonus + you Intelligence modifier
Phenomena attack Modifier = your proficiency bonus + your Intelligence modifier
Fragmented Mind: You are able to split you mind and focus on multiple things. You can concentrate on multiple psionic concentration abilities items equal to half your Int modified, rounded up (minimum 1, max 5).
Psychic Armor: You are able to coat your body in a mental armor. As a bonus action you create an armor of psychic force around your body. It looks like a stirring of air right in front of you and takes a perception of DC 10+Modifier+Int for others to spot the armor. You gain an AC of 10+Dex+Int. To maintain the armor is a psychic concentration.
Mind Blade: You are able to create a psychic blade to wield, that you are proficient with. The blade does not do normal damage, but psychic damage only. It does 1d6+Int modifier. It is a bonus action to call the blade. And it appears like a translucent short sword. It takes a Wis (Perception) check equal to your Phenomena level to even see the blade. You cannot be disarmed and you are not able to throw the blade either. It has only very slight physical presence, so it is difficult to interact with real objects. The damage of the blade increases per the chart.
Psychic Focus: A Psychic can use its mind in many ways. Some have found it viable to devote their entire mind to use their powers and these are the True Psion’s. Others use their mind to create and Augment wondrous objects that always seem to be smarter than the others. Still others find their mental abilities are best on the battlefield, creating a psychic net for allies and a Blade for its enemies. And finally there are those who would use their abilities to follow routes similar to Mind Flayers and the more vicious Psychic beings, learning to devour life from those around them psychically. You must choose to follow the path of the Augmenter, Blade, Devourer, and True Psion.
Strong Mind: Your Mind is your own and becomes incredibly hard to pierce. You gain advantage on all Charm or charm like effects (suggestion, command, charm, ect) and are immune to all read thoughts spells and effects as well, and all users have disadvantage on divination spells/effects against the user.
Psychic Protection: You are able to use one of the following three times per short rest. The creature must be within 30 ft of you, or 60ft once you gain Improved Psychic Protection.
Sluggishness: You are able to imprint a sluggishness to one creature within sense. If the creature fails its Int saving throw it, it gains a disadvantage on attack rolls as long as you maintain psychic concentration. On a success it only has the negative for that round.
At Level 9 you give advantage on Dex saves to avoid spells from that creature as long as it is active. Or for only 1 round if the creature makes its saving throw. This stacks with the lower level version, meaning it has disadvantage on attack rolls and you have advantage on Dex saves from the creature as long as the concentration is active.
Psychic Ward: You protect your mind with a Ward that causes any mental intrusions, successful or not, to reflect back on the attacker. Any attempt to influence your mind (for example a charm or suggestion) causes the caster to take 1d6 for every half a spell level (max 4d6 for 9 level spells). This is active for 1 minute with a psychic concentration or until the use is expanded. If the effect is pure psychic damage, the damage taken is also reflected back to the user
At level 9 you can choose to reflect the intrusion back on the attacker as if you were the originator. The Ward is expanded if it reflects.
Blind Eye: You focus on one creature within 30ft that you can sense and force it to make an Int saving throw. On a fail you blind the creatures mind to your presence. You can interact, talk or act normal but the creature fails to see or comprehend you. Any movements or things that happen (a second side of a conversation) are explained away to allow the creature to ignore your presence.
At level 9 you are able to alter the memory of a creature, adjusting any 10 minutes of memory within the last 24 hours.
Ability Score Improvement: When you reach 4 level, and again at 8, 12, 16 and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Telepathy: You are able to speak to any creature you can see/sense within 30FT. You don’t need to share a language but the creature must be able to understand at least 1 language. If you benefit from an ability that allows you to sense through objects you can use this to communicate with them.
Stillness of Mind: You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Immovable Mind: your mind becomes stronger and you become immune to charm like effects and divination spells unless you allow it. You also gain resistance to Psychic damage.
Mental Awareness: Your mental abilities are able to perceive all things in your general vicinity. As an action you gain Blindsense out to 30ft. During this time you are also able to sense the use of any psychic skills within the range, to include telepathy. This lasts for 1 minute and can be done once per short rest. This doesn’t work on creatures that have full cover.
At level 17 this extends to 60ft and you gain an extra use per short rest.
Planar Understanding: Your time drawing forth and watching the Astral and Ethereal realm have given you an advantage on all checks regarding the realm. This includes knowledge checks, survival checks (in the realm) and checks to withstand the effects of the realms (Psychic wind for example).
Superior Mind: Your Mind as outgrown its body. You are able to increase your Intelligence above 20 to a maximum of 24.
Quick Focus: You are able to call your armor and blade out as a free action instead of a bonus action.
Mental Fortitude: Your mind is so strong it can aid the body withstand physical damage that would normally kill it. When you take damage that would drop you to 0 HP’s your mental fortitude leaves you at 1 point instead. This ability can be used once per long rest.
Dream: You can move freely through dreams. You can visit willing creatures dreams and provide extra rest by shaping the dream and using psychic ability to provide extra rest to the creature. If you use this ability during a short rest, in which someone sleeps, you can give them back 1d4 long rest abilities. If you spend this time during a long rest the long rest is reduced by half. While in someone else’s dream you do not gain the benefits of the short or long rest.
At higher levels you can split your mind to effect multiple creatures, but you take a level of exhaustion if you effect more than one.
Immortal Mind: At level 20, you permanently gain Blindsense out to 60ft. You are unable to be surprised or caught off guard. Any one within that range of 60ft is considered next to you for any Psychic attack, or Phenomena, that you choose to do. You are also able to share a use of you Stillness of Mind, Mental Awareness as if you were using it on yourself.
True Psion: Fully reach mental ability-spellcaster like
2: Hit Die, Sole Focus
Hit Die: You are sacrificed some of your physical state to focus more on your mind. When you choose this path, your hit die drops toa d6.
Sole Focus: You have learned the importance of focusing your mind on a single task instead of others. If you use a Phenomena that is Concentration while using no other Concentrations from Fragmented Mind you are able to force one creature targeted by the Phenomena to have disadvantage on its saving throw. If the Phenomena is beneficial you are able to extend the effect per the following time:
Max 1 min: A number of rounds equal to your ability modifier
Max 10 min: A number of minutes equal to your ability modifier
Max 1 hour: A set of 10 minutes per your ability modifier.
Max 24 hours: A number of hours equal to your ability modifier
Any time not listed is extended by your ability modifier a minimum of rounds, max hours.
5: Desperate Focus
Desperate Focus: If all your concentrations are being used, you are able to use an ability or Phenomena that requires concentration for a round without losing any of your others. For example you are able to maintain 2 concentrations. You have your weapon up and a Phenomena, if you know you will be attacked you could bring up your armor for a round without losing the blade of the Phenomena. This is usable two times per long rest.
10: Duel Channeling, Focused Phenomena
Duel Channeling: If you are concentrating on nothing at the beginning of your turn, you are able to channel two Phenomena in the same round that are an action. The second channel must be of a 3 level or lower.
Focused Phenomena: You can choose one Phenomena you are concentrating on and it becomes impossible for you to lose concentration due to physical damage.
14: Etherealness, Phenomenal Channeling
Etherealness: Your Mind is partly on the ethereal plane at all times, as such your body follows and gains certain traits. As you can move freely on the Ethereal plane you can move freely on the Material plane. Gaining freedom of movement and a Fly speed of 60ft. You also gain the ability to see in the Ethereal plane as a bonus action.
Phenomenal Channeling: You have become so adept at having multiple concentrations active and focusing your mind on that you are able to weave another Phenomena into a new one. You are able to use a Phenomena of one level lower than the one you are channeling and use it to Max the spell’s damage/benefit.
Augmenter: Use mental ability to give bonuses upon items and things
2: Expert Knowledge, Grant Intelligence, Smart Fighting,
Expert knowledgeAugmenter: Working with the mental abilities of experts around you, you can tap into their knowledge and gain proficiency with a skill or tool as the experts around you. Takes a minute to focus and lasts as long as you are in the presence of the experts.
For example: If you go into a blacksmith and spend the minute you gain learn how to blacksmith.
Grant Intelligence: You have learned how to sap some of your intelligence into an object. As a ritual that takes an hour you can take some of your intelligence score and put it in an object. This gives the object sentience with a personality that you desire (aggressive, charming, ect.) and can communicate with you or the holder of the object through telepathy, but only simple ideas if the item is only given 3 points or lower. If you imbue 4 points or higher the item can function as an extension of you with a full personality and language ability. You can call back your intelligence as an action or if the object is destroyed it returns. Your intelligence is lowered based upon the amount, reducing DC and other INT based checks. Can place it 1 object at a time. The object must be mundane. The object gains the following benefits while it has your Intelligence.
Gain Memory, the object is able to sense the things around it. When your intelligence returns you are able to recall things that happened in its presence as it is your memory. To do so you must spend 1 minute for every hour your intelligence was in the object to recall the memories. You must start this process within 24 hours of your Intelligence returning or the memories are gone.
If placed in a weapon it can grant a bonus to the attack roll based upon how many Intelligence points placed in the object as it helps to direct to weak spots. As well as an extra 1d6 per point of psychic damage.
If in an armor it grants a bonus to AC based upon how many Intelligence points placed in the object.
Simple tasks (like be set as an alarm and able to rouse you or object holder) can be given to the intelligence.
At higher levels place in 2 objects, 3 objects and finally 4 objects
Smart Fighting: You senses become heightened to those right around you and your trust in them allows you to let them guide your movement. You can add your INT on attack and damage rolls.
5th: Grant Knowledge 2 objects, Phenomena Objects
Grant Knowledge 2 Objects: You are able to imbue two objects with your intelligence.
Phenomena Objects: The object imbue with Grant knowledge can be imbued with a simple Phenomena, but that phenomena slot and phenomena itself is gone from you until you regain your INT points. Depending on how many points of Intelligence are placed in the object determine how complex the trigger can be. For lower intelligences it must be closer to a sensory trigger, while a higher intelligence allows you to plan out the trigger.
10: Grant Knowledge 3 objects, Improved Object, Object Contingency
Grant Knowledge 3 Objects: You are able to imbue three objects with your intelligence.
Improved Object: You are able to imbue into any object that doesn’t already have its own sentience.
Object Contingency: You can take a mundane object and place a Phenomena that you know inside of it. The object is considered the center of whatever effect is place inside of it. The Phenomena lasts inside the object for 24 hours for each level of the Phenomena that is placed inside of it. So a 3 level Phenomena lasts for 3 days before it expires. The DC of the object is your DC minus 2 for every 24 hours it is in the object (minimum -2). The trigger is determined by the user upon creation. This ability is useable once per long rest.
14: Grant Knowledge 4 objects, Graft Sentience
Graft Sentience: You are able to permanently imbue an object with your Intelligence and sentience. In a ritual that takes a week, you graft one point of intelligence into an object and during that week it grows to 6 points, with blindsense out to 30ft, and a personality similar to yours (your alignment, goals, desires are all transferred). You are able to constantly communicate telepathically with the object regardless of the plane of existence or distance. You are able to cast Phenomena through the object as if you were in it’s spot.
Any creature that picks of the object, you are instantly aware of it. You can command the object to try and dominate the creature holding it or to leave them alone, DC 8+objects INT modifier + your proficiency when the object was created. If they are dominated the object is able to slowly steal away the creatures Intelligence until it has absorbed, it gaining another point of intelligence itself. The object can continue to absorb intelligence until it has an Intelligence score equal to yours. Once this happens the sword becomes attuned to your lifeforce. It takes one month for every year of life you have lived and begins to copy your mind and memories, starting with the most recent events and working back. If you die, the object will automatically dominate the next creature that touches it and transfer itself into that creature. Creating a clone of you, with as much knowledge it was able to learn from gaining its last ability point till your death. Giving you the same mental and psychic abilities but with the body of the new creature.
Destroying the object requires the same processes as destroying a magical item. You are not able to remove your intelligence and even if the object is destroyed the point lost remains lost forever. You may have only one sentient object at a time.
Grant Knowledge 4 Objects: You are able to imbue four objects with your intelligence.
Devourer: Use mental abilities to sap and steal and gain benefits from taking others mental capabilities
2: Mind Blast, Mental Lash
Mental Lash: You are able to create a link to a creature during an attack that saps part of their mind into yours. You deal an extra 1d6 extra psychic damage on your attack and as long as the creature takes the extra damage you heal that same amount. You are able to use this ability 3 times per short rest. Any creature whose mind is distracted, you are able to use this ability for free. For examples this includes: under a charm/charm-like effect, concentrating on a spell/phenomena/effect (this does not apply to a Psychic who is not using all their concentrations), asleep, focused on a task making skill checks (have to be so absorbed in the work they see nothing else).
This increases to 2d6 and then 3d6 and finally 4d6 at level 5, 10 and 14th.
Mind blast: As an action you send a mental wave out to all creatures within 10ft and impose a specific effect based upon your choice at the start of the blast. It is a Psychic concentration to maintain the effect, unless otherwise specified in the effect. You can use this a number of times equal to your INT ability modifier per long rest (minimum once) and the duration is 10 minutes per INT ability modifier (unless otherwise stated). It is a bonus action to activate a mind blast, and it does cost a use to switch the effect even the blast is already active.
Mental Control: All creatures must make an INT saving throw of your Phenomena DC. On a fail roll a d3. The below indicates the results. If the creature is immune to one of the effects it must still make a saving throw as the d3 might land on an effect it is not immune to.
1-The creature is charmed by you, and actively charmed as long as they are within 10ft. If the creature leaves the area of your Mind blast the charm effects lasts a number of rounds equal to your ability modifier. If the creature returns to the area of the Blast, it has advantage on the saving throw but can still be effected until it makes the saving throw.
2- They are frightened of you and spend their following turn running as far away from you as possible. After moving the distance the effect of frightened ends. If they return into the area of the Blast they must make a new saving throw.
3 indicates they are confused. The creature suffers the effects of the Phenomena Confusion as long as they are in the range of the blast. The effect ends once they leave the area of the blast and the creature must make a new saving throw, with advantage, if it returns to the blast area.
Mental Gifts: You are able to tap into the senses of all within the Blast area. As they are so close and your mind as to share sense, they all gain advantage on all saving throws to avoid a physical effect.
Mental Protection: All creatures within the Blast area are given your protection from being charmed, frightened and confused. They receive the same bonus as you do from your Strong Mind ability.
Psychic Pain: All creatures in range must make an INT saving throw or take psychic damage equal to your INT ability modifier every round as long as they are in the Blast area.
5th: Improved Mind Blast, Mental Lash 2d6,
Improved Mind Blast: You can now choose the following as well in your Mind Blast.
Mental Drain: All creatures must make an INT saving throw or lose 1d4 Intelligence points as long as they are in the Blast. You gain the temporary boost of these points as long as they are in the Blast area. Increasing your modifier appropriately as it goes up.
Mental Link: All creatures in the Blast area benefit from a linked mind. For purposes of DC’s and saving throws you and anyone else in the Blast area can choose between anyone linked and use their Intelligence, Charisma or Wisdom score. Before making a check, or having someone make a check against a DC, you must declare whose ability score you are using.
10: Extended Mind Blast, Mind Theft, Mental Lash 3d6
Extended Ming Blast: Your Mind Blast can now go out to 30ft.
Mind Theft: To any incapacitated or willing humanoid you can force your mind into their head, pushing their presence into the Ethereal plane. The humanoid must make an INT saving throw or lose control of its body, which it can choose to willingly fail. If it fails its mental presence becomes a part of the Ethereal plane but it is not able to return to its body. If it is killed in the Ethereal plane during this time it is killed.
You take control of the Body as if it were yours, your own body becoming inert. During this time you adopt the creatures physical states, surface memories, proficiencies, and physical type abilities. For example you can go into a Barbarian’s mind and still be able to Rage with all its associated benefits, but if you go into the Wizards body you would not be able to cast spells. Your knowledge of surface memories give you advantage on any deception checks and the opposer disadvantage on insight checks. Your own body does not need food, water or rest during this time but the adopted body does. You must maintain psychic concentration on this during the entire time. Which this ability can last up to 24 hours per ability point.
There are multiple ways to end this. If your physical body takes damage the ability ends and you snap back. If you wait till the duration expires you snap back. You can choose to take an action to snap back as well. If you lose consciousness by any means (to include falling asleep) you also snap back. Or if you lose concentration on the ability you snap back. If the ability ends by any of the above means it is sudden and jarring. You and the target take 5d10 for every 24 hours you were in the body (minimum 5d10), though you have natural resistance to this. If this damage would drop you or the target to 0 Hit Points you are unable to find your body and die.
You can spend a minute seeking out the other mind in the Ethereal plane before bringing it back and returning to your own body. Any return except the gentle 1 minute return is sudden and jarring. You and the target take 5d10 for every 24 hours you were in the body (minimum 5d10), though you have natural resistance to this. If this damage would drop you or the target to 0 Hit Points you are unable to find your body and die.
You are able to use this ability once per long rest. As you are unable to sleep while in this body, you suffer exhaustion if you maintain the form over multiple days.
14: Psychic Mind Blast, Nightmare, Mental Lash 4d6
Nightmare: You focus on a creature within 60ft that you are aware of. It must make an INT saving throw or you are able to read its deepest nightmare. If you already know what it is afraid of, the creature has disadvantage against the saving throw. Those immune to fear automatically save. On a failed save you force upon its mind the most horrifying nightmare drawn from the creatures mind. The creature is stunned for a round as it reels from nightmare. The creature can be woken from the Nightmare if it takes damage, or someone takes an action to wake them. If woken early the creature takes 5d10 psychic damage. If it lasts through the entire nightmare it takes 10d10 psychic damage and you gain half as much hit points. For those who make the save, it takes 3d10 psychic damage from the sheer intense mental strike, which you still heal half that damage.
Psychic Mind Blast: You can now use the following Mind Blasts.
Life Drain: All creatures must make an INT saving throw or suffer 1d4 damage each round within the Blast. That damage is sucked from the creature’s mental life force and transferred to you, as you regain the damage taken.
Mental Refresh: You send out your blast as an instant powerful wave of refreshing mental energy, recalling the mind to how it woke up. You roll a d10, on a 1-8 all creatures gain 1d3 abilities back that would normally return after a short rest. On a 9-10 all creatures gain 1d3 abilities back that would normally return after a long rest.
Hit Dice, Smart Fighting, Weapon Phenomena, Strong Mind
1d6
2
2
2
3rd
+2
1d6
2
3
3
4th
+2
1d6
3
3
3
5th
+3
Extra Attack, Improve Armor, Malleable Blade, Tactician
1d8
3
4
4
2
6th
+3
1d8
3
4
4
2
7th
+3
1d8
3
5
4
3
8th
+3
1d8
3
5
4
3
9th
+4
1d10
3
6
4
3
2
10th
+4
Deep Mind, Fighting Style, Focused Concentraion
1d10
4
6
4
3
2
11th
+4
1d10
4
7
4
3
3
12th
+4
1d10
4
7
4
3
3
13th
+5
2d6
4
8
4
3
3
1
14th
+5
Astral Armor, Extra Attack (2), Improved Malleable Blade, Phenomena Attack
2d6
4
8
4
3
3
1
15th
+5
2d6
4
9
4
3
3
2
16th
+5
2d6
4
9
4
3
3
2
17th
+6
2d8
4
10
4
3
3
3
1
18th
+6
2d8
4
10
4
3
3
3
1
19th
+6
2d8
4
11
4
3
3
3
2
20th
+6
2d8
4
11
4
3
3
3
2
Blade:
2: Hit Dice, Smart Fighting, Weapon Phenomena
Hit Dice: Your Hit dice change to a d10. You get to use the d10 to add hit points when you reach 2 level.
Smart Fighting: You senses become heightened to those right around you and your trust in them allows you to let them guide your movement. You can add your INT on attack and damage rolls. Your blade is also stronger and you follow the new damage chart above.
Weapon PhenomenaBlade: Can Imbue based upon Phenomena Blade uses. Can use 2 per long rest.
-Emotional Blade: Impact a strong emotion until your next turn. Must make a saving throw. Does an additional d6 psychic damage. Effects last for 2 rounds at level 14)
Anger-must use a physical attack
Muddled- disadvantage on spell attack rolls, creatures have advantage on spell saving throws.
Sad- Lose half its movement
Scared- become frightened.
Love- Become charmed
Happy- Cannot use reactions
Shock- Creature is stunned
Confused- Creature is confused
-Ethereal Blade: Must make a saving throw or the creatures mind is forced in the Ethereal realm until your next turn. While there it has a move speed of 0, cannot attack and cannot take reactions-unless it has abilities to work from the Ethereal realm (force). Any damage to the physical body returns the mind to it. Extends to 2 rounds at level 14th
-Psychic Bomb: You imbue raw energy into the attack. On a successful attack all creatures within 10ft (yourself included) must make an Int saving throw or take 2d6 damage. Increases to 4d6 at level 14th
-Piercing: You are able to extend your weapon and pierce through solid objects. You can thrust your weapon through objects no more than 5 ft. You ignore cover with this ability and can attack through walls with no issue. Extends to 10ft solid object at level 14th
5: Ethereal Armor, Extra Attack, Malleable Blade, Tactician
Ethereal Armor: Your Psychic armor gains strength, as you learn to bind parts of the Ethereal realm into it. Giving it a more solid appearance and a +1 to its AC as you draw upon Psychic state grows.
Extra attack: You can attack twice instead of once whenever you use the attack option.
Malleable Blade: As a bonus action you are able to change the shape of your blade to any weapon type that you know of. In order to do this you have to make you blade more solid, granting a +1 bonus to the weapon. The blade takes that form and gains some of the properties of the weapons to include:
Reach weapon
Two Handed, increases the damage by an extra die (for example instead of 1d8, its 2d8).
Thrown (20/60)
Two Weapon, create two blades in each hand (with the same restriction on modifier damage)
Tactician: You spend time with a number of people up to your ability modifier linking minds. This is a psionic concentration, as long as you are linked you can share proficiencies and reactions. Any person of the linked mind can grant another their reaction, even if that person has already used theirs. You can also share half your proficiency between all those linked. Meaning if one person is proficient in a sneak skill it can share part of its proficiency modifier split between all those in the group (2, 2, 2 or all 6 to one).
10: Deep Mind, Fighting Style, Focused Concentration,
Deep Mind: Your Psychic armor continues to improve, gaining a +2 to AC (replaces, does not stack with previous bonus). But it also begins to change and effect things in a more physical way. You can attune the armor to one elemental resistance per short rest.
Your Mind Blade is also drawn from deep Psychic wells, increasing its bonus to +2.
Fighting Style: You adopt a particular style of fighting. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you have your Mind Blade and Psychic Armor out you get a +1 to your AC.
Dueling: When using your Mind Blade as a one handed weapon and no other weapon you gain a +2 bonus to damage rolls.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with your Mind Blade as a two handed weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Focused Concentration: Your psychic concentration to maintain your weapon and armor cannot be broken by physical damage. And you gain advantage on all other psychic concentration checks. It still costs one of your psychic concentrations to have the weapon and armor out.
14: Astral Armor, Extra Attack, Improved Malleable Blade, Phenomenal Strike
Astral Armor: You draw your armor from the dead Gods of the Astral plane themselves. Your Psychic armor is a +3, does not stack but replaces previous bonus. You are also able to attune the armor to two elemental resistances per short rest.
Extra attack: You can attack twice instead of once whenever you use the attack option.
Improved Malleable Blade: You are able to form your Mind blade into a Longbow which shots arrows made or raw psychic energy. Your blade also becomes stronger, improving to a +3 as you draw from the deepest parts of the Astral realm.
Phenomenal Strike: When you use a Phenomena you are able to make a melee attack as a bonus action. Usable a number of times equal to your INT modifier. Must make a long rest then.
Calm Beast (1 action, 60ft, Instant or 1 hour): You choose a beast you can see within range that isn’t hostile to you. You then use your mind to ease a strong emotion in the target. It gives you advantage on handle animal checks.
Friends (1 action, self, SM, concentration up to 1 min): You use your mind to exude an aura of pleasantness, you gain are able to add your INT modifier to Cha checks directed at one creature of your choice that isn’t hostile towards you.
Minor Telekinesis (1 action, 30ft, concentration up to 1 minute): Use your action to manipulate an object, open an unlocked door or container, stow or retrieve, pour contents.
Message (1 action, 120 ft, 1 round): You grant two willing creatures the ability to telepathically send a message and hear it reply telepathically that only they can hear.
Psychic jolt (1 action, 60ft, Instant): You send a psychic jolt of pain to one creature you can sense within range. The creature must make a Int saving throw or suffer 1d6 psychic damage. This increases to 2d6 at 5th, 3d6 at 11th and 4d6 at 17th.
Peirce Mind (1 action, 30ft, instant) You select a creature within range who must make an Int saving throw. One a failed save you are able to get a glimpse of its surface thoughts and see some thought patterns for its next action. On the creatures next turn, if an action is against you, you have advantage, or it has disadvantage against you.
1
Bane (1 action, 30ft, concentration up to 1 min): Up to three creatures of your choice that you can se within range must make INT saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the Phenomena ends, you cause an itch in their mind. The target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Every Phenomena of 2 level or higher, you can target one additional creature.
Beast Bond (1 action, touch, concentration up to 10 min): Establish a telepathic link with one beast you touch that is friendly or charmed by you. Phenomena fails if the beasts int is 4 or higher. The link is active while within your senses. The beast can understand your telepathic messages to it and can communicate telepathically back using simple emotions and concepts. The beast also gains advantage on attack tolls against any creature within 5ft of you.
Catapult (1 action, 60ft, instant): Choose one object weighing 1 to 5 lbs. within range that isn’t being worn or carried. The object flies in a straight line up to 90 ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If it strikes a creature it must make a Dex saving throw. On a failed save it hits the target and stops moving, doing 3d8 bludgeoning damage.
Every Phenomena of 2 or above increases the weight by 5 lbs. and damage increases by 1d8.
Cause Fear (1 action, 60ft, Concentration up to 1 min): You tap into the mind of one creature within range and awaken the sense of mortality in one creature you can see within range. Construct and undead are immune. The target must succeed on a INT saving throw or becoming frightened of you until the duration ends. Target can repeat the saving throw at the end of each of its turns.
Every Phenomena of 2 or above you can target one additional creature, all within 30ft of each other.
Charm Person (1 action, 30ft, 1 hour): You attempt to touch the mind of a humanoid and charm them. It must make an INT saving throw and does so with advantage if you and your allies are fighting with it. On a fail it is charmed by you for the duration or you or your companions harm it.
Every Phenomena of 2 or higher allows one additional creature to be charmed.
Command (1 action, 60ft, 1 round): You speak 1-word command infused with psychic energy towards a creature you can see within range. The target must make a INT saving throw or it will follow the command on its next turn. The target is immune if undead, can’t understand your language or if your command is directly harmful to it.
For every Phenomena of 2 or higher you can affect 1 additional creature within 30ft or each other.
Compelled Duel (1 bonus action, 30ft, concentration up to 1 min): You focus a creature’s mind into a duel. Target must make an INT saving throw or is focused on you. It has disadvantage on attack rolls against creatures other than you and must make a INT saving throw each time it attempts to move to a space that is more than 30ft from you. If it succeeds it may move that round.
Detect Psychic (1 action, self, concentration up to 10 minutes): You extend your psychic senses to search for the subtle vibrations of mental influence. You are able to detect anything that effects the mind (magical or not…for example the spell Charm), psychic creatures, phenomena and psychic effects and abilities on items.
Dissonant Vibrations (1 action, 60ft, instant): You send a discordant psychic vibration that only one creature can feel of your choice within range. It must make a INT saving throw or take 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. On a successful save it takes half damage only.
For every Phenomena 2 level or higher damage increases by 1d6.
Feather Fall (1 reaction, which you take when you or a creature within 60ft of you falls, 60ft, 1 minute): You reach into the Astral plane where distance is weird and uses it to force the creature to fall at 60ft per round for the duration. If the creature lands before it ends, it takes no falling damage and can land on its feet and the Phenomena ends for that creature.
Identify (1 minute, touch, instant): You open up your third eye to reveal the truth of an items power. You choose one object that you must touch throughout the casting of the Phenomena. If it is a magic item or some other magic/psychic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item created by a spell/phenomena/psychic ability, you learn what created it. If you instead touch a creature throughout the casting, you learn what spells/phenomena, if any, are currently affecting it.
Psychic Orb (1 action, 90ft, instant): You hurl a 4 in diameter sphere of pure psychic energy at a creature you see within range and must make a ranged spell attack. If you hit it takes 3d8 damage of psychic energy.
For Phenomena slot of 2 or higher the damage increases by 1d8.
Sleep (1 action, 90ft, 1 minute): Roll 2d8 dice to determine the INT score that you can effect. Select a target within range that you are aware of to try and effect. If the result of your rolls is above the creatures INT score you are able to overcome their mind and put them to sleep. Undead and creatures immune to charm aren’t affected.
For every Phenomena of 2 or above adds an additional 2d8 roll and can be rolled over to effect another creature (for example you roll an 18 across all four rolls and you put one creature to sleep with an INT of 10, you have 8 points left to try and effect another creature).
Psychic Smite (1 bonus action, touch, concentration up to 1 min): You imbue some of your psychic ability into a weapon. The next time that weapon hits with a melee weapon attack during this spell’s duration the attack deals an extra 1d6 psychic damage.
2
Astral Cloud (1 action, 120ft, concentration up to 1 hour): You bring forth a 20ft-radius sphere of Ethereal plane centered on a point within range. This makes the area obscured and blocks those outside the radius from seeing inside. The sphere spreads around corners and lasts for the duration or until a wind of moderate or greater speed disperses it. While inside the Astral plane touches the mind of all inside. Each creature inside must make an INT saving throw or lose its sense of barring. On a failed save the DM rolls a d8, and the resulting number is the direction the world ‘shifts’ for that person. Meaning to that creature, everything is facing a different direction than what it originally thought.
Astral Scream (1 action, 60ft, instant): You tap into the Astral Wind and release its screaming force to those in a 10ft radius sphere centered on a point within range. Each creature in the sphere must make an INT saving throw or take 3d8 psychic damage or half as much on a successful save.
At each Phenomena 3 or above the damage increases by 1d8
Beast Sense (1 action, touch, concentration up to 1 hour): You touch a willing beast and place a part of your mind within the creature. You can then use your action to see through the beast’s eyes and hear what it hears. An action returns you to your body. While with the beast you gain use of the beasts sense, things like darkvision.
Blindness/Darkness (1 action, 30ft, 1 minute): You force one creature’s mind to lose touch with it’s senses, forcing it to make a INT saving throw or be either blinded or deafened for the duration. It can make a Con save at the end of each of its turn.
At each Phenomena 3 or above you can target 1 additional creature.
Cloud of Energy (1 action, 60ft, concentration up to 1 minute): You fill the air with lashing psychic energy in a cube 5ft on each side, centered on a point you choose within range. A creature takes 4d4 psychic damage when it enters the spells area for the first time on a turn or starts its turn there.
At each Phenomena 3 or above the damage increases by 2d4.
Calm Emotions (1 action, 60ft, Concentration up to 1 min): You attempt to suppress strong emotions in a group of people. Each humanoid in a 20ft radius sphere centered on a point you choose must make a INT saving throw (a creature can choose to fail). On a fail choose one of the following: You can suppress any effect causing a target to be charmed or frightened, when spell ends the effect resumes. Or you can make a target indifferent about creatures of your choice that is hostile towards you.
Detect Thoughts (1 action, self, concentration up to 1 min): For the duration you can read the thoughts of certain creatures. Focus your mind on any one creature that you can see within 30ft, if the creature has an Int of 3 or lower, or doesn’t speak any language the creature is unaffected. You initially learn surface thoughts, as an action you can shift to another or probe deeper. If you probe deeper, it makes a INT saving throw and on a fail you gain insight into its reasoning, emotional state, something looms large in its mind. The creature knows you probed its mind and as an action can make a contested Int check to end the spell. Questions verbally directed at the target shape its thoughts. You can also use an action to search for thoughts within 30ft of you (to find someone you can’t see).
Distraction (1 action, 90ft, instant): You blast a sickening wave of psychic energy at a creature within range. The creature has to immediately make a concentration check versus you Phenomena DC. No effect on a success, but on a failure the creature is unable to hold its concentration and loses the spell/Phenomena.
Enhance Intelligence (1 action, touch, concentration up to 1 hour): You touch a creature and bestow upon it an enhancement on intelligence using your own mind to fortify theirs. They gain advantage on INT checks.
At each Phenomena 3 or above you can give 1 additional creature.
Forgetfulness (1 action, 120ft, concentration up to 1 min): Choose one creature you can see within range and force it to make an INT saving throw. On a fail you choose a part of the creature and it forgets how to use one set of limbs (arms, legs, fin, wings), it cannot forget essential parts (lungs for example), for the duration for the spell. If the creature is actively using them (in a fight, running, swimming, flying) it gets advantage on the save.
Mind Spike (1 action, 60ft, Concentration up to 1 hour): You reach into the mind of one creature you can see within range. The target must make a INT saving throw, taking 3d8 damage on a failed save or half as much on a successful one. On a failed save you also always know the target’s location until the spell ends, as long as you are on the same plane of existence. It can’t hide from you and invisibility provides no benefits against you.
Every Phenomena above 3 the damage increases by 1d6.
Phantasmal Force (1 action, 60ft, concentration up to 1 min): Craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Int saving throw and on a failed save you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10 ft cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature and other stimuli. The target can use its action to examine the phantasm with an Int (Investigation) check against your spell save DC. A phantasm created to appear as a creature can attack the target (or a harmful effect like lava or fire can hurt it as well), each round on your turn the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5ft of the phantasm.
Potent Blade (1 bonus action, self, concentration up to 1 min): You imbue your mind blade with extra potential. The blade deals an extra 2d8 psychic damage on a hit and you can throw the extra potential 20ft/60ft. The weapon has the finesse, light, thrown (20/60).
Using a Phenomena of 3 or 4 slot increases the damage to 3d8, at 5 and 6 it increases to 4d8 and 7 or higher it is 5d8.
Psychic Sphere (1 action, 60ft, concentration up to 1 minute); A 5ft diameter sphere of psychic energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 ft of the sphere must make an INT saving throw. The creature takes 2d6 psychic damage on a failed save or half as much on a successful one.
As a bonus action you can move the sphere up to 30ft. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5ft tall and jump it across pits up to 10ft wife.
Using a Phenomena of 3 or higher increases the damage by 1d6 per level.
Suggestion (1 action, 30ft, concentration up to 8 hours): You imbue a course of activity (limited to a sentence or two) and place it in a creature of your choice that can hear and understand you. Creatures immune to charm are immune to this. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Each target must make a INT saving throw or it pursues the course of action you described to the best of its ability. Spell lasts until the action is met or duration ends.
Telekinetic Knock (1 action, 60ft, Instant): Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical/psychic means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred comes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
3 (Have 14)
Blink (1 action, Self, 1 minute): Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher you successfully focus on the Ethereal realm and force not only your mind, but your entire body from your current plane of existence to the Ethereal plane. At the start of your next turn and when the spell ends you return to an unoccupied space of your choice within 10ft of the space you vanished from.
Clairvoyance (10 minutes, 1 mile, concentration up to 10 min): You leave a part of your mind as an invisible sensor within range in a location familiar to you or in an obvious location. The sensor remains in place for the duration and it can’t be attacked or interacted with. You choose seeing or hearing and as an action you can switch between the two. You can then use that sense as if you were in that space. Those who can see into the Ethereal plane can see the sensor.
Counter-Phenomena (1 action, 60ft, instant): You attempt to interrupt a creature in the process of using a Phenomena. If the creature is using a Phenomena of 3 level or lower, it fails and has no effect. If it is using a 4 level slot or higher, make an ability check using your Phenomena ability. The DC equals 10+ Phenomena level. On a success the creatures Phenomena fails and has no effect.
At each Phenomena 4 or higher the interrupted Phenomena has no effect it its level is less than or equal to the level of the slot you used.
Dispel Phenomena (1 action, 120ft, Instant): choose one creature, object, or magical effect within range. Any Phenomena of 3 level or lower on the targets, it fails and has no effect. If the effect is a 4 level slot or higher, make an ability check using your Phenomena ability. The DC equals 10+ Phenomena level. On a success the creatures Phenomena fails and has no effect.
At each Phenomena 4 or higher the interrupted Phenomena has no effect it its level is less than or equal to the level of the slot you used.
Enemies Abound (1 action, 120ft, concentration up to 1 min): You reach into the mind of one creature you can see and force it to make an Int saving throw. If the creature is immune to being frightened it automatically saves. On a failed save, the target loses the ability to distinguish friend from foe. Each time the target takes damage it can make a saving throw. Whenever the affected creature chooses another target it must choose the target at random from among the creatures it can see within range. If an enemy provokes an attack of opportunity it must make it if it is able.
Ethereal Bind (1 action, touch, concentration up to 10 minutes): You touch a willing creature and bind parts of the Ethereal plane to them. Giving them the ability to move in any direction equal to their movement speed. They are able to pass through solid objects of less than 5 ft thick, though if the spell ends and they are in an object they are forced out and take 4d6 force damage.
Fear (1 action, 30ft cone, concentration up to 1 min): You project a mental blast that pulls from the targets mind the creatures worst fears. Each creature in a 30ft cone must make a INT saving throw or become frightened on a failure.
Hypnosis (1 action, 120ft, concentration up to 1 minute): You reach out mentally through the world around you in a 30ft cube within range. Your mental touch lasts but a moment. Each creature in the area who you are aware of must make an INT saving throw. On a failed save the creature becomes charmed for the duration. While charmed by this, the creature is incapacitated and has a speed of 0. The effects end if the affected creature takes any damage or if someone else uses an action to shake the creature out of it.
Imbue Arrows (1 action, touch, concentration up to 1 hour): Touch a quiver containing arrows or bolts and imbue them with psychic energy, when a creature is hit by a ranged weapon attack using the ammunition drawn from the quiver, the target takes an extra 1d6 psychic damage. The Phenomena works on 12 pieces of ammunition.
At each Phenomena 4 or higher the number of ammunition you can affect increases by 2.
Nondetection (1 action, touch, 8 hours): For the duration, you hide a target that you touch from being able to be detected by magical or psychic means. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can’t be targeted by any divination magic, perceived through magical scrying sensors, or psychic Phenomena meant to find the creature.
Psychic Circle (1 minute, 10 ft, 1 hour): You create a 10ft radius, 20ft tall cylinder of psychic energy centered on a point on the ground that you can see within range. Ethereal eyes appear wherever the cylinder intersects with the floor or other surface. The circle affects a creature who has any psychic ability, no matter how small (for example if the creature can communicate Telepathically it is effected), in one of the following ways:
-The creature can’t willingly enter the cylinder by nonmagical ways. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on an INT saving throw.
-The creature has disadvantage on attack rolls against targets within the cylinder.
-Targets within the cylinder can’t be charmed, frightened or possessed by the creature.
Psychic Spear (1 action, self (100ft-line), Instant): You open a small path to the astral plane and bring forth the Astral Wing in a 5 ft wide, 100ft long line. Being so narrow the wind hollows in creatures minds, all who must make an INT saving throw or take 8d6 psychic damage, or half as much on a successful save.
At each Phenomena 4 or higher the damage increases by 1d6.
Protection from Psychic (1 action, touch, concentration up to 1 hour): For the duration, the willing creature you touch has resistance to Psychic damage.
Sending (1 action, unlimited, 1 round): You telepathically send a short message of 25 words or less to a creature with which you are familiar. It knows you are the sender and can answer in like manner. Creatures with an Int of 1 can understand the message and it can be sent to any plane (with a 15% chance it won’t arrive).
4
Astral Banishment (1 action, 60ft, Concentration up to 1 minute): You attempt to send one creature that you can see within range to the Astral plane. The target must make an INT saving throw or be banished. While there the target is incapacitated. The target remains there until the Phenomena ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied.
Every Phenomena 5 or higher you can target one additional creature.
Charm Monster (1 action, 30ft, 1 hour): Attempt to force your mind onto a creature, within range, to charm it. It must make a INT saving throw (with advantage if you or your companion are fighting it). On a fail it is charmed by you until the duration ends or you or a companion does it harm.
Every Phenomena 5 or higher you can target one additional creature, within 30ft of each other.
Compulsion (1 action, 30ft, concentration up to 1 minute): Creatures of your choice that you see within range must make a INT saving throw. A target automatically makes it if it can’t be charmed. On a failed save, as a bonus action you force its mind to make it move in a designated direction that is horizontal to you. Each affected target must use as much movement as possible to move in that direction on its next turn. It can take its action before it moves, after moving it can make another INT saving throw.
Confusion (1 action, 90 ft, concentration up to 1 min): You muddle some-ones mind. Each creature in a 10ft-radius sphere centered on a point you choose must make a INT saving throw. On a fail the target can’t take reactions and must roll a d10 at the start of each of its turn to determine its behavior for that turn. At the end of its turn it can make a new INT saving throw,
1-Creature uses all its movement to move in a random direction, roll a d8to determine direction. Creature doesn’t take an action.
2-6- Creature doesn’t move or take actions this turn.
7-8- Creature uses its action to make a melee attack against a randomly determined creature within its reach, if no such creature it does nothing.
9-10-Creature can act and move normally
Every Phenomena 5 or higher the radius of the sphere increases by 5 feet.
Dominate Beast (1 action, 60ft, concentration up to 1 min): Choose a beast you see within range that must make an INT saving throw, with advantage if you or your companions are fighting it) as you attempt to overcome its mine. On a fail it is charmed by you for the duration. On a fail it is charmed and you have a telepathic link as long as you are on the same plane. You can issue commands which it must obey (no action to issue command) and must be simple/general course of action. If it completes the action and receives no further direction it defends and preserves itself. You can take your action to take total and precise control of the target, and can only take actions you choose for it, Each time it takes damage it can make a new saving throw.
Cast with a 5 level Phenomena, the duration goes to 10 minutes concentration. 6 level 1 hour and 7 or higher 8 hours.
Phantasmal Killer (1 action, 120ft, concentration up to 1 min): You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears in its head, visible only to that creature. Target must make an INT saving throw, and on a failed save the target is frightened for the duration and at the end of the target’s turn it must make another INT saving throw or take 4d10 psychic damage.
Casting with a Phenomena slot of 5 or higher increased the damage by 1d10 per spell slot.
Psychic Assault: (1 action, 30ft, Instant): You lash out with your mind at one creature within range. The creature must make an INT saving throw or take 8d8 psychic damage. Half as much on a successful saving throw.
Casting with a Phenomena slot of 5 or higher increased the damage by 1d8 per level.
Psychic Bane (1 action, 90ft, concentration up to 1 minute): Choose one creature you can see within range. The target must succeed on an Int saving throw or be affected by the spell for its duration. The first time each turn the affected target takes psychic damage, the target takes an extra 2d6 damage. Moreover the target loses any resistance to that damage type until the spell ends.
Casting with a Phenomena slot of 5 you can target one additional creature, within 30ft of each other.
Psychic Shield (1 action, touch, 10 minutes): You touch a willing creature and grant them a Psychic shield by briefly opening their third eye. It takes an INT (investigation) against your Phenomena DC to notice the shield which is Ethereal in nature. You can end the spell early by dismissing the shield. The shield comforts and protects the mind, granting advantage on all Charm or Frightened effects. In addition, whenever a creature within 5 ft of hits the creature with a melee attack, the shield lashes out. The attacked takes 2d8 psychic damage.
Staggering Smite (1 bonus action, touch concentration up to 1 min): You imbue a weapon with even more psychic potential. The next time a creature is hit with the weapon with a melee weapon attack during the Phenomena’s duration your weapon pierces both body and mind and the attack deals an extra 4d6 psychic damage. The target must make a INT saving throw and on a fail it has disadvantage on attack rolls, ability checks and can’t take reactions until the end of its next turn.
Third Eye (1 action, 30ft, Concentration up to 1 hour): You send out your third eye within range that hovers in the air. You mentally receive visual information from the eye which has normal and darkvision out to 30ft and can see in all directions. As an action you can move it up to 30ft, there is no limit to how far, but it has to stay on the same plane of existence.
5
Awaken (8 hours, touch, Instant): You touch a Huge or smaller beast or plant and awaken its mind. The target must have an Int score of 3 or less (including no Int). It gains an Int of 10 and gains the ability to speak one language you know. A plant gains the ability to move its limbs, roots, vines, creepers and so forth. It gains senses similar to a Human. The awakened beast or plant is charmed by you for 30 days or until you or a companion harms it. After 30 days it chooses to remain charmed to you based upon its treatment.
Contact Other Planes (1 minute, Self, 1 minute): You mentally contact a demigod, long-dead sage or some other mysterious entity from another plane. When you cast this spell make a DC 15 Int saving throw, on a failure take 6d6 psychic damage and you are insane until you finish a long rest. While insane you can’t take actions, understand what others are saying, read, and speak only in gibberish. A greater restoration can end this effect. On a successful save you can ask the entity up to five questions.
Dominate Person (1 action, 60ft, concentration up to 1 min): Same as dominate beast, except must be a humanoid.
Using a 6 level slot increases duration to 10 minutes, a 7 to 1 hour and 8 or above to 8 hours.
Dream (1 minute, special, 8 hours): You shape a creatures dream. Choose a creature known to you as the target of this spell. You or a willing creature you touch enters a trance (become a messenger) and is aware of its surroundings but can’t take action. The messenger appears in the targets dreams and can converse with the target as long as it remains asleep. The messenger can shape the environment of the dream and the target recalls the dream perfectly upon waking up. You can make the messenger appear monstrous and terrifying to the target, but can only deliver a message of no more than 10 words and the target must make a Wis saving throw. On a failed save a nightmare spawns and prevents the target from getting the benefits of a rest and takes 3d6 psychic damage. If you have a part of the target the saving throw is with disadvantage.
Modify Memory (1 action, 30ft, concentration up to 1 min): You attempt to reshape another creature’s memories. One creature that you can see within range must make an INT saving throw, if you are fighting it, it has advantage. On a failed save the target becomes charmed by you for the duration, becoming incapacitated and unaware of its surrounding though it can still hear you. While the charm lasts you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory or create a memory of some other event.
Using a 6 level slot you can go back 7 days, 7 level 30 days, 8 level 1 year and 9 any point in its life.
Psychic Restoration (1 action, touch, Instant): You touch a creature and return its mind to a previous state. You can reduce the target’s exhaustion level by one or end one of the following effects on the target:
One effect that charmed the target
A curse that is effecting the mental state of a creature
Any reduction to one of the target’s ability scores
Psychic Wind Wall (1 action, 120 ft, concentration up to 10 minutes): You create a link to an active Psychic wind in the Astral plane and force it to pass through a place you choose within range. It can be up to 60ft long, 20 ft high and 1 foot think. The wall is dark. When the wall appears each creature within its area must make an INT saving throw. On a fail, roll from the below to see what happens to the creature. Any creature passing through the wall must make the save. The wall is unsettling enough that any creature must make a DC 15 WIS saving throw to even approach the wall. This effect is only for one side of the wall that you choose.
1-8: Stunned for 1 minute, creature can repeat the saving throw at the end of each of your turns to end the effect
9-10: Suffer short term madness
11-12: Suffer 2d10 psychic damage
13-16: Suffer 4d10 psychic damage
17-18: Long term madness
19-20: Unconscious for 1d10 minutes, the effect ends if you take damage or if another creature uses an action to shake you awake.
Rary’s Telepathic Bond (1 action, 30ft, 1 hour): You forge a telepathic link among up to 8 willing creatures of your choice. The targets can communicate telepathically through the bond whether or not they have a common language, and is possible over any distance but not other planes.
Synaptic Static (1 action, 120ft, Instant): Choose a point within range and cause psychic energy to explode there. Each creature in a 20ft radius sphere centered on the point must make an Int saving throw, A creature with Int score of 2 or lower cant be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much on a successful one. After a failed save a target has muddled thoughts for 1 minute, during that time it rolls a d6 and subtracts the number rolled from all its attack rolls, ability checks and Con saving throws for concentration. It can make an Int saving throw at the end of each of its turns to end the effect.
Telekinetic Hand (1 action, 120ft, concentration up to 1 minute): You project a psychic force out that coalesces into a hand like shape. It translucent with slight flare of psychic energy when it takes an action, at it forms in an unoccupied space that you can see within range. It moves at your command 60ft (bonus action).
Clenched Fist: The hand strikes one creature within 5 ft of it. Make a melee Phenomena attack, causing 4d8 psychic damage.
Forceful Hand: The hand pushes a creature within 5ft of it. Make a contested roll (your INT vs target’s athletics check but made with INT instead of STR. If the target is Med or smaller you have advantage, and on success it can move it 5ft+ 5x you spell casting modifier.
Grasping Hand: Attempt to grapple a Huge or smaller creature within 5 ft of it. Use the INT, and against Med or smaller you have advantage. If grappled you can use a bonus action to crush the target, doing 2d6 + your INT modifier damage.
Interposing Hand: Interpose the hand between a target and yourself. The hand moves to stay between you, providing you with half cover. The target can’t move through the hand if its Str score is less than or equal to that of your INT. If it is higher than the hand it can move through it but it is treated as difficult terrain.
At each Phenomena slot 6 or above the damage increases by 2d8 (clenched fist), 2d6 (grasping hand).
Telekinesis (1 action, 60ft, concentration up to 10 min): You can move or manipulate creatures or objects by thought. As an action you can exert your will on one creature or object that you can see within range, causing the effect below:
Creature-Can move a Huge or smaller creature, ability check with your Phenomena ability contested by the creature’s Str check, if you win you move the creature up to 30 ft in any direction, including upward but not beyond spells range. Until the end of your next turn the creature is restrained.
Object: You can move an object weighing up to 1000 lbs, if it is not being carried or worn, up to 30ft in any direction. If it is carried or worn it is a contested Phenomena ability vs str check.
Astral Movement (1 minute, 30ft, 8 hours): You and 10 willing companions meditate and bring their minds and bodies closer to the Astral plane. At a certain point the distance begins to mean little to you. You are able to move like on the Astral plane. Using you as a link all those part of this Phenomena have a movement speed of 3x your INT score. You move this distance instantly, disappearing and reappearing in a spot in the direction you choose. If you spend time thinking about a destination, on the same plane, and spend another minute focusing on it you move a percentage closer to the target. DM rolls a d100 and the result is how close you appear near the destination. You can spend another minute to appear closer. You have no control on where you appear closer. It can be underwater, underground, in the air, on the ground. The result is up to DM discretion, based upon how well known the destination is, what lies between the two, and a result of the d100. For example if it is a new city and there is a mountain range between the two you and the DM rolls a 50% you can appear inside the mountain.
Mental Contingency (10 minutes, self, 10 days): Choose a Phenomena of 5 level or lower that you know and has a casting time of 1 action and can target yourself. You use both as part of the casting of this Phenomena. You also designate the conditions in which the Phenomena will activate automatically. The effect only takes effect on you, even if it can normally target others and can only have one active at a time. You can choose to take one of your concentrations from Split Mind into the Phenomena, when doing this when the Phenomena activates and maintains for the entire duration of the Phenomena no matter what. If you do this you lose one of your concentrations until the contingency is ended.
Mass Suggestion (1 action, 60ft, 24 hours): You suggest a course of activity (limited to a sentence or two) and mentally influence up to 12 creatures of your choice that can hear and understand you. Creatures immune to charm are immune to this spell. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Each target must make a INT saving throw or it pursues the course of action you described to the best of its ability. Spell lasts until the action is met or duration ends.
Using a 7 level Phenomena the duration is 10 days, 8 level 30 days and 9 level a year and a day.
Mental Prison (1 action, 60ft, Concentration up to 1 min): You attempt to bind a creature within an illusory cell in its mind. One creature you can see within range must make an INT saving throw. It automatically succeeds if it is immune to being charmed. On a successful save it takes 5d10 psychic damage and the Phenomena ends. On a failed save it takes 5d10 psychic damage and you make the area immediately around the target’s space appear dangerous to it in some way. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.
Mental Health (1 action, touch, concentration up to 1 minute): You reach into a creatures mind and recall memories of health, hope and joy. For the first round of concentration (and every round concentrated after that) the creature heals a hit dice like with a short rest, without expanding a hit dice. On the second round of concentration you bolster the creatures mind, giving it natural resistance against effects that would effect its mind for 1 hour per round concentrated. On the third round concentrating you give the creature a temporary 2 points to an ability score of your choice. This lasts for 1 hour for each round concentrated. You can shift between people which maintaining concentration and all effects end at the end of the period or after a long rest whichever comes first.
Psychic Claws (1 action, 60 ft, Instant): You push your mental prowess into another creature and attempt to claw through its mind and personality. The creature must make a INT saving throw or take 10d8+your INT score, half as much on a successful save. If you bring the target down to 0 hit points you are able to shred the targets mind causing its INT to drop to 0.
True Seeing (1 action, touch, 1 hour): This Phenomena gives the willing creature you touch the ability to see things as they actually are through use of a Third Eye. For the duration the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane to a range of 120 ft.
Wall of Throwing (1 action, 120ft, concentration up to 10 minutes): You create a Telekinetic wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of 10ft by 10ft panels. Each panel must be contiguous with another panel. It lasts for the duration and creatures can enter the wall with no problem. For those on a side of your choosing can throw an item into the wall and have it thrown out in a straight line. An object thrown through the wall stops flying after 100 ft or if it hits something. A creature must make a Dex saving throw or be hit by the object taking a minimum of 4d10 bludgeoning damage. This damage is based upon a normal object. Ammunition, a weapon or any other sharp object can change to piercing damage and adds the weapons normal damage on top of the 4d10 damage.
At each Phenomena above 6 that is used the Wall throws it at fast speeds and does an additional 1d10 damage.
7
Enduring Smite (1 bonus action, touch concentration up to 1 min): You imbue a weapon with raw psychic potential. The next time a creature is hit with the weapon with a melee weapon attack during the Phenomena’s duration your weapon pierces both body and mind and the attack deals an extra 6d6 psychic damage. The energy returns 1d4 rounds later and continues to return until the duration ends.
Etherealness (1 action, self, up to 8 hours): You step into the border regions of the Ethereal Plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. If you move up or down, every foot of movement costs an extra foot. While on the ethereal plane you can only affect and be affected by other creatures on that plane.
Using a Phenomena slot of 8 or higher you can target up to 3 willing creatures.
Deep Ethereal Field (1 action, 100 ft, concentration up to 1 minute): The user creates a 50ft radius, 100ft high cylinder centered on a point within range. Within this space the Deep Ethereal plane is forced into the Material plane and creatures from the Ethereal plane all called. In the first round you blend the two realms and creatures are restricted as in the Deep Ethereal plane, where distance is meaningless. For any creature to move within this field they must make an INT saving throw. On a success they are under a freedom of movement while in the cylinder, able to move in any direction (up or down) with no restrictions. If a person moves outside the cylinder they return to the material plane and fall to the ground if above the ground.
Once you cast the spell roll a d4 representing rounds. On the round equal to the dice roll a number of ghosts show up equal to your INT modifier. The ghosts focus on any within the cylinder and are under no ones control. They remain for the duration of the spell, or until they are destroyed. If the ghosts are still around when the spell ends there is a chance that they remain within the area in the Ethereal plane and can come back to fight the one who summoned them. The DM will roll a d10 and on a roll of 8-10 a number of the ghosts remain (1d4, minimum 1)
Once the spell ends the Deep Ethereal plane is returned and all find themselves back in the material plane. If any creature is above the ground they fall to the ground. If a creature is in an object they are forced out if a free space is within 5ft taking 4d6 force damage, the space also takes the damage and cause items to break. If a creature is in a space that has no unoccupied space within 5ft, they become trapped taking 4d6 force damage and begin suffocating.
Psychic Bomb (1 action, 150ft, concentration up to 1 minute): You create a tiny ball of psychic energy and can either place it next to you or at any point within range.
If you place it a point within range it appears in that location and remains there until you decide it explodes or the duration ends. It takes an INT (Investigation) check versus the Phenomena DC to see the ball of energy. It cannot be touched or interacted with but if you spot it, the ball shares knowledge that you should be 20ft away. Once it explodes all creatures within a 20t radius sphere needs to make an INT saving throw or take 12d6 psychic damage and half as much on a successful save.
If you place the ball next to you, as a bonus action you can throw the ball anywhere within range to have it explode. The base damage is 12d6 psychic damage. Instead of throwing it you can spend a bonus action each round feeding extra psychic damage into the ball. As you do so it grows slightly and becomes more noticeable, making the WIS (perception) check easier by 1 for each round it has grown. As you concentrate on it, the damage increases by 1d6. Once spotted a creature who can interact with the Ethereal plane in some way can try and make an attack against the ball. It has a DC of 10+your INT modifier and HP equal to your ability score, per round concentrated on it (If your score is 18 and you concentrate on it for 2 extra rounds its hit points is 54). Once you throw it the ball explodes upon reaching the point, forcing all within the 20ft radius sphere to make a INT saving throw or take the damage (half as much on a successful save). If the hit points reach zero or the ball has not been thrown by the end of the phenomena, by either duration or loss concentration, it explodes right above the users shoulder forcing all within that 20ft radius to make the saving throw taking the damage or half as much on a successful save.
Psychic Sword (1 action, self, concentration up to 1 minute): You create a psychic manifestation in the shape of a 2d6+Int Modifier swords around you. With these blades you can do one of the following per round.
Shield of swords, the blades swirl and float around you with an intelligence that only a psychic can create. They increase your AC by 1 per blade and anyone who succeeds on attacking you takes an additional 6d10+1 per blade psychic damage.
Throwing sword, you can mentally throw the swords with unerring accuracy out to 120ft. You make a ranged Phenomena attack with advantage dealing 4d12 psychic damage. Whether you hit or not the sword is expanded. The spell ends when all swords are used or it reaches its duration.
For every Phenomena slot above 7 you add an additional 2d6 blades.
Psychic Wind (1 action, Self (100ft and 300ft), instant): You open your arms and your mind and create a path to the Astral plane. Starting from you and extending up to 50 ft to either side the wind rushes forward out to 300ft. The wind is continuous until the Phenomena ends. The area affects by the wind appears as dark as a moonless night and visibility is limited as such. There is no other noticeable physical effect. Any creature within the Wind must make an INT saving throw. On a failed save a creature takes 6d10 psychic damage, or half as much on a successful save, and suffers another d20 effect.
1-8: Stunned for 1 minute, creature can repeat the saving throw at the end of each of your turns to end the effect
9-10: Suffer short term madness
11-12: Suffer an additional 2d10 psychic damage
13-16: No effect
17-18: Long term madness
19-20: Unconscious for 1d10 minutes, the effect ends if you take damage or if another creature uses an action to shake you awake.
8
Anti-Psychic Field (1 action, self (30ft radius sphere), concentration up to 1 hour): You blast forth your mind and create an anti-psychic field centered upon yourself. Within this field all mental abilities, spells or effect have no effect. All minds are true to themselves and cannot lie or deceive in any way. Items that have psychic abilities or mental effects become mundane and abilities or spells or phenomena spent in the sphere have no effect but still cost the usage. No psychic ability can be cast into the sphere either, including divination abilities. Even deities have problems seeing into this sphere. Any creature that communicates using telepathy or is dependent on psychic abilities must make an INT saving throw or become stunned for a round. If the creature is still in field for following rounds it must continue to make saving throws or remain stunned. After 3 successes the creature can be immune to the stun effect, and after 3 fails the creature is cut off from all psychic sources and permanently loses all its psychic abilities (this can cause a creature to die if it is that dependent on psychic abilities). The caster is immune to this effect.
Dominate Monster (1 action, 60 ft, concentration up to 1 hour): Same as dominate beast, except works on any creature.
Cast with a 9 level Phenomena slot the duration is 8 hours concentration.
Feeblemind (1 action, 150ft, instant): You blast the mind of a creature that you can see within range attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Int saving throw. On a failed save the creatures Int and Cha become 1. It cant cast spells, activate magic items, understand languages or communicate in any intelligible way.
Madding Darkness (1 action, 150ft, concentration up to 10 min): You choose a point and create a 60ft-radius sphere of psychic force. This sphere of pure psychic force is so powerful that anyone looking in is instantly conviered that it appears as the darkest dark, that even darkvision can’t see through, and non-magical and light created by spells of 8 level or lower can’t illuminate the area. Shrieks, gibbering and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere it must make an INT saving throw taking 8d8 psychic damage on a failed save, or half as much on a successful one.
Mind Blank (1 action, touch, 24 hours): One willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells and charmed conditions. It even blocks a Wish or similar effect that is being used to affect the target’s mind.
Mind Drain (1 action, 150ft, Instant): You draw psychic energy from every creature in a 30ft cube centered on a point you choose. Each creature must make an INT saving throw, those with an INT of 3 or less are unaffected. On a failed save each creature takes 12d8 psychic damage or half as much on a successful save.
Silver Word (1 hour, touch, 10 days): You spend 1 hour in thought and sweeping through the Astral plane. During that time you identify a group of Gith and take the essence of one of their silver swords. A the end of the hour a small replica of the sword is created in your hand. The sword works as a beacon to the group of Gith and they will act towards the holder of the sword like they stole a silver sword from them. After 10 days the beacon fades and whoever holds the replica is considered dead by the Gith. If a holder dies by the Gith, the beacon become inert until the next person picks it up. This even works on Gith, for they will perceive the holder of the replica as a different humanoid.
Telepathy (1 action, touch (unlimited), 24 hours to use (24 hours once active): You touch one creature and imbue it with the knowledge of telepathy. That creature is then able to use Telepathy within 24 hours.
9
Astral Projection (1 hour, 10ft, special): You and up to 8 willing creatures within range project your astral bodies into the Astral Plane. The material body is left behind unconscious and doesn’t need food, air, water and doesn’t age. You have all the same statics, look and items with a cord going back 1 foot from between your shoulder blades (connection to your body). If the cord is cut your soul and body are separated killing you instantly. You move freely on the Astral plane and ends when you dismiss the projection.
Forceful Throw (1 action, 120ft, instant): You harness your telekinesis ability and select once creature you are aware of within range. The creature must make an INT saving throw. On a success the creature is treated for a round as if it were thrown by the Telekinesis spell/phenomena. On a failed save you for able to force the creature to be thrown through the Astral plane for a round. During that round time changes for the creature and it passes enough distance to reach terminal velocity. On the following round it maintains its speed but appears 10ft off the ground in the same spot it had been in, or the closest unoccupied space where it slams into the ground for 20d6 bludgeoning damage. The target must also make an INT saving throw as it reels from being pushed through the Astral plane. On a fail it takes 10d6 psychic damage and half as much on a success.
Psychic Scream (1 action, 90ft, instant): You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creature must have an intelligence of 2 or higher to be affected. Each target must make an Int saving throw, on a failed save it takes 14d6 psychic damage and is stunned. On a successful save it takes half as much damage. If the target is killed by the damage, its head explodes. A stunned target has to make an INT saving throw at the end of its turn to end the effect.
Time Stop (1 action, self, instant): You are able to force your mind out of time, essentially stoping the flow of time for everyone but yourself. No time passes for other creatures while you take 1d4+1 turns in a row during which you can use actions and move as normal. This spell ends if one of the actions you use during this period or any effects that you create during this period affects a creature other than you or an object being worn or carried by someone other than you.
Weird (1 action, 120ft, concentration up to 1 minute): Drawing on the deepest fears of a group of creatures you create illusory creatures in their minds, visible only to them. Each creature in a 30ft radius sphere centered on a point of your choice within range must make an INT saving throw. On a failed save, a creature becomes frightened for the duration. At the end of each of the frightened creature’s turn it must make an INT saving throw or take 4d10 psychic damage.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So a little background, I am still rather new to 5.0. I use to DM a lot taking my players from level 4 to EPIC in 3.5 and did a lot of custom builds and Homebrew back then. I recently got back into D&D and still find that the game truly lacks a true Psychic class. So below is my addition to the game. As I said I'm still new to 5.0, so let me know any changes or if you pick it up how it goes. I'm going to leave the main class here and the Psychic Focus's in the replys. I apologize for spelling errors or inconsistency in names (I know I still have some terms for casting instead of Channeling).
Psychic Abilities:
Phenomena: As a Psychic user with innate talent you are able to harness these abilities and create supernatural, spell-like effects called Phenomena. All rules for spellcasting apply here, unless part of the class feature modifiers the rules.
Cantrips: You know 2 cantrips at first level from the Phenomena list. You learn additional Phenomena cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.
Phenomena Slots: The Psychic table shows how many Phenomena slots you have to channel your psychic phenomena of 1 level and higher. To channel one of these Phenomena, you must expend a slot of the Phenomena’s level or higher. You regain all expended Phenomena when you finish a long rest.
Phenomena Known of 1 Level and Higher: You know one 1-level Phenomena of your choice from the Phenomena list. The Phenomena Known column of the Psychic table shows when you learn more Phenomena of your choice. Each of these Phenomena must be of a level for which you have Phenomena slots. For instance, when you reach 5th level in this class, you can learn one new Phenomena of 1 or 2 level. Additionally, when you gain a level in this class, you can choose one of the Phenomena you know and replace it with another from the Phenomena list, which also must be of a level for which you have Phenomena slots.
Phenomena Ability: Intelligence is you Phenomena ability for your Psychic Phenomena, since the power of your Phenomena relies on your ability to project your mind into the world. You use your Intelligence whenever a Phenomena refers to your Phenomena ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Phenomena you channel and when making an attack roll with one.
Phenomena save DC = 8 + your proficiency bonus + you Intelligence modifier
Phenomena attack Modifier = your proficiency bonus + your Intelligence modifier
Fragmented Mind: You are able to split you mind and focus on multiple things. You can concentrate on multiple psionic concentration abilities items equal to half your Int modified, rounded up (minimum 1, max 5).
Psychic Armor: You are able to coat your body in a mental armor. As a bonus action you create an armor of psychic force around your body. It looks like a stirring of air right in front of you and takes a perception of DC 10+Modifier+Int for others to spot the armor. You gain an AC of 10+Dex+Int. To maintain the armor is a psychic concentration.
Mind Blade: You are able to create a psychic blade to wield, that you are proficient with. The blade does not do normal damage, but psychic damage only. It does 1d6+Int modifier. It is a bonus action to call the blade. And it appears like a translucent short sword. It takes a Wis (Perception) check equal to your Phenomena level to even see the blade. You cannot be disarmed and you are not able to throw the blade either. It has only very slight physical presence, so it is difficult to interact with real objects. The damage of the blade increases per the chart.
Psychic Focus: A Psychic can use its mind in many ways. Some have found it viable to devote their entire mind to use their powers and these are the True Psion’s. Others use their mind to create and Augment wondrous objects that always seem to be smarter than the others. Still others find their mental abilities are best on the battlefield, creating a psychic net for allies and a Blade for its enemies. And finally there are those who would use their abilities to follow routes similar to Mind Flayers and the more vicious Psychic beings, learning to devour life from those around them psychically. You must choose to follow the path of the Augmenter, Blade, Devourer, and True Psion.
Strong Mind: Your Mind is your own and becomes incredibly hard to pierce. You gain advantage on all Charm or charm like effects (suggestion, command, charm, ect) and are immune to all read thoughts spells and effects as well, and all users have disadvantage on divination spells/effects against the user.
Psychic Protection: You are able to use one of the following three times per short rest. The creature must be within 30 ft of you, or 60ft once you gain Improved Psychic Protection.
Sluggishness: You are able to imprint a sluggishness to one creature within sense. If the creature fails its Int saving throw it, it gains a disadvantage on attack rolls as long as you maintain psychic concentration. On a success it only has the negative for that round.
At Level 9 you give advantage on Dex saves to avoid spells from that creature as long as it is active. Or for only 1 round if the creature makes its saving throw. This stacks with the lower level version, meaning it has disadvantage on attack rolls and you have advantage on Dex saves from the creature as long as the concentration is active.
Psychic Ward: You protect your mind with a Ward that causes any mental intrusions, successful or not, to reflect back on the attacker. Any attempt to influence your mind (for example a charm or suggestion) causes the caster to take 1d6 for every half a spell level (max 4d6 for 9 level spells). This is active for 1 minute with a psychic concentration or until the use is expanded. If the effect is pure psychic damage, the damage taken is also reflected back to the user
At level 9 you can choose to reflect the intrusion back on the attacker as if you were the originator. The Ward is expanded if it reflects.
Blind Eye: You focus on one creature within 30ft that you can sense and force it to make an Int saving throw. On a fail you blind the creatures mind to your presence. You can interact, talk or act normal but the creature fails to see or comprehend you. Any movements or things that happen (a second side of a conversation) are explained away to allow the creature to ignore your presence.
At level 9 you are able to alter the memory of a creature, adjusting any 10 minutes of memory within the last 24 hours.
Ability Score Improvement: When you reach 4 level, and again at 8, 12, 16 and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Telepathy: You are able to speak to any creature you can see/sense within 30FT. You don’t need to share a language but the creature must be able to understand at least 1 language. If you benefit from an ability that allows you to sense through objects you can use this to communicate with them.
Stillness of Mind: You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Immovable Mind: your mind becomes stronger and you become immune to charm like effects and divination spells unless you allow it. You also gain resistance to Psychic damage.
Mental Awareness: Your mental abilities are able to perceive all things in your general vicinity. As an action you gain Blindsense out to 30ft. During this time you are also able to sense the use of any psychic skills within the range, to include telepathy. This lasts for 1 minute and can be done once per short rest. This doesn’t work on creatures that have full cover.
At level 17 this extends to 60ft and you gain an extra use per short rest.
Planar Understanding: Your time drawing forth and watching the Astral and Ethereal realm have given you an advantage on all checks regarding the realm. This includes knowledge checks, survival checks (in the realm) and checks to withstand the effects of the realms (Psychic wind for example).
Superior Mind: Your Mind as outgrown its body. You are able to increase your Intelligence above 20 to a maximum of 24.
Quick Focus: You are able to call your armor and blade out as a free action instead of a bonus action.
Mental Fortitude: Your mind is so strong it can aid the body withstand physical damage that would normally kill it. When you take damage that would drop you to 0 HP’s your mental fortitude leaves you at 1 point instead. This ability can be used once per long rest.
Dream: You can move freely through dreams. You can visit willing creatures dreams and provide extra rest by shaping the dream and using psychic ability to provide extra rest to the creature. If you use this ability during a short rest, in which someone sleeps, you can give them back 1d4 long rest abilities. If you spend this time during a long rest the long rest is reduced by half. While in someone else’s dream you do not gain the benefits of the short or long rest.
At higher levels you can split your mind to effect multiple creatures, but you take a level of exhaustion if you effect more than one.
Immortal Mind: At level 20, you permanently gain Blindsense out to 60ft. You are unable to be surprised or caught off guard. Any one within that range of 60ft is considered next to you for any Psychic attack, or Phenomena, that you choose to do. You are also able to share a use of you Stillness of Mind, Mental Awareness as if you were using it on yourself.
True Psion: Fully reach mental ability-spellcaster like
2: Hit Die, Sole Focus
Hit Die: You are sacrificed some of your physical state to focus more on your mind. When you choose this path, your hit die drops toa d6.
Sole Focus: You have learned the importance of focusing your mind on a single task instead of others. If you use a Phenomena that is Concentration while using no other Concentrations from Fragmented Mind you are able to force one creature targeted by the Phenomena to have disadvantage on its saving throw. If the Phenomena is beneficial you are able to extend the effect per the following time:
Max 1 min: A number of rounds equal to your ability modifier
Max 10 min: A number of minutes equal to your ability modifier
Max 1 hour: A set of 10 minutes per your ability modifier.
Max 24 hours: A number of hours equal to your ability modifier
Any time not listed is extended by your ability modifier a minimum of rounds, max hours.
5: Desperate Focus
Desperate Focus: If all your concentrations are being used, you are able to use an ability or Phenomena that requires concentration for a round without losing any of your others. For example you are able to maintain 2 concentrations. You have your weapon up and a Phenomena, if you know you will be attacked you could bring up your armor for a round without losing the blade of the Phenomena. This is usable two times per long rest.
10: Duel Channeling, Focused Phenomena
Duel Channeling: If you are concentrating on nothing at the beginning of your turn, you are able to channel two Phenomena in the same round that are an action. The second channel must be of a 3 level or lower.
Focused Phenomena: You can choose one Phenomena you are concentrating on and it becomes impossible for you to lose concentration due to physical damage.
14: Etherealness, Phenomenal Channeling
Etherealness: Your Mind is partly on the ethereal plane at all times, as such your body follows and gains certain traits. As you can move freely on the Ethereal plane you can move freely on the Material plane. Gaining freedom of movement and a Fly speed of 60ft. You also gain the ability to see in the Ethereal plane as a bonus action.
Phenomenal Channeling: You have become so adept at having multiple concentrations active and focusing your mind on that you are able to weave another Phenomena into a new one. You are able to use a Phenomena of one level lower than the one you are channeling and use it to Max the spell’s damage/benefit.
Augmenter: Use mental ability to give bonuses upon items and things
2: Expert Knowledge, Grant Intelligence, Smart Fighting,
Expert knowledge Augmenter: Working with the mental abilities of experts around you, you can tap into their knowledge and gain proficiency with a skill or tool as the experts around you. Takes a minute to focus and lasts as long as you are in the presence of the experts.
For example: If you go into a blacksmith and spend the minute you gain learn how to blacksmith.
Grant Intelligence: You have learned how to sap some of your intelligence into an object. As a ritual that takes an hour you can take some of your intelligence score and put it in an object. This gives the object sentience with a personality that you desire (aggressive, charming, ect.) and can communicate with you or the holder of the object through telepathy, but only simple ideas if the item is only given 3 points or lower. If you imbue 4 points or higher the item can function as an extension of you with a full personality and language ability. You can call back your intelligence as an action or if the object is destroyed it returns. Your intelligence is lowered based upon the amount, reducing DC and other INT based checks. Can place it 1 object at a time. The object must be mundane. The object gains the following benefits while it has your Intelligence.
Gain Memory, the object is able to sense the things around it. When your intelligence returns you are able to recall things that happened in its presence as it is your memory. To do so you must spend 1 minute for every hour your intelligence was in the object to recall the memories. You must start this process within 24 hours of your Intelligence returning or the memories are gone.
If placed in a weapon it can grant a bonus to the attack roll based upon how many Intelligence points placed in the object as it helps to direct to weak spots. As well as an extra 1d6 per point of psychic damage.
If in an armor it grants a bonus to AC based upon how many Intelligence points placed in the object.
Simple tasks (like be set as an alarm and able to rouse you or object holder) can be given to the intelligence.
At higher levels place in 2 objects, 3 objects and finally 4 objects
Smart Fighting: You senses become heightened to those right around you and your trust in them allows you to let them guide your movement. You can add your INT on attack and damage rolls.
5th: Grant Knowledge 2 objects, Phenomena Objects
Grant Knowledge 2 Objects: You are able to imbue two objects with your intelligence.
Phenomena Objects: The object imbue with Grant knowledge can be imbued with a simple Phenomena, but that phenomena slot and phenomena itself is gone from you until you regain your INT points. Depending on how many points of Intelligence are placed in the object determine how complex the trigger can be. For lower intelligences it must be closer to a sensory trigger, while a higher intelligence allows you to plan out the trigger.
10: Grant Knowledge 3 objects, Improved Object, Object Contingency
Grant Knowledge 3 Objects: You are able to imbue three objects with your intelligence.
Improved Object: You are able to imbue into any object that doesn’t already have its own sentience.
Object Contingency: You can take a mundane object and place a Phenomena that you know inside of it. The object is considered the center of whatever effect is place inside of it. The Phenomena lasts inside the object for 24 hours for each level of the Phenomena that is placed inside of it. So a 3 level Phenomena lasts for 3 days before it expires. The DC of the object is your DC minus 2 for every 24 hours it is in the object (minimum -2). The trigger is determined by the user upon creation. This ability is useable once per long rest.
14: Grant Knowledge 4 objects, Graft Sentience
Graft Sentience: You are able to permanently imbue an object with your Intelligence and sentience. In a ritual that takes a week, you graft one point of intelligence into an object and during that week it grows to 6 points, with blindsense out to 30ft, and a personality similar to yours (your alignment, goals, desires are all transferred). You are able to constantly communicate telepathically with the object regardless of the plane of existence or distance. You are able to cast Phenomena through the object as if you were in it’s spot.
Any creature that picks of the object, you are instantly aware of it. You can command the object to try and dominate the creature holding it or to leave them alone, DC 8+objects INT modifier + your proficiency when the object was created. If they are dominated the object is able to slowly steal away the creatures Intelligence until it has absorbed, it gaining another point of intelligence itself. The object can continue to absorb intelligence until it has an Intelligence score equal to yours. Once this happens the sword becomes attuned to your lifeforce. It takes one month for every year of life you have lived and begins to copy your mind and memories, starting with the most recent events and working back. If you die, the object will automatically dominate the next creature that touches it and transfer itself into that creature. Creating a clone of you, with as much knowledge it was able to learn from gaining its last ability point till your death. Giving you the same mental and psychic abilities but with the body of the new creature.
Destroying the object requires the same processes as destroying a magical item. You are not able to remove your intelligence and even if the object is destroyed the point lost remains lost forever. You may have only one sentient object at a time.
Grant Knowledge 4 Objects: You are able to imbue four objects with your intelligence.
Devourer: Use mental abilities to sap and steal and gain benefits from taking others mental capabilities
2: Mind Blast, Mental Lash
Mental Lash: You are able to create a link to a creature during an attack that saps part of their mind into yours. You deal an extra 1d6 extra psychic damage on your attack and as long as the creature takes the extra damage you heal that same amount. You are able to use this ability 3 times per short rest. Any creature whose mind is distracted, you are able to use this ability for free. For examples this includes: under a charm/charm-like effect, concentrating on a spell/phenomena/effect (this does not apply to a Psychic who is not using all their concentrations), asleep, focused on a task making skill checks (have to be so absorbed in the work they see nothing else).
This increases to 2d6 and then 3d6 and finally 4d6 at level 5, 10 and 14th.
Mind blast: As an action you send a mental wave out to all creatures within 10ft and impose a specific effect based upon your choice at the start of the blast. It is a Psychic concentration to maintain the effect, unless otherwise specified in the effect. You can use this a number of times equal to your INT ability modifier per long rest (minimum once) and the duration is 10 minutes per INT ability modifier (unless otherwise stated). It is a bonus action to activate a mind blast, and it does cost a use to switch the effect even the blast is already active.
Mental Control: All creatures must make an INT saving throw of your Phenomena DC. On a fail roll a d3. The below indicates the results. If the creature is immune to one of the effects it must still make a saving throw as the d3 might land on an effect it is not immune to.
1-The creature is charmed by you, and actively charmed as long as they are within 10ft. If the creature leaves the area of your Mind blast the charm effects lasts a number of rounds equal to your ability modifier. If the creature returns to the area of the Blast, it has advantage on the saving throw but can still be effected until it makes the saving throw.
2- They are frightened of you and spend their following turn running as far away from you as possible. After moving the distance the effect of frightened ends. If they return into the area of the Blast they must make a new saving throw.
3 indicates they are confused. The creature suffers the effects of the Phenomena Confusion as long as they are in the range of the blast. The effect ends once they leave the area of the blast and the creature must make a new saving throw, with advantage, if it returns to the blast area.
Mental Gifts: You are able to tap into the senses of all within the Blast area. As they are so close and your mind as to share sense, they all gain advantage on all saving throws to avoid a physical effect.
Mental Protection: All creatures within the Blast area are given your protection from being charmed, frightened and confused. They receive the same bonus as you do from your Strong Mind ability.
Psychic Pain: All creatures in range must make an INT saving throw or take psychic damage equal to your INT ability modifier every round as long as they are in the Blast area.
5th: Improved Mind Blast, Mental Lash 2d6,
Improved Mind Blast: You can now choose the following as well in your Mind Blast.
Mental Drain: All creatures must make an INT saving throw or lose 1d4 Intelligence points as long as they are in the Blast. You gain the temporary boost of these points as long as they are in the Blast area. Increasing your modifier appropriately as it goes up.
Mental Link: All creatures in the Blast area benefit from a linked mind. For purposes of DC’s and saving throws you and anyone else in the Blast area can choose between anyone linked and use their Intelligence, Charisma or Wisdom score. Before making a check, or having someone make a check against a DC, you must declare whose ability score you are using.
10: Extended Mind Blast, Mind Theft, Mental Lash 3d6
Extended Ming Blast: Your Mind Blast can now go out to 30ft.
Mind Theft: To any incapacitated or willing humanoid you can force your mind into their head, pushing their presence into the Ethereal plane. The humanoid must make an INT saving throw or lose control of its body, which it can choose to willingly fail. If it fails its mental presence becomes a part of the Ethereal plane but it is not able to return to its body. If it is killed in the Ethereal plane during this time it is killed.
You take control of the Body as if it were yours, your own body becoming inert. During this time you adopt the creatures physical states, surface memories, proficiencies, and physical type abilities. For example you can go into a Barbarian’s mind and still be able to Rage with all its associated benefits, but if you go into the Wizards body you would not be able to cast spells. Your knowledge of surface memories give you advantage on any deception checks and the opposer disadvantage on insight checks. Your own body does not need food, water or rest during this time but the adopted body does. You must maintain psychic concentration on this during the entire time. Which this ability can last up to 24 hours per ability point.
There are multiple ways to end this. If your physical body takes damage the ability ends and you snap back. If you wait till the duration expires you snap back. You can choose to take an action to snap back as well. If you lose consciousness by any means (to include falling asleep) you also snap back. Or if you lose concentration on the ability you snap back. If the ability ends by any of the above means it is sudden and jarring. You and the target take 5d10 for every 24 hours you were in the body (minimum 5d10), though you have natural resistance to this. If this damage would drop you or the target to 0 Hit Points you are unable to find your body and die.
You can spend a minute seeking out the other mind in the Ethereal plane before bringing it back and returning to your own body. Any return except the gentle 1 minute return is sudden and jarring. You and the target take 5d10 for every 24 hours you were in the body (minimum 5d10), though you have natural resistance to this. If this damage would drop you or the target to 0 Hit Points you are unable to find your body and die.
You are able to use this ability once per long rest. As you are unable to sleep while in this body, you suffer exhaustion if you maintain the form over multiple days.
14: Psychic Mind Blast, Nightmare, Mental Lash 4d6
Nightmare: You focus on a creature within 60ft that you are aware of. It must make an INT saving throw or you are able to read its deepest nightmare. If you already know what it is afraid of, the creature has disadvantage against the saving throw. Those immune to fear automatically save. On a failed save you force upon its mind the most horrifying nightmare drawn from the creatures mind. The creature is stunned for a round as it reels from nightmare. The creature can be woken from the Nightmare if it takes damage, or someone takes an action to wake them. If woken early the creature takes 5d10 psychic damage. If it lasts through the entire nightmare it takes 10d10 psychic damage and you gain half as much hit points. For those who make the save, it takes 3d10 psychic damage from the sheer intense mental strike, which you still heal half that damage.
Psychic Mind Blast: You can now use the following Mind Blasts.
Life Drain: All creatures must make an INT saving throw or suffer 1d4 damage each round within the Blast. That damage is sucked from the creature’s mental life force and transferred to you, as you regain the damage taken.
Mental Refresh: You send out your blast as an instant powerful wave of refreshing mental energy, recalling the mind to how it woke up. You roll a d10, on a 1-8 all creatures gain 1d3 abilities back that would normally return after a short rest. On a 9-10 all creatures gain 1d3 abilities back that would normally return after a long rest.
Blade:
2: Hit Dice, Smart Fighting, Weapon Phenomena
Hit Dice: Your Hit dice change to a d10. You get to use the d10 to add hit points when you reach 2 level.
Smart Fighting: You senses become heightened to those right around you and your trust in them allows you to let them guide your movement. You can add your INT on attack and damage rolls. Your blade is also stronger and you follow the new damage chart above.
Weapon Phenomena Blade: Can Imbue based upon Phenomena Blade uses. Can use 2 per long rest.
-Emotional Blade: Impact a strong emotion until your next turn. Must make a saving throw. Does an additional d6 psychic damage. Effects last for 2 rounds at level 14)
Anger-must use a physical attack
Muddled- disadvantage on spell attack rolls, creatures have advantage on spell saving throws.
Sad- Lose half its movement
Scared- become frightened.
Love- Become charmed
Happy- Cannot use reactions
Shock- Creature is stunned
Confused- Creature is confused
-Ethereal Blade: Must make a saving throw or the creatures mind is forced in the Ethereal realm until your next turn. While there it has a move speed of 0, cannot attack and cannot take reactions-unless it has abilities to work from the Ethereal realm (force). Any damage to the physical body returns the mind to it. Extends to 2 rounds at level 14th
-Psychic Bomb: You imbue raw energy into the attack. On a successful attack all creatures within 10ft (yourself included) must make an Int saving throw or take 2d6 damage. Increases to 4d6 at level 14th
-Piercing: You are able to extend your weapon and pierce through solid objects. You can thrust your weapon through objects no more than 5 ft. You ignore cover with this ability and can attack through walls with no issue. Extends to 10ft solid object at level 14th
5: Ethereal Armor, Extra Attack, Malleable Blade, Tactician
Ethereal Armor: Your Psychic armor gains strength, as you learn to bind parts of the Ethereal realm into it. Giving it a more solid appearance and a +1 to its AC as you draw upon Psychic state grows.
Extra attack: You can attack twice instead of once whenever you use the attack option.
Malleable Blade: As a bonus action you are able to change the shape of your blade to any weapon type that you know of. In order to do this you have to make you blade more solid, granting a +1 bonus to the weapon. The blade takes that form and gains some of the properties of the weapons to include:
Reach weapon
Two Handed, increases the damage by an extra die (for example instead of 1d8, its 2d8).
Thrown (20/60)
Two Weapon, create two blades in each hand (with the same restriction on modifier damage)
Tactician: You spend time with a number of people up to your ability modifier linking minds. This is a psionic concentration, as long as you are linked you can share proficiencies and reactions. Any person of the linked mind can grant another their reaction, even if that person has already used theirs. You can also share half your proficiency between all those linked. Meaning if one person is proficient in a sneak skill it can share part of its proficiency modifier split between all those in the group (2, 2, 2 or all 6 to one).
10: Deep Mind, Fighting Style, Focused Concentration,
Deep Mind: Your Psychic armor continues to improve, gaining a +2 to AC (replaces, does not stack with previous bonus). But it also begins to change and effect things in a more physical way. You can attune the armor to one elemental resistance per short rest.
Your Mind Blade is also drawn from deep Psychic wells, increasing its bonus to +2.
Fighting Style: You adopt a particular style of fighting. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you have your Mind Blade and Psychic Armor out you get a +1 to your AC.
Dueling: When using your Mind Blade as a one handed weapon and no other weapon you gain a +2 bonus to damage rolls.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with your Mind Blade as a two handed weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Focused Concentration: Your psychic concentration to maintain your weapon and armor cannot be broken by physical damage. And you gain advantage on all other psychic concentration checks. It still costs one of your psychic concentrations to have the weapon and armor out.
14: Astral Armor, Extra Attack, Improved Malleable Blade, Phenomenal Strike
Astral Armor: You draw your armor from the dead Gods of the Astral plane themselves. Your Psychic armor is a +3, does not stack but replaces previous bonus. You are also able to attune the armor to two elemental resistances per short rest.
Extra attack: You can attack twice instead of once whenever you use the attack option.
Improved Malleable Blade: You are able to form your Mind blade into a Longbow which shots arrows made or raw psychic energy. Your blade also becomes stronger, improving to a +3 as you draw from the deepest parts of the Astral realm.
Phenomenal Strike: When you use a Phenomena you are able to make a melee attack as a bonus action. Usable a number of times equal to your INT modifier. Must make a long rest then.
Phenomena:
Cantrip
Calm Beast (1 action, 60ft, Instant or 1 hour): You choose a beast you can see within range that isn’t hostile to you. You then use your mind to ease a strong emotion in the target. It gives you advantage on handle animal checks.
Friends (1 action, self, SM, concentration up to 1 min): You use your mind to exude an aura of pleasantness, you gain are able to add your INT modifier to Cha checks directed at one creature of your choice that isn’t hostile towards you.
Minor Telekinesis (1 action, 30ft, concentration up to 1 minute): Use your action to manipulate an object, open an unlocked door or container, stow or retrieve, pour contents.
Message (1 action, 120 ft, 1 round): You grant two willing creatures the ability to telepathically send a message and hear it reply telepathically that only they can hear.
Psychic jolt (1 action, 60ft, Instant): You send a psychic jolt of pain to one creature you can sense within range. The creature must make a Int saving throw or suffer 1d6 psychic damage. This increases to 2d6 at 5th, 3d6 at 11th and 4d6 at 17th.
Peirce Mind (1 action, 30ft, instant) You select a creature within range who must make an Int saving throw. One a failed save you are able to get a glimpse of its surface thoughts and see some thought patterns for its next action. On the creatures next turn, if an action is against you, you have advantage, or it has disadvantage against you.
1
Bane (1 action, 30ft, concentration up to 1 min): Up to three creatures of your choice that you can se within range must make INT saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the Phenomena ends, you cause an itch in their mind. The target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Every Phenomena of 2 level or higher, you can target one additional creature.
Beast Bond (1 action, touch, concentration up to 10 min): Establish a telepathic link with one beast you touch that is friendly or charmed by you. Phenomena fails if the beasts int is 4 or higher. The link is active while within your senses. The beast can understand your telepathic messages to it and can communicate telepathically back using simple emotions and concepts. The beast also gains advantage on attack tolls against any creature within 5ft of you.
Catapult (1 action, 60ft, instant): Choose one object weighing 1 to 5 lbs. within range that isn’t being worn or carried. The object flies in a straight line up to 90 ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If it strikes a creature it must make a Dex saving throw. On a failed save it hits the target and stops moving, doing 3d8 bludgeoning damage.
Every Phenomena of 2 or above increases the weight by 5 lbs. and damage increases by 1d8.
Cause Fear (1 action, 60ft, Concentration up to 1 min): You tap into the mind of one creature within range and awaken the sense of mortality in one creature you can see within range. Construct and undead are immune. The target must succeed on a INT saving throw or becoming frightened of you until the duration ends. Target can repeat the saving throw at the end of each of its turns.
Every Phenomena of 2 or above you can target one additional creature, all within 30ft of each other.
Charm Person (1 action, 30ft, 1 hour): You attempt to touch the mind of a humanoid and charm them. It must make an INT saving throw and does so with advantage if you and your allies are fighting with it. On a fail it is charmed by you for the duration or you or your companions harm it.
Every Phenomena of 2 or higher allows one additional creature to be charmed.
Command (1 action, 60ft, 1 round): You speak 1-word command infused with psychic energy towards a creature you can see within range. The target must make a INT saving throw or it will follow the command on its next turn. The target is immune if undead, can’t understand your language or if your command is directly harmful to it.
For every Phenomena of 2 or higher you can affect 1 additional creature within 30ft or each other.
Compelled Duel (1 bonus action, 30ft, concentration up to 1 min): You focus a creature’s mind into a duel. Target must make an INT saving throw or is focused on you. It has disadvantage on attack rolls against creatures other than you and must make a INT saving throw each time it attempts to move to a space that is more than 30ft from you. If it succeeds it may move that round.
Detect Psychic (1 action, self, concentration up to 10 minutes): You extend your psychic senses to search for the subtle vibrations of mental influence. You are able to detect anything that effects the mind (magical or not…for example the spell Charm), psychic creatures, phenomena and psychic effects and abilities on items.
Dissonant Vibrations (1 action, 60ft, instant): You send a discordant psychic vibration that only one creature can feel of your choice within range. It must make a INT saving throw or take 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. On a successful save it takes half damage only.
For every Phenomena 2 level or higher damage increases by 1d6.
Feather Fall (1 reaction, which you take when you or a creature within 60ft of you falls, 60ft, 1 minute): You reach into the Astral plane where distance is weird and uses it to force the creature to fall at 60ft per round for the duration. If the creature lands before it ends, it takes no falling damage and can land on its feet and the Phenomena ends for that creature.
Identify (1 minute, touch, instant): You open up your third eye to reveal the truth of an items power. You choose one object that you must touch throughout the casting of the Phenomena. If it is a magic item or some other magic/psychic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item created by a spell/phenomena/psychic ability, you learn what created it. If you instead touch a creature throughout the casting, you learn what spells/phenomena, if any, are currently affecting it.
Psychic Orb (1 action, 90ft, instant): You hurl a 4 in diameter sphere of pure psychic energy at a creature you see within range and must make a ranged spell attack. If you hit it takes 3d8 damage of psychic energy.
For Phenomena slot of 2 or higher the damage increases by 1d8.
Sleep (1 action, 90ft, 1 minute): Roll 2d8 dice to determine the INT score that you can effect. Select a target within range that you are aware of to try and effect. If the result of your rolls is above the creatures INT score you are able to overcome their mind and put them to sleep. Undead and creatures immune to charm aren’t affected.
For every Phenomena of 2 or above adds an additional 2d8 roll and can be rolled over to effect another creature (for example you roll an 18 across all four rolls and you put one creature to sleep with an INT of 10, you have 8 points left to try and effect another creature).
Psychic Smite (1 bonus action, touch, concentration up to 1 min): You imbue some of your psychic ability into a weapon. The next time that weapon hits with a melee weapon attack during this spell’s duration the attack deals an extra 1d6 psychic damage.
2
Astral Cloud (1 action, 120ft, concentration up to 1 hour): You bring forth a 20ft-radius sphere of Ethereal plane centered on a point within range. This makes the area obscured and blocks those outside the radius from seeing inside. The sphere spreads around corners and lasts for the duration or until a wind of moderate or greater speed disperses it. While inside the Astral plane touches the mind of all inside. Each creature inside must make an INT saving throw or lose its sense of barring. On a failed save the DM rolls a d8, and the resulting number is the direction the world ‘shifts’ for that person. Meaning to that creature, everything is facing a different direction than what it originally thought.
Astral Scream (1 action, 60ft, instant): You tap into the Astral Wind and release its screaming force to those in a 10ft radius sphere centered on a point within range. Each creature in the sphere must make an INT saving throw or take 3d8 psychic damage or half as much on a successful save.
At each Phenomena 3 or above the damage increases by 1d8
Beast Sense (1 action, touch, concentration up to 1 hour): You touch a willing beast and place a part of your mind within the creature. You can then use your action to see through the beast’s eyes and hear what it hears. An action returns you to your body. While with the beast you gain use of the beasts sense, things like darkvision.
Blindness/Darkness (1 action, 30ft, 1 minute): You force one creature’s mind to lose touch with it’s senses, forcing it to make a INT saving throw or be either blinded or deafened for the duration. It can make a Con save at the end of each of its turn.
At each Phenomena 3 or above you can target 1 additional creature.
Cloud of Energy (1 action, 60ft, concentration up to 1 minute): You fill the air with lashing psychic energy in a cube 5ft on each side, centered on a point you choose within range. A creature takes 4d4 psychic damage when it enters the spells area for the first time on a turn or starts its turn there.
At each Phenomena 3 or above the damage increases by 2d4.
Calm Emotions (1 action, 60ft, Concentration up to 1 min): You attempt to suppress strong emotions in a group of people. Each humanoid in a 20ft radius sphere centered on a point you choose must make a INT saving throw (a creature can choose to fail). On a fail choose one of the following: You can suppress any effect causing a target to be charmed or frightened, when spell ends the effect resumes. Or you can make a target indifferent about creatures of your choice that is hostile towards you.
Detect Thoughts (1 action, self, concentration up to 1 min): For the duration you can read the thoughts of certain creatures. Focus your mind on any one creature that you can see within 30ft, if the creature has an Int of 3 or lower, or doesn’t speak any language the creature is unaffected. You initially learn surface thoughts, as an action you can shift to another or probe deeper. If you probe deeper, it makes a INT saving throw and on a fail you gain insight into its reasoning, emotional state, something looms large in its mind. The creature knows you probed its mind and as an action can make a contested Int check to end the spell. Questions verbally directed at the target shape its thoughts. You can also use an action to search for thoughts within 30ft of you (to find someone you can’t see).
Distraction (1 action, 90ft, instant): You blast a sickening wave of psychic energy at a creature within range. The creature has to immediately make a concentration check versus you Phenomena DC. No effect on a success, but on a failure the creature is unable to hold its concentration and loses the spell/Phenomena.
Enhance Intelligence (1 action, touch, concentration up to 1 hour): You touch a creature and bestow upon it an enhancement on intelligence using your own mind to fortify theirs. They gain advantage on INT checks.
At each Phenomena 3 or above you can give 1 additional creature.
Forgetfulness (1 action, 120ft, concentration up to 1 min): Choose one creature you can see within range and force it to make an INT saving throw. On a fail you choose a part of the creature and it forgets how to use one set of limbs (arms, legs, fin, wings), it cannot forget essential parts (lungs for example), for the duration for the spell. If the creature is actively using them (in a fight, running, swimming, flying) it gets advantage on the save.
Mind Spike (1 action, 60ft, Concentration up to 1 hour): You reach into the mind of one creature you can see within range. The target must make a INT saving throw, taking 3d8 damage on a failed save or half as much on a successful one. On a failed save you also always know the target’s location until the spell ends, as long as you are on the same plane of existence. It can’t hide from you and invisibility provides no benefits against you.
Every Phenomena above 3 the damage increases by 1d6.
Phantasmal Force (1 action, 60ft, concentration up to 1 min): Craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Int saving throw and on a failed save you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10 ft cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature and other stimuli. The target can use its action to examine the phantasm with an Int (Investigation) check against your spell save DC. A phantasm created to appear as a creature can attack the target (or a harmful effect like lava or fire can hurt it as well), each round on your turn the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5ft of the phantasm.
Potent Blade (1 bonus action, self, concentration up to 1 min): You imbue your mind blade with extra potential. The blade deals an extra 2d8 psychic damage on a hit and you can throw the extra potential 20ft/60ft. The weapon has the finesse, light, thrown (20/60).
Using a Phenomena of 3 or 4 slot increases the damage to 3d8, at 5 and 6 it increases to 4d8 and 7 or higher it is 5d8.
Psychic Sphere (1 action, 60ft, concentration up to 1 minute); A 5ft diameter sphere of psychic energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 ft of the sphere must make an INT saving throw. The creature takes 2d6 psychic damage on a failed save or half as much on a successful one.
As a bonus action you can move the sphere up to 30ft. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5ft tall and jump it across pits up to 10ft wife.
Using a Phenomena of 3 or higher increases the damage by 1d6 per level.
Suggestion (1 action, 30ft, concentration up to 8 hours): You imbue a course of activity (limited to a sentence or two) and place it in a creature of your choice that can hear and understand you. Creatures immune to charm are immune to this. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Each target must make a INT saving throw or it pursues the course of action you described to the best of its ability. Spell lasts until the action is met or duration ends.
Telekinetic Knock (1 action, 60ft, Instant): Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical/psychic means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred comes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
3 (Have 14)
Blink (1 action, Self, 1 minute): Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher you successfully focus on the Ethereal realm and force not only your mind, but your entire body from your current plane of existence to the Ethereal plane. At the start of your next turn and when the spell ends you return to an unoccupied space of your choice within 10ft of the space you vanished from.
Clairvoyance (10 minutes, 1 mile, concentration up to 10 min): You leave a part of your mind as an invisible sensor within range in a location familiar to you or in an obvious location. The sensor remains in place for the duration and it can’t be attacked or interacted with. You choose seeing or hearing and as an action you can switch between the two. You can then use that sense as if you were in that space. Those who can see into the Ethereal plane can see the sensor.
Counter-Phenomena (1 action, 60ft, instant): You attempt to interrupt a creature in the process of using a Phenomena. If the creature is using a Phenomena of 3 level or lower, it fails and has no effect. If it is using a 4 level slot or higher, make an ability check using your Phenomena ability. The DC equals 10+ Phenomena level. On a success the creatures Phenomena fails and has no effect.
At each Phenomena 4 or higher the interrupted Phenomena has no effect it its level is less than or equal to the level of the slot you used.
Dispel Phenomena (1 action, 120ft, Instant): choose one creature, object, or magical effect within range. Any Phenomena of 3 level or lower on the targets, it fails and has no effect. If the effect is a 4 level slot or higher, make an ability check using your Phenomena ability. The DC equals 10+ Phenomena level. On a success the creatures Phenomena fails and has no effect.
At each Phenomena 4 or higher the interrupted Phenomena has no effect it its level is less than or equal to the level of the slot you used.
Enemies Abound (1 action, 120ft, concentration up to 1 min): You reach into the mind of one creature you can see and force it to make an Int saving throw. If the creature is immune to being frightened it automatically saves. On a failed save, the target loses the ability to distinguish friend from foe. Each time the target takes damage it can make a saving throw. Whenever the affected creature chooses another target it must choose the target at random from among the creatures it can see within range. If an enemy provokes an attack of opportunity it must make it if it is able.
Ethereal Bind (1 action, touch, concentration up to 10 minutes): You touch a willing creature and bind parts of the Ethereal plane to them. Giving them the ability to move in any direction equal to their movement speed. They are able to pass through solid objects of less than 5 ft thick, though if the spell ends and they are in an object they are forced out and take 4d6 force damage.
Fear (1 action, 30ft cone, concentration up to 1 min): You project a mental blast that pulls from the targets mind the creatures worst fears. Each creature in a 30ft cone must make a INT saving throw or become frightened on a failure.
Hypnosis (1 action, 120ft, concentration up to 1 minute): You reach out mentally through the world around you in a 30ft cube within range. Your mental touch lasts but a moment. Each creature in the area who you are aware of must make an INT saving throw. On a failed save the creature becomes charmed for the duration. While charmed by this, the creature is incapacitated and has a speed of 0. The effects end if the affected creature takes any damage or if someone else uses an action to shake the creature out of it.
Imbue Arrows (1 action, touch, concentration up to 1 hour): Touch a quiver containing arrows or bolts and imbue them with psychic energy, when a creature is hit by a ranged weapon attack using the ammunition drawn from the quiver, the target takes an extra 1d6 psychic damage. The Phenomena works on 12 pieces of ammunition.
At each Phenomena 4 or higher the number of ammunition you can affect increases by 2.
Nondetection (1 action, touch, 8 hours): For the duration, you hide a target that you touch from being able to be detected by magical or psychic means. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can’t be targeted by any divination magic, perceived through magical scrying sensors, or psychic Phenomena meant to find the creature.
Psychic Circle (1 minute, 10 ft, 1 hour): You create a 10ft radius, 20ft tall cylinder of psychic energy centered on a point on the ground that you can see within range. Ethereal eyes appear wherever the cylinder intersects with the floor or other surface. The circle affects a creature who has any psychic ability, no matter how small (for example if the creature can communicate Telepathically it is effected), in one of the following ways:
-The creature can’t willingly enter the cylinder by nonmagical ways. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on an INT saving throw.
-The creature has disadvantage on attack rolls against targets within the cylinder.
-Targets within the cylinder can’t be charmed, frightened or possessed by the creature.
Psychic Spear (1 action, self (100ft-line), Instant): You open a small path to the astral plane and bring forth the Astral Wing in a 5 ft wide, 100ft long line. Being so narrow the wind hollows in creatures minds, all who must make an INT saving throw or take 8d6 psychic damage, or half as much on a successful save.
At each Phenomena 4 or higher the damage increases by 1d6.
Protection from Psychic (1 action, touch, concentration up to 1 hour): For the duration, the willing creature you touch has resistance to Psychic damage.
Sending (1 action, unlimited, 1 round): You telepathically send a short message of 25 words or less to a creature with which you are familiar. It knows you are the sender and can answer in like manner. Creatures with an Int of 1 can understand the message and it can be sent to any plane (with a 15% chance it won’t arrive).
4
Astral Banishment (1 action, 60ft, Concentration up to 1 minute): You attempt to send one creature that you can see within range to the Astral plane. The target must make an INT saving throw or be banished. While there the target is incapacitated. The target remains there until the Phenomena ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied.
Every Phenomena 5 or higher you can target one additional creature.
Charm Monster (1 action, 30ft, 1 hour): Attempt to force your mind onto a creature, within range, to charm it. It must make a INT saving throw (with advantage if you or your companion are fighting it). On a fail it is charmed by you until the duration ends or you or a companion does it harm.
Every Phenomena 5 or higher you can target one additional creature, within 30ft of each other.
Compulsion (1 action, 30ft, concentration up to 1 minute): Creatures of your choice that you see within range must make a INT saving throw. A target automatically makes it if it can’t be charmed. On a failed save, as a bonus action you force its mind to make it move in a designated direction that is horizontal to you. Each affected target must use as much movement as possible to move in that direction on its next turn. It can take its action before it moves, after moving it can make another INT saving throw.
Confusion (1 action, 90 ft, concentration up to 1 min): You muddle some-ones mind. Each creature in a 10ft-radius sphere centered on a point you choose must make a INT saving throw. On a fail the target can’t take reactions and must roll a d10 at the start of each of its turn to determine its behavior for that turn. At the end of its turn it can make a new INT saving throw,
1-Creature uses all its movement to move in a random direction, roll a d8to determine direction. Creature doesn’t take an action.
2-6- Creature doesn’t move or take actions this turn.
7-8- Creature uses its action to make a melee attack against a randomly determined creature within its reach, if no such creature it does nothing.
9-10-Creature can act and move normally
Every Phenomena 5 or higher the radius of the sphere increases by 5 feet.
Dominate Beast (1 action, 60ft, concentration up to 1 min): Choose a beast you see within range that must make an INT saving throw, with advantage if you or your companions are fighting it) as you attempt to overcome its mine. On a fail it is charmed by you for the duration. On a fail it is charmed and you have a telepathic link as long as you are on the same plane. You can issue commands which it must obey (no action to issue command) and must be simple/general course of action. If it completes the action and receives no further direction it defends and preserves itself. You can take your action to take total and precise control of the target, and can only take actions you choose for it, Each time it takes damage it can make a new saving throw.
Cast with a 5 level Phenomena, the duration goes to 10 minutes concentration. 6 level 1 hour and 7 or higher 8 hours.
Phantasmal Killer (1 action, 120ft, concentration up to 1 min): You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears in its head, visible only to that creature. Target must make an INT saving throw, and on a failed save the target is frightened for the duration and at the end of the target’s turn it must make another INT saving throw or take 4d10 psychic damage.
Casting with a Phenomena slot of 5 or higher increased the damage by 1d10 per spell slot.
Psychic Assault: (1 action, 30ft, Instant): You lash out with your mind at one creature within range. The creature must make an INT saving throw or take 8d8 psychic damage. Half as much on a successful saving throw.
Casting with a Phenomena slot of 5 or higher increased the damage by 1d8 per level.
Psychic Bane (1 action, 90ft, concentration up to 1 minute): Choose one creature you can see within range. The target must succeed on an Int saving throw or be affected by the spell for its duration. The first time each turn the affected target takes psychic damage, the target takes an extra 2d6 damage. Moreover the target loses any resistance to that damage type until the spell ends.
Casting with a Phenomena slot of 5 you can target one additional creature, within 30ft of each other.
Psychic Shield (1 action, touch, 10 minutes): You touch a willing creature and grant them a Psychic shield by briefly opening their third eye. It takes an INT (investigation) against your Phenomena DC to notice the shield which is Ethereal in nature. You can end the spell early by dismissing the shield. The shield comforts and protects the mind, granting advantage on all Charm or Frightened effects. In addition, whenever a creature within 5 ft of hits the creature with a melee attack, the shield lashes out. The attacked takes 2d8 psychic damage.
Staggering Smite (1 bonus action, touch concentration up to 1 min): You imbue a weapon with even more psychic potential. The next time a creature is hit with the weapon with a melee weapon attack during the Phenomena’s duration your weapon pierces both body and mind and the attack deals an extra 4d6 psychic damage. The target must make a INT saving throw and on a fail it has disadvantage on attack rolls, ability checks and can’t take reactions until the end of its next turn.
Third Eye (1 action, 30ft, Concentration up to 1 hour): You send out your third eye within range that hovers in the air. You mentally receive visual information from the eye which has normal and darkvision out to 30ft and can see in all directions. As an action you can move it up to 30ft, there is no limit to how far, but it has to stay on the same plane of existence.
5
Awaken (8 hours, touch, Instant): You touch a Huge or smaller beast or plant and awaken its mind. The target must have an Int score of 3 or less (including no Int). It gains an Int of 10 and gains the ability to speak one language you know. A plant gains the ability to move its limbs, roots, vines, creepers and so forth. It gains senses similar to a Human. The awakened beast or plant is charmed by you for 30 days or until you or a companion harms it. After 30 days it chooses to remain charmed to you based upon its treatment.
Contact Other Planes (1 minute, Self, 1 minute): You mentally contact a demigod, long-dead sage or some other mysterious entity from another plane. When you cast this spell make a DC 15 Int saving throw, on a failure take 6d6 psychic damage and you are insane until you finish a long rest. While insane you can’t take actions, understand what others are saying, read, and speak only in gibberish. A greater restoration can end this effect. On a successful save you can ask the entity up to five questions.
Dominate Person (1 action, 60ft, concentration up to 1 min): Same as dominate beast, except must be a humanoid.
Using a 6 level slot increases duration to 10 minutes, a 7 to 1 hour and 8 or above to 8 hours.
Dream (1 minute, special, 8 hours): You shape a creatures dream. Choose a creature known to you as the target of this spell. You or a willing creature you touch enters a trance (become a messenger) and is aware of its surroundings but can’t take action. The messenger appears in the targets dreams and can converse with the target as long as it remains asleep. The messenger can shape the environment of the dream and the target recalls the dream perfectly upon waking up. You can make the messenger appear monstrous and terrifying to the target, but can only deliver a message of no more than 10 words and the target must make a Wis saving throw. On a failed save a nightmare spawns and prevents the target from getting the benefits of a rest and takes 3d6 psychic damage. If you have a part of the target the saving throw is with disadvantage.
Modify Memory (1 action, 30ft, concentration up to 1 min): You attempt to reshape another creature’s memories. One creature that you can see within range must make an INT saving throw, if you are fighting it, it has advantage. On a failed save the target becomes charmed by you for the duration, becoming incapacitated and unaware of its surrounding though it can still hear you. While the charm lasts you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory or create a memory of some other event.
Using a 6 level slot you can go back 7 days, 7 level 30 days, 8 level 1 year and 9 any point in its life.
Psychic Restoration (1 action, touch, Instant): You touch a creature and return its mind to a previous state. You can reduce the target’s exhaustion level by one or end one of the following effects on the target:
One effect that charmed the target
A curse that is effecting the mental state of a creature
Any reduction to one of the target’s ability scores
Psychic Wind Wall (1 action, 120 ft, concentration up to 10 minutes): You create a link to an active Psychic wind in the Astral plane and force it to pass through a place you choose within range. It can be up to 60ft long, 20 ft high and 1 foot think. The wall is dark. When the wall appears each creature within its area must make an INT saving throw. On a fail, roll from the below to see what happens to the creature. Any creature passing through the wall must make the save. The wall is unsettling enough that any creature must make a DC 15 WIS saving throw to even approach the wall. This effect is only for one side of the wall that you choose.
1-8: Stunned for 1 minute, creature can repeat the saving throw at the end of each of your turns to end the effect
9-10: Suffer short term madness
11-12: Suffer 2d10 psychic damage
13-16: Suffer 4d10 psychic damage
17-18: Long term madness
19-20: Unconscious for 1d10 minutes, the effect ends if you take damage or if another creature uses an action to shake you awake.
Rary’s Telepathic Bond (1 action, 30ft, 1 hour): You forge a telepathic link among up to 8 willing creatures of your choice. The targets can communicate telepathically through the bond whether or not they have a common language, and is possible over any distance but not other planes.
Synaptic Static (1 action, 120ft, Instant): Choose a point within range and cause psychic energy to explode there. Each creature in a 20ft radius sphere centered on the point must make an Int saving throw, A creature with Int score of 2 or lower cant be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much on a successful one. After a failed save a target has muddled thoughts for 1 minute, during that time it rolls a d6 and subtracts the number rolled from all its attack rolls, ability checks and Con saving throws for concentration. It can make an Int saving throw at the end of each of its turns to end the effect.
Telekinetic Hand (1 action, 120ft, concentration up to 1 minute): You project a psychic force out that coalesces into a hand like shape. It translucent with slight flare of psychic energy when it takes an action, at it forms in an unoccupied space that you can see within range. It moves at your command 60ft (bonus action).
Clenched Fist: The hand strikes one creature within 5 ft of it. Make a melee Phenomena attack, causing 4d8 psychic damage.
Forceful Hand: The hand pushes a creature within 5ft of it. Make a contested roll (your INT vs target’s athletics check but made with INT instead of STR. If the target is Med or smaller you have advantage, and on success it can move it 5ft+ 5x you spell casting modifier.
Grasping Hand: Attempt to grapple a Huge or smaller creature within 5 ft of it. Use the INT, and against Med or smaller you have advantage. If grappled you can use a bonus action to crush the target, doing 2d6 + your INT modifier damage.
Interposing Hand: Interpose the hand between a target and yourself. The hand moves to stay between you, providing you with half cover. The target can’t move through the hand if its Str score is less than or equal to that of your INT. If it is higher than the hand it can move through it but it is treated as difficult terrain.
At each Phenomena slot 6 or above the damage increases by 2d8 (clenched fist), 2d6 (grasping hand).
Telekinesis (1 action, 60ft, concentration up to 10 min): You can move or manipulate creatures or objects by thought. As an action you can exert your will on one creature or object that you can see within range, causing the effect below:
Creature-Can move a Huge or smaller creature, ability check with your Phenomena ability contested by the creature’s Str check, if you win you move the creature up to 30 ft in any direction, including upward but not beyond spells range. Until the end of your next turn the creature is restrained.
Object: You can move an object weighing up to 1000 lbs, if it is not being carried or worn, up to 30ft in any direction. If it is carried or worn it is a contested Phenomena ability vs str check.
True Psion advanced Phenomena list:
6
Astral Movement (1 minute, 30ft, 8 hours): You and 10 willing companions meditate and bring their minds and bodies closer to the Astral plane. At a certain point the distance begins to mean little to you. You are able to move like on the Astral plane. Using you as a link all those part of this Phenomena have a movement speed of 3x your INT score. You move this distance instantly, disappearing and reappearing in a spot in the direction you choose. If you spend time thinking about a destination, on the same plane, and spend another minute focusing on it you move a percentage closer to the target. DM rolls a d100 and the result is how close you appear near the destination. You can spend another minute to appear closer. You have no control on where you appear closer. It can be underwater, underground, in the air, on the ground. The result is up to DM discretion, based upon how well known the destination is, what lies between the two, and a result of the d100. For example if it is a new city and there is a mountain range between the two you and the DM rolls a 50% you can appear inside the mountain.
Mental Contingency (10 minutes, self, 10 days): Choose a Phenomena of 5 level or lower that you know and has a casting time of 1 action and can target yourself. You use both as part of the casting of this Phenomena. You also designate the conditions in which the Phenomena will activate automatically. The effect only takes effect on you, even if it can normally target others and can only have one active at a time. You can choose to take one of your concentrations from Split Mind into the Phenomena, when doing this when the Phenomena activates and maintains for the entire duration of the Phenomena no matter what. If you do this you lose one of your concentrations until the contingency is ended.
Mass Suggestion (1 action, 60ft, 24 hours): You suggest a course of activity (limited to a sentence or two) and mentally influence up to 12 creatures of your choice that can hear and understand you. Creatures immune to charm are immune to this spell. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Each target must make a INT saving throw or it pursues the course of action you described to the best of its ability. Spell lasts until the action is met or duration ends.
Using a 7 level Phenomena the duration is 10 days, 8 level 30 days and 9 level a year and a day.
Mental Prison (1 action, 60ft, Concentration up to 1 min): You attempt to bind a creature within an illusory cell in its mind. One creature you can see within range must make an INT saving throw. It automatically succeeds if it is immune to being charmed. On a successful save it takes 5d10 psychic damage and the Phenomena ends. On a failed save it takes 5d10 psychic damage and you make the area immediately around the target’s space appear dangerous to it in some way. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it or reaches any part of its body through it, the target takes 10d10 psychic damage and the spell ends.
Mental Health (1 action, touch, concentration up to 1 minute): You reach into a creatures mind and recall memories of health, hope and joy. For the first round of concentration (and every round concentrated after that) the creature heals a hit dice like with a short rest, without expanding a hit dice. On the second round of concentration you bolster the creatures mind, giving it natural resistance against effects that would effect its mind for 1 hour per round concentrated. On the third round concentrating you give the creature a temporary 2 points to an ability score of your choice. This lasts for 1 hour for each round concentrated. You can shift between people which maintaining concentration and all effects end at the end of the period or after a long rest whichever comes first.
Psychic Claws (1 action, 60 ft, Instant): You push your mental prowess into another creature and attempt to claw through its mind and personality. The creature must make a INT saving throw or take 10d8+your INT score, half as much on a successful save. If you bring the target down to 0 hit points you are able to shred the targets mind causing its INT to drop to 0.
True Seeing (1 action, touch, 1 hour): This Phenomena gives the willing creature you touch the ability to see things as they actually are through use of a Third Eye. For the duration the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane to a range of 120 ft.
Wall of Throwing (1 action, 120ft, concentration up to 10 minutes): You create a Telekinetic wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of 10ft by 10ft panels. Each panel must be contiguous with another panel. It lasts for the duration and creatures can enter the wall with no problem. For those on a side of your choosing can throw an item into the wall and have it thrown out in a straight line. An object thrown through the wall stops flying after 100 ft or if it hits something. A creature must make a Dex saving throw or be hit by the object taking a minimum of 4d10 bludgeoning damage. This damage is based upon a normal object. Ammunition, a weapon or any other sharp object can change to piercing damage and adds the weapons normal damage on top of the 4d10 damage.
At each Phenomena above 6 that is used the Wall throws it at fast speeds and does an additional 1d10 damage.
7
Enduring Smite (1 bonus action, touch concentration up to 1 min): You imbue a weapon with raw psychic potential. The next time a creature is hit with the weapon with a melee weapon attack during the Phenomena’s duration your weapon pierces both body and mind and the attack deals an extra 6d6 psychic damage. The energy returns 1d4 rounds later and continues to return until the duration ends.
Etherealness (1 action, self, up to 8 hours): You step into the border regions of the Ethereal Plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. If you move up or down, every foot of movement costs an extra foot. While on the ethereal plane you can only affect and be affected by other creatures on that plane.
Using a Phenomena slot of 8 or higher you can target up to 3 willing creatures.
Deep Ethereal Field (1 action, 100 ft, concentration up to 1 minute): The user creates a 50ft radius, 100ft high cylinder centered on a point within range. Within this space the Deep Ethereal plane is forced into the Material plane and creatures from the Ethereal plane all called. In the first round you blend the two realms and creatures are restricted as in the Deep Ethereal plane, where distance is meaningless. For any creature to move within this field they must make an INT saving throw. On a success they are under a freedom of movement while in the cylinder, able to move in any direction (up or down) with no restrictions. If a person moves outside the cylinder they return to the material plane and fall to the ground if above the ground.
Once you cast the spell roll a d4 representing rounds. On the round equal to the dice roll a number of ghosts show up equal to your INT modifier. The ghosts focus on any within the cylinder and are under no ones control. They remain for the duration of the spell, or until they are destroyed. If the ghosts are still around when the spell ends there is a chance that they remain within the area in the Ethereal plane and can come back to fight the one who summoned them. The DM will roll a d10 and on a roll of 8-10 a number of the ghosts remain (1d4, minimum 1)
Once the spell ends the Deep Ethereal plane is returned and all find themselves back in the material plane. If any creature is above the ground they fall to the ground. If a creature is in an object they are forced out if a free space is within 5ft taking 4d6 force damage, the space also takes the damage and cause items to break. If a creature is in a space that has no unoccupied space within 5ft, they become trapped taking 4d6 force damage and begin suffocating.
Psychic Bomb (1 action, 150ft, concentration up to 1 minute): You create a tiny ball of psychic energy and can either place it next to you or at any point within range.
If you place it a point within range it appears in that location and remains there until you decide it explodes or the duration ends. It takes an INT (Investigation) check versus the Phenomena DC to see the ball of energy. It cannot be touched or interacted with but if you spot it, the ball shares knowledge that you should be 20ft away. Once it explodes all creatures within a 20t radius sphere needs to make an INT saving throw or take 12d6 psychic damage and half as much on a successful save.
If you place the ball next to you, as a bonus action you can throw the ball anywhere within range to have it explode. The base damage is 12d6 psychic damage. Instead of throwing it you can spend a bonus action each round feeding extra psychic damage into the ball. As you do so it grows slightly and becomes more noticeable, making the WIS (perception) check easier by 1 for each round it has grown. As you concentrate on it, the damage increases by 1d6. Once spotted a creature who can interact with the Ethereal plane in some way can try and make an attack against the ball. It has a DC of 10+your INT modifier and HP equal to your ability score, per round concentrated on it (If your score is 18 and you concentrate on it for 2 extra rounds its hit points is 54). Once you throw it the ball explodes upon reaching the point, forcing all within the 20ft radius sphere to make a INT saving throw or take the damage (half as much on a successful save). If the hit points reach zero or the ball has not been thrown by the end of the phenomena, by either duration or loss concentration, it explodes right above the users shoulder forcing all within that 20ft radius to make the saving throw taking the damage or half as much on a successful save.
Psychic Sword (1 action, self, concentration up to 1 minute): You create a psychic manifestation in the shape of a 2d6+Int Modifier swords around you. With these blades you can do one of the following per round.
Shield of swords, the blades swirl and float around you with an intelligence that only a psychic can create. They increase your AC by 1 per blade and anyone who succeeds on attacking you takes an additional 6d10+1 per blade psychic damage.
Throwing sword, you can mentally throw the swords with unerring accuracy out to 120ft. You make a ranged Phenomena attack with advantage dealing 4d12 psychic damage. Whether you hit or not the sword is expanded. The spell ends when all swords are used or it reaches its duration.
For every Phenomena slot above 7 you add an additional 2d6 blades.
Psychic Wind (1 action, Self (100ft and 300ft), instant): You open your arms and your mind and create a path to the Astral plane. Starting from you and extending up to 50 ft to either side the wind rushes forward out to 300ft. The wind is continuous until the Phenomena ends. The area affects by the wind appears as dark as a moonless night and visibility is limited as such. There is no other noticeable physical effect. Any creature within the Wind must make an INT saving throw. On a failed save a creature takes 6d10 psychic damage, or half as much on a successful save, and suffers another d20 effect.
1-8: Stunned for 1 minute, creature can repeat the saving throw at the end of each of your turns to end the effect
9-10: Suffer short term madness
11-12: Suffer an additional 2d10 psychic damage
13-16: No effect
17-18: Long term madness
19-20: Unconscious for 1d10 minutes, the effect ends if you take damage or if another creature uses an action to shake you awake.
8
Anti-Psychic Field (1 action, self (30ft radius sphere), concentration up to 1 hour): You blast forth your mind and create an anti-psychic field centered upon yourself. Within this field all mental abilities, spells or effect have no effect. All minds are true to themselves and cannot lie or deceive in any way. Items that have psychic abilities or mental effects become mundane and abilities or spells or phenomena spent in the sphere have no effect but still cost the usage. No psychic ability can be cast into the sphere either, including divination abilities. Even deities have problems seeing into this sphere. Any creature that communicates using telepathy or is dependent on psychic abilities must make an INT saving throw or become stunned for a round. If the creature is still in field for following rounds it must continue to make saving throws or remain stunned. After 3 successes the creature can be immune to the stun effect, and after 3 fails the creature is cut off from all psychic sources and permanently loses all its psychic abilities (this can cause a creature to die if it is that dependent on psychic abilities). The caster is immune to this effect.
Dominate Monster (1 action, 60 ft, concentration up to 1 hour): Same as dominate beast, except works on any creature.
Cast with a 9 level Phenomena slot the duration is 8 hours concentration.
Feeblemind (1 action, 150ft, instant): You blast the mind of a creature that you can see within range attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Int saving throw. On a failed save the creatures Int and Cha become 1. It cant cast spells, activate magic items, understand languages or communicate in any intelligible way.
Madding Darkness (1 action, 150ft, concentration up to 10 min): You choose a point and create a 60ft-radius sphere of psychic force. This sphere of pure psychic force is so powerful that anyone looking in is instantly conviered that it appears as the darkest dark, that even darkvision can’t see through, and non-magical and light created by spells of 8 level or lower can’t illuminate the area. Shrieks, gibbering and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere it must make an INT saving throw taking 8d8 psychic damage on a failed save, or half as much on a successful one.
Mind Blank (1 action, touch, 24 hours): One willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells and charmed conditions. It even blocks a Wish or similar effect that is being used to affect the target’s mind.
Mind Drain (1 action, 150ft, Instant): You draw psychic energy from every creature in a 30ft cube centered on a point you choose. Each creature must make an INT saving throw, those with an INT of 3 or less are unaffected. On a failed save each creature takes 12d8 psychic damage or half as much on a successful save.
Silver Word (1 hour, touch, 10 days): You spend 1 hour in thought and sweeping through the Astral plane. During that time you identify a group of Gith and take the essence of one of their silver swords. A the end of the hour a small replica of the sword is created in your hand. The sword works as a beacon to the group of Gith and they will act towards the holder of the sword like they stole a silver sword from them. After 10 days the beacon fades and whoever holds the replica is considered dead by the Gith. If a holder dies by the Gith, the beacon become inert until the next person picks it up. This even works on Gith, for they will perceive the holder of the replica as a different humanoid.
Telepathy (1 action, touch (unlimited), 24 hours to use (24 hours once active): You touch one creature and imbue it with the knowledge of telepathy. That creature is then able to use Telepathy within 24 hours.
9
Astral Projection (1 hour, 10ft, special): You and up to 8 willing creatures within range project your astral bodies into the Astral Plane. The material body is left behind unconscious and doesn’t need food, air, water and doesn’t age. You have all the same statics, look and items with a cord going back 1 foot from between your shoulder blades (connection to your body). If the cord is cut your soul and body are separated killing you instantly. You move freely on the Astral plane and ends when you dismiss the projection.
Forceful Throw (1 action, 120ft, instant): You harness your telekinesis ability and select once creature you are aware of within range. The creature must make an INT saving throw. On a success the creature is treated for a round as if it were thrown by the Telekinesis spell/phenomena. On a failed save you for able to force the creature to be thrown through the Astral plane for a round. During that round time changes for the creature and it passes enough distance to reach terminal velocity. On the following round it maintains its speed but appears 10ft off the ground in the same spot it had been in, or the closest unoccupied space where it slams into the ground for 20d6 bludgeoning damage. The target must also make an INT saving throw as it reels from being pushed through the Astral plane. On a fail it takes 10d6 psychic damage and half as much on a success.
Psychic Scream (1 action, 90ft, instant): You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creature must have an intelligence of 2 or higher to be affected. Each target must make an Int saving throw, on a failed save it takes 14d6 psychic damage and is stunned. On a successful save it takes half as much damage. If the target is killed by the damage, its head explodes. A stunned target has to make an INT saving throw at the end of its turn to end the effect.
Time Stop (1 action, self, instant): You are able to force your mind out of time, essentially stoping the flow of time for everyone but yourself. No time passes for other creatures while you take 1d4+1 turns in a row during which you can use actions and move as normal. This spell ends if one of the actions you use during this period or any effects that you create during this period affects a creature other than you or an object being worn or carried by someone other than you.
Weird (1 action, 120ft, concentration up to 1 minute): Drawing on the deepest fears of a group of creatures you create illusory creatures in their minds, visible only to them. Each creature in a 30ft radius sphere centered on a point of your choice within range must make an INT saving throw. On a failed save, a creature becomes frightened for the duration. At the end of each of the frightened creature’s turn it must make an INT saving throw or take 4d10 psychic damage.