Base Class: Wizard
Psionics, in its simplest form, is harnessing the power of the mind and using it to perform tasks, feats, and awe-inspiring acts. It is the act of using the mental power innate in a psionic character to perform actions that others deem impossible.
While all characters have the capacity to harness this power of the mind, it is only by tapping into this potential that psionic characters are created. A psionic character has learned to tap into and utilize this internal energy, using it to expand their abilities or even to learn more about themselves. Once a psionic character has learned this pathway of psionics, it often becomes a path they cannot help themselves from further exploring. Like a moth drawn to a flame, so too is the mind drawn to the power of psionics once it has learned to tap into it.
Psionic Spellcasting
Spellcasting
As a Psion, magic comes naturally to your powerful will. A detailed imagination and willpower pulls arcane energies from any source to manifest their spells much to the dismay of the bookish wizards who spent years of research to understand the eldritch arts. The verbal and somatic components help with pneumatic triggers to get into the correct mindset. For this reason, a Psion knows all spells 1st level and higher in the Wizard spell list, provided they are within the spell levels that the Psion is capable of casting at that level. However, a Psion does not have to prepare them in advance like most other schools of magic. For example a 4th level Psion knows all the 2nd level spells and has them all prepared, however he is still limited to three level two spells per long rest. Material components are not modified by this ability and are needed if a spell description requires it. This replaces the wizard's spellcasting feature.
Psionic Spellcasting Ability
Constitution is your spellcasting ability for your Psionic spells, since you force the power through bodily desire and a draining well of determination. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. This replaces the Wizard's Spellcasting Ability.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier. This replaces the Wizard's Spellcasting Ability.
Spell attack modifier = your proficiency bonus + your Constitution modifier. This replaces the Wizard's Spellcasting Ability.
Psionic Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag, you may cast this as a ritual without spending a Psionic spell slot. This replaces the Wizard's Ritual Casting Ability.
Psionic Well
As a reaction, you may spend hit dice to regain spell slots. You roll one of your hit dice per level of the spell you wish to and suffer psychic damage equal to the result. This damage cannot be reduced by resistances or immunities—Such as a Githyanki's racial resistance—or mitigating spells. You can only recover one spell slot per turn this way.
As you master your psionics, you may now spend hit dice above your maximum. At second level, In addition to the effects of using Psionic Spellcasting for each time you do so, you suffer one level of exhaustion per hit die spent. This debt of hit dice can only be recovered once each 8 hour night of uninterrupted rest. To clarify, this does not mean the benefits of a long rest. If a creature does not need to sleep or rest for the purposes of a long rest must spend 8 hours a night to recover exhaustion and hit dice debt. This replaces the Wizard's Arcane Recovery feature.
Channel Psyche
Starting at 6th level, you can inflict your Psionic Well upon subjects. As an action, you may inflict hit dice upon a willing, charmed or subjugated creature to recover your spell slots. This is a painful process for the subject, and most charm effects will end as if you attacking that creature. You must Target Psionic Well upon a sentient humanoid creature with an intelligence score of 7 or better in order for it to work. You can use this ability at-will, so long as you still have a willing, charmed or subjugated creature. The target creature can make a will save equal to the Psionics' spellcasting save to resist it's effects.
Psionic Mastery
At 10th level, you gain the ability to twist your spells to suit your needs. You learn two Metamagic options of your choice from the list below. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 hit die and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 Hit Die to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 Hit Die to make the range of the spell 30 feet.
You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Empowered Spell
When you roll damage for a spell, you can spend 1 Hit Die to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Extend Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Hit Die to double its duration, to a maximum duration of 24 hours. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Hit Dice to give one target of the spell disadvantage on its first saving throw made against the spell. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Quicken Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Hit Die to change the casting time to 1 bonus action for this casting. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Subtle Spell
When you cast a spell, you can spend 1 Hit Die to cast it without any somatic or verbal components. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of Hit Die equal to the spell’s level to target a second creature in range with the same spell (1 Hit Die if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. You cannot use this metamagic if you have spent equal to or more than your own hit die using the Psionic Well Class feature without resting properly.
Mind over Matter
At 14th level You have learned to draw your Psionic Well with even greater mastery. As a move action, you may use the Channel Psyche ability on a number of creatures equal to your proficiency bonus. You can use this ability a number of times per day equal to your proficiency bonus. Additionally, you may gain a pool additional hit dice greater than the amount allotted by your character's level. However, this does not grant additional hit points as if they gained a level. This pool of hit die may be spent on their Psionic Well ability, or to recover hit dice during a short rest.
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