Base Class: Wizard
To be decided
Psychic Blade
Starting at second level, you learn the Eldritch Blast cantrip without Verbal or Somatic components, and it doesn’t go against the Wizard cantrips you know.
Psychic Beam
Starting at second level, whenever you cast an Enchantment, Abjuration, or Conjuration spell, you may choose to cast that spell without a spell-slot and without Verbal, Somatic, or Material components. If you do, in addition you manifest a psychic beam that targets a creature you can see, having them make an Intelligence saving throw equal to your Spell Save DC, taking 5d6 psychic damage on a failed save and half as much on a successful save. You can also use this feature whenever you use your Psychic Blade subclass feature.
Whenever you use this feature, you cannot use it again until you finish a short rest. Starting at 14th level, you can use it twice before a rest, but only once in a turn.
Your Psychic Beam damage dice increases to 5d8 at 6th level, 5d10 at 10th level, and 5d12 at 14th level.
Psychic Empowerment
Starting at 6th level, when you finish a long rest, you begin your day empowered. You gain the effects of False Life and Mage Armor and the duration of these spell effects last until the start of your next long rest or until dispelled. When gaining the mentioned effects, they are at their base casting level.
Psychic Heal
Starting at 10th level, you gain resistance to Psychic damage you may use an action to give yourself a pool of healing power that replenishes when you use this feature again. With that pool, you may restore a number of hit points equal to your wizard level x (1d4 + Intelligence Modifier). As a bonus action, you can draw upon the healing of the pool to restore a number of hit points to a creature you can see or yourself, up to the maximum amount remaining in the pool. When you use this feature, you cannot cast any leveled spells aside from cantrips until the end of your next turn.
Psychic Mastery
Starting at 14th level, when you use your Psychic Beam feature, you are no longer restricted to Enchantment, Abjuration, or Conjuration spells and may apply Psychic Beam to any spell you are able to cast that you know. If the targeted creature fails it’s Intelligence saving throw from Psychic Beam, it will fall prone and become frightened and restrained.
Whenever you use your Psychic Blade feature, you may now cast Eldritch blast as a bonus action.
Whenever you gain the effects of your Psychic Empowerment feature, you also gain the added effects of Enhance Ability and Detect Thoughts at their base level, also with their duration lasting until you take another long rest or until they are dispelled.
Whenever you use your Psychic Heal feature! You may choose to expend any level of spell-slot that you can use. Doing so will add an additional 1d4 per level of the expended spell-slot to your healing pool calculation.
Previous Versions
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10/4/2023 11:44:07 PM
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9
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2
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0.5
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Coming Soon
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