Artificer
Base Class: Artificer

A psychonaut uses their knowledge to explore altered states of consciousness and even other planes of existence.

Psychonaut Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Psychonaut Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Psychonaut Spells
Artificer Level Spells
3 Detect Poison and Disease, Fog Cloud
5 Augury, Misty Step
9 Clairvoyance, Stinking Cloud
13 Arcane Eye, Dimension Door
17 Cloudkill, Scrying

Psychic Senses

Starting at 3rd level, a psychonaut has an intuitive understanding into the thoughts of others. You gain proficiency in the Insight skill, and can use your Intelligence modifier instead of Wisdom. In addition, you can cast the Detect Thoughts spell without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you use this feature you can’t use it again until after you finish a short or long rest.

Precognition

At 3rd level, a psychonaut’s altered state of mind gives them a preternatural awareness to danger. When you or an ally within 30 feet of you that you can see makes a saving throw against an effect that deals hit point damage, as a Reaction you can grant advantage on that saving throw.

You can use this feature a number of times per day equal to your proficiency bonus, and replenish your uses after finishing a long rest.

Cognitive Dissonance

At 5th level, a psychonaut has learned to disorient the minds of others. When you or an ally make a successful saving throw using your precognition feature, the attacker must succeed on an Intelligence saving throw against your spell save DC. On a failure that creature takes 2d10 psychic damage and is confused (as per the spell) for 1d4+1 rounds. On a success they take half as much damage and are not confused. At 11th level the damage of your cognitive dissonance increases by 1d10, and again at 17th level.

Astral Body

At 9th level, a psychonaut is able to temporarily transfer their consciousness to an astral body. As an Action, you can project your astral body within 10 feet of you and see through its eyes and hear through its ears. During this time, you are deafened and blinded. You can communicate with others while in your astral body, can interact with objects or creatures as if it was your physical form, and can cast spells and use your precognition feature through your astral body, but cannot pass through walls. You can sustain this effect for up to 10 minutes, and as an Action you can end it at any time. Your astral body can be maintained up to 1,000 feet away from you without being destroyed.

When you project your astral body, half of your current hit points are transferred to it. If your astral body is reduced to 0 hit points, it is destroyed and you are returned to your physical form. If time runs out, or if you choose to end your astral body’s projection, any remaining hit points are returned to you. If you die, your astral body disappears.

Cosmic Entity

At 15th level, a psychonaut has become attuned to the cosmos. You can now project your astral body to precise locations on other planes of existence that you have visited before, or up to 1,000 feet away from you on the plane you are currently on. Your astral body gains resistance to bludgeoning, piercing, and slashing damage.

Comments

Posts Quoted:
Reply
Clear All Quotes