Base Class: Wizard
Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Those wizards become Psions, they seek Mental Supremacy, the goal of demonstrating that a psionic mind can solve a problem that classical Magic simply cannot, they seek to make their way in multiverse through the lens of their psionic aptitude and awareness.
Psions channel their magic by focusing and awakening their minds. By doing so they can transcend their normal use of spells by creating and manipulating force energy, shielding themselves, causing objects or creatures to move around, to change the world around them, with their mind.
As a member of the Awakened Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, perhaps you joined a scholarly order dedicated to unlocking the magic of the mind, or even came about under extreme stress or trauma forcing your mind to take on an elevated state to survive.
Telekinetic Mage Hand
2nd-level Awakened Psionics feature
Your study of psionics begins to unleash your mind’s potential. When you gain this feature. You learn the Mage Hand cantrip if you don’t already know it, and it doesn’t count against the number of wizard cantrips you know.
While your psionic focus is on your person, you can cast the Mage Hand cantrip as a bonus action, requiring no components. You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.
Increase your Intelligence score by 1, to a maximum of 20.
As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.
Psionic Focus
2nd-level Psionics feature
You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the “Your Psionic Focus” sidebar for how you might have acquired the item).
While your psionic focus is on your person, you gain the following benefits:
- The object is a spellcasting focus for you.
- When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.
If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.
Awakened Telekinesis
6th-level Psionics feature
You’ve expanded your realm of thought and what’s possible, after much experience using your mind, you’ve awakened a control over telekinetic forces, using them in never before seen ways. Although your mind is limitless, you can only use so much mental power before your mind strains.
While you are carrying your psionic focus, you can use your Awakened Telekinesis feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long rest. Gaining this feature prevents you from learning the following spells: Levitate, Bigby’s Hand, Mage Armor, and Shield. If they are cast through other means they require a CON Saving Throw with a 15 DC to fight the conflicting magic forces. If you succeed the spell is cast as normal, if you fail the spell fails to resolve.
If you attempt to use Awakened Telekinesis when you have no more uses, roll a CON Saving Throw with a DC 13, if successful the spell is cast. If you fail the CON saving throw, the spell fails and you receive one level of Exhaustion. Any additional uses of the feature increase the Save DC by +2, 2nd attempt is DC 15, 3rd is DC 17, 4th is DC 19, etc. for each addition use regardless of the outcome.
Awoken Telekinetic Feats:
TK Surf - 10 Minutes | 1 Action
The spell can levitate a surface that weighs up to 500 pounds. You require a flat surface you can stand on. While standing on the surface, you automatically move up to 30 feet in any direction, you can change your altitude by up to 20 feet in either direction on your turn. You can move up or down as part of your move. Otherwise, you can use your action to move, the surface must remain within the spell's range. If you leave the surface or are knocked off, the spell ends.
When the spell ends, the surface floats gently to the ground if it it still aloft.
TK Move - 1 Hour | 1 Action
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk can be made invisible.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.
TK Armor - 4 Hours | 1 Action
If you are not wearing armor, you can project a protective Telekinetic force around you for 4 Hour. Until the spell ends your base AC becomes 13 + your Intelligence modifier. The spell ends if you don armor or if you dismiss the spell as an action.
TK Throw | Bonus Action Check | 1 Action
As a bonus action, you use your Awakened Telekinesis to try and grab and throw a target. You roll opposed rolls; you roll a Ranged Spell Attack vs the Target's Athletics (STR) or Acrobatics (DEX). If you are successful, as an action, you can move the target up to 5 Times your INT Modifier in a straight line, dealing 1d4 per 5ft traveled, if you throw the target into a solid wall, object, or the target is forced to stop moving, you deal the remaining movement damage as 1d6 per 5ft. The Target is knocked prone at the end of a successful grab, after being knocked prone, the grab ends. If the target succeeds on the saving throw nothing happens and the force fades. If target is thrown into another creature, both split the remaining damage evenly.
This Damage is increased to 2d6 per 5ft, and 2d8 per 5ft if stopped at 11th level, 3d8 per 5ft and 3d10 per 5ft if stopped at 17th level.
TK Shield - 1 Reaction
A mostly transparent blue barrier of magical force appears and protects you. Until the start of your next turn, you add your INT Modifier as a bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Awakened Mind Control
10th-level Psionics feature
You can add the dominate person spell to your spellbook, and you can cast it without components. Additionally you can use your INT modifier instead of WIS when making checks and saves.
Empowered Psionics
10th-level Psionics feature
While you are carrying your psionic focus, when you deal Psychic or Force damage with a wizard spell or feature, you can add your Intelligence modifier to the damage against one of the spell’s targets.
Awakened Sight
14th-level Psionics feature
While your psionic focus is on your person, as an action, gives you the ability to see things as they actually are. For 1 Hour, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. This Feature can not be used again until you finish a long rest.
Awakened Mind Drain
14th-level Psionics feature
Your mind’s power expands to greater heights. You’ve learned how to absorb the mental energy and life force of other beings to bolster your own. This process is called Mind Consumption. While your psionic focus is on your person, as a reaction when a creature within 10 feet of you is reduced to 0 hit points, you can choose to regain either 3rd Level or below spell slot or an Awakened Telekinesis use.
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uh
Damn
My guy cooked with this one.
As a thought here - and I realize this would make the Sub Class more than a little OP potentially, but make it a feature that Awakened Psionics negates the need for any verbal spell components.
Conversely, and as a balancing point, items like the Ring of Mind Shielding negate targeted mind effecting spells specifically from Psions.