Base Class: Wizard
Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.
As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.
Psionic Focus
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.
Psi Force
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options:
You can use your Psionic Talent die in the following ways:
- Psionic Discovery. You can unlock the ability to cast a mind-oriented Wizard spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a wizard spell of a level for which you have spell slots and that is in the school of divination, enchantment, or psionics. You know the chosen spell for a number of hours equal to the number you rolled.
- Psychic Detection. You can extend your consciousness out into the world around you. As an action, you may go into a meditative, deaf-blind state in which you can detect any sentient creatures within 120 feet. You do so by rolling one Psionic Talent die. This ability works through physical barriers of any kind and can only be deceived by a mental barrier. Rolling an additional Psionic Talent die will allow you to gain insight into the creatures you detect. For every creature you choose, roll one die to get a general idea of their mood and thoughts. This is not as specific as a detect thoughts spell, but merely conveys a suggestion of the target’s thoughts.
- Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Psychic Projection
While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die. While in this form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5- foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:
- Psionic Spellcasting. When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.
- Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can transform using this feature only if your Psionic Talent die is still available to you. Upon your first transformation of the day, roll one Psionic Talent die. That is the number of times you will be able to transform that day.
Mental Discipline
Your mind’s power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components. If your Psionic Talent die is available to you, you can cast the chosen spell once without expending a spell slot. Doing so decreases your Psionic Talent die by one size.
Mental Discipline
You gain access to one of three spells: dominate person, scrying, or telekinesis.
Traveling Projection
While using your Psychic Projection, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain.
You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Previous Versions
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