Wizard
Base Class: Wizard

With thought being studied fully and in more detail, many wizards learn magic which affects the mind. Some Psionomancers do not possess inherent psionic power, but rather develop their skill and understanding, so that their ability rivals those who gained it through chance events. Others develop their innate magic through careful study and research.

Mental Trickery

At 2nd level when you choose this subclass, you memorise and learn techniques for getting what you want from social interaction. Whenever you use your Charisma modifier, you can instead use your Intelligence modifier. Furthermore, you can choose two of Persuasion, Deception, and Intimidation, and use your Arcana skill for these checks instead.

Awareness of Psionics

At 2nd level, you do not need to cast Detect Magic to detect the effects of psionic magic, and casting Detect Magic on psionic magic will tell you precisely which affects have been applied and by whom. You are also able to sense anybody with psionic power, even if they themselves do not know this.

Target Minds

At 2nd level, you have studied the areas of the brain which produce emotion, and can target them with magical energy. Once per long or short rest, you can choose one creature you can see, and apply one of the following effects as an action:

  • Anger - Add on your Intelligence modifier to any attack rolls they make
  • Fear - This creature must succeed a saving throw against your wizard spell save DC or become frightened of another creature you choose
  • Trust - Deception and Persuasion checks made against this creature have advantage
  • Sadness - This creature must not act next turn
  • Joy - This creature ignores the effects of one status condition they have

These effects last for a number of minutes equal to your Intelligence modifier. They can also, if the DM allows, be made to act as if they felt that emotion.

Mental Defenses

At 6th level, you learn to control the mind's defences, and can give a creature of your choice advantage or disadvantage on a Wisdom, Charisma or Intelligence saving throw. This feature can only be used once per short or long rest.

Enhanced Mental Spells

At 10th level, you have thoroughly studied spells which control, fool, or use the mind. Once per long rest, you can create an illusion which is impossible to detect (even with Detect Magic or a successful save), use an Enchantment spell which is impossible to resist, or use a Divination spell which is certain to work. You can only use one of these, not multiple different ones.

Empowered Emotion

At 14th level, you become able to target up to three creatures with Target Minds, and apply more powerful effects:

  • Anger - Add on twice your Intelligence modifier to damage rolls
  • Fear - Not only is the target frightened, but they also cannot make ranged attacks against the source of their fear
  • Trust - The creature targeted is charmed
  • Sadness - Whilst the effect is active, the target must succeed a DC 10 Wisdom save in order to act on their turn
  • Joy - The creature ignores all status conditions and regains HP equal to one of their hit dice each turn

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