Base Class: Wizard
Ilsensine is the god of Mental Domination and Magic and bestows you with the powers to use Psionics to make other bend to your will.
A Quick Thought
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Ability Score Improvement
Increase your Intelligence ability score by 2
Psi Deflection
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Psi Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Psi Advantage
Starting at 6th level, your link to the Void of Thought gives you better psychic control. You have resistance to psychic damage, and when you cast a spell that deals psychic damage, you can add your Intelligence modifier to the total damage of that spell.
Psi Magic Durability
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Summon Neogi
Starting at 10th level, using your action, you can open a rift into the Void of Thought, bringing forth 4 hatchling, 2 adult, or 1 master modified Neogi that last while you concentrate, for up to an hour. The Neogi appear in unoccupied spaces you can see within 60ft and are sent back to the Void of Thought once they reach 0 hit points or when the ability ends. Roll a single initiative for Neogi, which have their own turns. When you summon them and each of your turns thereafter, you can issue a verbal command to them (requiring no action on your part), telling them what they must do on their next turn. If you issue no command, they spend their turn attacking any creature within reach that has attacked them.
Superior Mind
You can cast 2 concentration spells at the same time without breaking concentration.
Devoid of Thought
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the Void of Thought. The creature disappears and hurtles through the psychic tundra of Void of Thought, encountering the aspects of the god Ilsensine in the process. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target then suffers 10d10 psychic damage as it reels from its horrific encounter, unless the target is from the Void of Thought.
Once you use this feature, you can’t use it again until you finish a long rest.
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