Wizard
Base Class: Wizard

This wizard school focuses on manipulating the weave through the power of mind and will. Like most other schools of wizardry, this magic can be learned and taught; followers of this path do not need to be born with psionic powers in order to develop them. The teachings of this school focus on studying magics that affect the minds of their targets and learning methods that allow you to psychically leverage the power of your mind through such magics. Through study and practice, you develop your psionic power, eventually gaining the ability to repurpose mental energies that target you, empowering yourself.

Students of this school could include eccentrics and hermits, those who study the Illithid or the Far Realm, and others.

Psychomancy Savant

Beginning when you select this school at 2nd level, when you gain new spells from levelling up, if one of your chosen spells is from the illusion or enchantment schools, you can also gain another spell from either of those schools for free. You can only gain up to 4 free spells per level.

Psionic Manipulation

Beginning at 2nd level, your psionic training begins to bear fruit, granting you the Friends cantrip for free if you did not already have it (if you did, pick another Wizard cantrip to learn). When you cast Friends, you can do so with somatic components instead of verbal and material ones, and your target does not automatically realize you have used magic on them. Additionally, if they do realize you used magic on the, their reaction is not inherently hostile, but is instead dictated by the DM.

You also develop psionic powers, granting you Psionic Energy dice -- a pool of d4 dice equal in quantity to half your Wizard level (rounded up) -- and the following abilities:

Mental Mire: When you are using an illusion or enchantment spell of 1st level or higher, as a reaction to a creature that you can see succeeding on a saving throw against it, ensnaring their mind in a mire of psionic power, spending 1 Psionic Energy die and subtracting the roll from the creature's saving throw.

Mental Lever. When you are using an illusion or enchantment spell of 1st level or higher, as a reaction to missing an attack roll with the spell, you can leverage your psionic power to twist the spell's direction, spending 1 Psionic Energy die and adding the roll to your attack roll.

The size of your Psionic Energy die increases as you level up in this class, becoming d6 at 6th level, d8 at 10th level, and d10 at 14th level.

Sharpened Acuity

Your mind has grown stronger and sharper, allowing your psychic powers to enhance both your senses and damaging abilities. You can now also apply the Mental Mire and Mental Lever abilities to any spells that deal psychic or force damage, and you gain access to the following abilities:

Sharpened Focus. Your focused mind misses few clues. As part of making an Investigation or Insight check, you can spend a Psionic Energy die and add the number rolled to your ability check. You can do this a number of times equal to half your Proficiency modifier (rounded down) per long rest without spending a Psionic Energy die; more uses beyond that will expend a Psionic Energy die each.

Sharpened Mind. As part of dealing psychic or force damage with a spell, you can use between 1 and 2 Psionic Energy dice, dealing extra damage of the type the spell's original type equal to the sum of the die rolls. You can target a number of creatures equal to or less than the amount of dice used per use of this ability so long as each targeted creature was damaged by the triggering spell. However, the extra damage is split evenly among the targets. You gain the ability to use up to 3 dice with this feature at 10th level and up to 4 dice at 14th level.

Elastic Thinking

Your training and study into the power of the mind has worked and stretched your mental limits, making your mind more adaptable and harder to mystically influence. You gain resistance to psychic damage, as well as to the charmed and frightened conditions. If you already had resistance to any of those, that resistance becomes immunity instead. You also gain the Elastic Mentality ability.

Elastic Mentality. When you succeed in resisting a magically-afflicted charm or frighten effect, be it from a spell like Cause Fear spell or an ability like a dragon's innate Frightful Presence, you can grasp the effect's residual magic with your mind, stretching and kneading it to your own ends, granting you 1 Psionic Energy die. To do this, you must succeed through your own saving throws; resisting such effects because of spells or abilities that dispel the effect for you does not trigger this ability. This ability can increase you above your maximum number of Psionic Energy die, but any die you have above your normal maximum disappear at the end of a short or long rest. You can do this a number of times equal to your Intelligence modifier per long rest.

Shapeless Ego

Starting at 14th level, your magical and psionic studies elevate your mind to a higher level than before. When you finish a short rest with no Psionic Energy dice, you gain 2. Additionally, your Mental Mire and Mental Lever abilities no longer consume your reaction when you use them.

You also gain resistance to the stunned condition, and if you resist a stun effect, you can use the Elastic Mentality ability to gain a Psionic Energy die as if you had resisted a charm or frighten effect.

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