Base Class: Wizard
Draining magic from creatures and spell casters, with the ability to potentially use it for your advantage or to hurt them. Expanded usage of anti-magic spells and the the ability to sap magic. Predominant usage of psychic damage and weakening others for your gain.
Psychic Potential
Starting at 2nd level, your psychic spells have an increased potency, and have a chance to cause increased damage. You gain the ability to sap damage from your enemies and to store it in your Psychic Well. Any psychic damage dealt to enemies channels into your well, and, given enough time and spells cast, can be used against your enemies. You gain charges from your cast spells, 1 for each level of spell cast. For example, a 3rd level spell would give 3 charges, and you can expend any number of charges to deal an additional 1d8 psychic damage on your spells.
You can also use charges for other abilities, at this stage your potential is not fully harnessed, and there are limited options, such as:
Telekinesis: Expending 1 charge allows you to move any object weighing up to 10 pounds up to 30ft away. The object can potentially break free of your grasp if it is sentient and succeeds on a INT save against your DC.
Telepathy: Expending 3 charges allows you to telepathically speak with any creature up to 200ft away, and the creature can understand you through a series of images and emotions if you do not share a language.
Horrify: Expending all 7 charges from your well leaves you drained, suffering 1 point of exhaustion, but any creatures you choose within 30ft are inflicted with the Frightened status, and must take the dash action to run from you or become blind as it cannot bear to look at you. This effect lasts for 10 minutes, and the blinded effect only for 1 minute.
Artist's Touch
Beginning at 6th level, A psychically damaging spell you cast also leaves a chance for the target to be afflicted with a status effect. You can choose Blinded, Deafened, Incapacitated, Exhausted, or Frightened. The effect lasts until the target's next long rest, and this feature can only be used once until the next short or long rest.
One and the Same
Starting at 10th level, the weave of magic is starting to feel familiar to you. Any damaging effects or conditions that originate from a spell, you have resistance to or advantage on a save against for the next 12 hours, Including your own spells or features that target you. Once this feature is used, it cannot be used again until the next long rest.
Ruinator
Beginning at 14th level, any spell cast that creates an absence of magic forces that magic into you and your well. After creating a void, you can choose any spell you cast to deal maximum damage, but it deals partial damage back to you, 2d8 psychic damage for each spell cast this way.
Additionally, after a void is created, you can choose to teleport 15ft in a direction you choose, but can be random according to the DM's discretion. Teleporting this way leaves behind small 5ft anti-magic pockets that last for 1 round.
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