Arcane Tradition: Chronomancy (with spells)

You can find a printer-friendly .pdf copy of this page here.

This article was edited Feb. 11, 2017 based on feedback and playtesting.

ARCANE TRADITION: SCHOOL OF CHRONOMANCY

As a student of the School of Chronomancy, you have learned to feel the passage of time like a constant stream running past you. Its four-dimensional patterns weave about all things like a great fabric that you can tug and twist. Some chronomancers dedicate their lives to repairing the inevitable rifts and wrinkles that such manipulation leaves in this fabric. They accept the responsibility of such power with grim obligation. Others plunge headlong into the strange, unknown world outside of linear time, plundering its secrets for their own ends.

Chronomancy Savant

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.

Versant Preparation

Starting at 2nd level, you learn the hourglass cantrip if you don’t already know it. You also gain the ability to inform your past self which spells are most useful to prepare. When you finish a short rest, you can swap out up to three spells you have prepared for spells you didn’t prepare, so long as you haven’t cast them since you prepared them. You can’t use this feature again until you take a long rest.

Chronal Control

At 6th level, your mastery over the flow of time increases, allowing you to send your consciousness back in time while your body lingers in the present. This capability is represented by special dice called chronal dice. Using these dice, you assist your past self and improve the effectiveness of your actions. The catch is that when you gain the benefit of chronal control in the present, you must then take time in the future to cause it.

Your chronal dice are d6s, and you have a number of them equal to half your wizard level, rounded down. By expending a die and using your reaction, you can create one of the following effects.

  •  After you roll an attack, ability check, or saving throw, roll the chronal control die and add the result to your previous roll.
  • Roll the chronal control die and add the result to the DC of the next saving throw made against a spell you cast.
  • You immediately move a distance up to your speed without provoking opportunity attacks.
  • Cancel the effects of surprise on yourself. You may also choose to cry out, preventing every creature that can hear you from being surprised.

When you end a turn during which you used this feature, you become paralyzed until the end of your next turn while you reverse time long enough to cause the above effect. You can delay becoming paralyzed by expending additional chronal dice when you use this feature. For every additional die you spend, you delay the paralyzed condition for 2 additional turns. At any time before the designated turn ends, you can choose to become paralyzed early in order to end this requirement.

While paralyzed, your consciousness travels a few moments back in time to help your past self. If you are reduced to 0 hit points before the condition ends, or if you should become paralyzed from this feature while already incapacitated for any reason, you enter a causal anomaly.

When you enter a causal anomaly, you drop anything you were holding, vanish from existence, and begin making death saving throws. If you stabilize, your body appears unconscious in the space it previously occupied along with the gear you were wearing. If you fail three death saving throws while in a causal anomaly, you cease to exist, along with whatever objects were on your person.

You regain all your expended chronal dice when you finish a long rest.

Closed Timelike Loop

When you reach 10th level, you add the timelike curve spell to your spellbook if it is not there already. You always have this spell prepared, and it doesn’t count against the number of spells you prepare each day.

In addition, whenever you cast a spell that interacts with another dimension or plane (such as banishment, contact other plane, gate, or plane shift), you can instead substitute a place in the timestream that matches the description, interacting with that temporal point as if it were a plane of existence. The point in time you choose cannot exceed a number of years ahead or behind you equal to 10 × your wizard level. At 10th level, for example, you might use the banishment spell to cast a creature 100 years backward in time.

When you cast a spell this way, it is considered a chronomancy spell for that casting in addition its usual school.

Tailored Relativity

Beginning at 14th level, you can expend a chronal die to take one additional action or bonus action. You can use that action to cast a spell, regardless of any other spells you’ve cast this turn.

Additionally, instead of gaining the benefit yourself, you can apply the chosen effect of a chronal die you expend to any creature within 30 feet of you. You still become paralyzed once the die is expended, as normal.

Aftermath  by  Sandara

Aftermath by Sandara

THE SCHOOL OF CHRONOMANCY

Chronomancy spells interact with the fabric of time. Often they slow or speed up the passage of linear events by twisting the timestream in unnatural directions. Because the practice of chronomancy is so closely guarded, the spells described in this section are added to the wizard spell list only.

CHRONOMANCY SPELLS

4th Level
Temporal tether
Timelike curve
Precipitous relativity

5th Level
Chronomantic eye
Despair of infinite agency
Folds of time

6th Level
Contingency*
Temporal winch

7th Level
Consecutive loop

8th Level
Axis of eternity
Existential paradox

9th Level
Chronal exile
Time stop*

Cantrips
Accelerate/decelerate
Compressed oration
Hourglass

1st Level
Chronal shift
Delay
Expeditious retreat*
Longstrider*
Scan timethread

2nd Level
Blur*
Specious relativity
Temporal barrier
Time dilation

3rd Level
Cosmic string
Convergent strike
Haste*
Slow*

 

*Versions of these spells exist that belong to the school of chronomancy. If not cast as a chronomancy spell, they belong to their usual schools. Spell descriptions for these spells are found in the D&D SRD and Basic Rules.


Accelerate/Decelerate

Chronomancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round

You make a minor change to the way time interacts with a single creature or object within range. Until the end of your next turn, the target’s speed is reduced or increased by 10 feet. Likewise, if the creature falls 20 feet or less before the spell ends, it lands on its feet and has resistance to any falling damage it takes.

 

Axis of Eternity

8th-level chronomancy
Casting Time: 1 action
Range: Self
Components: V, S, M (the powdered bones of a celestial, which the spell consumes)
Duration: Concentration, up to 24 hours

From you hand you blow the dust of a celestial’s bones, which becomes a whirling globe of crackling light in a 15-foot radius around you. Inside the globe, time does not exist. It is immobile and lasts for the duration. Creatures within the globe do not age, are immune to poison damage and the poisoned condition, cannot take levels of exhaustion, and do not need to sleep, eat, or breathe. They cannot benefit from a short or long rest while inside the globe.
From inside, creatures can see into the present time, watching events transpire there. If any creature enters or exits the globe, the spell ends.

At Higher Levels. When you cast this spell at 9th level, the duration becomes 1 month.

 

Chronal Exile

9th-level chronomancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an ornate spinning top crafted in a mold made by Ruethas himself, worth at least 200 gp per Hit Die of the target)
Duration: Life of the caster

With a glimmer, you activate a large spinning top which whirls in front of you in the air. When you speak the name of a creature within range, it must succeed on a Charisma saving throw or be sent howling into the riptide outside of linear time. It ceases to exist for the duration. If it is on its native plane, it has advantage on this saving throw.

If the target succeeds on its saving throw, the spell ends with no effect and the creature is immune to this spell if you cast it again. When you cast this spell, any previous casting of it ends, meaning that you can only exile one creature at a time.

 

Chronal Shift

1st-level chronomancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of sand)
Duration: Concentration, up to 1 hour

By dropping a few grains of sand, you determine the degree to which time physically affects one creature or object you can see within range. Its aging, growth, metabolism, and deterioration are either slowed or accelerated.

If you slow the stamp of time on the target, it is protected from the effects of time while it remains within range until the spell ends. It does not appear to age or wear at all, and it has advantage on death saving throws, as well as saving throws against poison effects. It cannot benefit from a short or long rest while the spell lasts.

If you choose to speed up time’s effects on the target, it appears to age or wear down at twice the normal rate. For every level of exhaustion it gains, it gains one more. If an effect causes the target to make a saving throw on each of its turns, it instead makes a saving throw at the beginning and end of each turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.

 

Chronomantic Eye

5th-level chronomancy
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a veil woven with cloth of gold worth at least 1,000 gp)
Duration: Concentration, up to 10 minutes

You conjure visions of the past or future, which you can watch in real time. Choose a location you’ve seen before, and a time up to 24 hours in the past or future. If you choose a time more than 1 hour from the present, you must make an Intelligence (Arcana) check to successfully reach it. The DC for this check is 15. On a failed check, you reach a number of hours, forward or backward, equal to the result you rolled.

On a success, you create an invisible sensor in the chosen time and place, through which you can see and hear for the duration as if you were there. The sensor cannot move and appears to creatures that can see invisible objects as a tiny, dark orb with cat-like pupils.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the distance you send the sensor in time by 24 hours for each slot level above 5th.

 

Compressed Oration

Chronomancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous

With lightning speed, you spurt a string of high-pitched syllables at a creature within range that can hear you. The clipped, percussive sound only lasts a few moments, and sounds like bizarre gibberish to everyone in hearing other than the target. The chosen creature, on the other hand, hears it as an extensive communication, up to 10 minutes of normal speech.

 

Consecutive Loop

7th-level chronomancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a timepiece worth at least 800 gp)
Duration: Concentration, up to 1 minute

A creature you can see within range must succeed on an Intelligence saving throw or become trapped in a single moment of time. Until the spell ends, the creature spends each of its turns repeating whatever actions it took on its last turn in exact detail. If it used the Attack action, it does so again, targeting the same space it attacked previously. If it cast a spell and has a similar slot available, it likewise repeats that action targeting the same space (or a creature within the same space) as it did on the repeating turn. If any condition interferes with the action, the target stubbornly attempts to perform it in vain.

At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour. At 9th level, it increases to 3 days.

 

Cosmic String

3rd-level chronomancy
Casting Time: 1 bonus action
Range: 200 feet
Components: S, M (a thread or length of yarn)
Duration: Instantaneous

You touch a creature or object, and it is instantly slung along a perfectly horizontal line of concentrated time fabric to a point you choose within range. This distance is reduced by 1 foot for each pound the target weighs.

 

Convergent Strike

3rd-level chronomancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous

With a fierce incantation you slow the passage of time to a torpid pace, just long enough to execute your next attack with deadly accuracy. You have advantage on the next attack roll you make before the end of your turn. If the result of this attack is 20 or higher, it is a critical hit.

 

Delay

1st-level chronomancy
Casting Time: 1 reaction, which you take when you see a creature within 30 feet of you get hit by a weapon or spell attack, or fail a saving throw
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 round

You hold your hand up with the palm facing the creature that triggered your reaction, and place a chronal ward on it. Until the spell ends, any damage, condition, or other effect caused by the triggering event fails to occur. When the spell does end, however, the target is immediately affected as if the attack, spell, or saving throw had just been completed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 round for each slot level above 1st.

 

Despair of Infinite Agency

5th-level chronomancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hand mirror worth 250 gp, which shatters as the spell consumes it)
Duration: Instantaneous

One creature you can see and which can see you makes a Wisdom saving throw as you confront it with a mind-rending awareness of every possible timeline which belongs to it. Visions of the infinite choices it could have made during every moment of its life flash through the creature’s mind. On a failed save it takes 8d10 psychic damage, or half as much damage on a success.

 

EXISTENTIAL PARADOX

8th-level chronomancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

When you cast this spell, you focus on a creature you can see within range. The creature must succeed on a Wisdom saving throw or have its consciousness thrust back in time to a moment before it existed. The existential shock of the experience causes it to take 20d10 psychic damage. If this damage reduces it to 0 hit points, the creature ceases to exist. Whether the save fails or succeeds, the creature gains a form of indefinite madness.

 

FOLDS OF TIME

5th-level chronomancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a large cloth or cloak)
Duration: 1 round
You draw a length of cloth across a creature, burying it in a fold of the timestream. It becomes invisible and hidden from all creatures until the end of your next turn. This spell ends if the target attacks or casts a spell.

 

HOURGLASS

Chronomancy cantrip
Casting Time: 1 reaction, which you take when you observe something that intrigues you
Range: Self
Components: V, S, M (an hourglass, jar, or other vessel)
Duration: 10 minutes

With a verbal command and a simple gesture, you capture a mental imprint of what you personally saw during the 6 seconds directly preceding the casting of this spell. For the duration, you can create an image of the imprint inside an empty vessel you are holding. You can play the imprinted sight in real time, reverse, and slow motion as repeatedly as you want until the spell ends. It is visible to anyone close enough to see it.

 

Precipitous Relativity

4th-level chronomancy
Casting Time: 1 action (ritual)
Range: 30 feet
Components: V, S, M (three strings of yarn, each tied to one of your fingers)
Duration: 1 minute

You drastically accelerate or reverse the aging of one beast, dragon, humanoid, or plant you can see within range. Most crops and flowers are automatically killed by this spell, or transformed into a seed. Mature perennial plants may either change size by one category or have little visible effect, according to the GM’s discretion.

Creatures must succeed on a Constitution saving throw or grow 5d10 years older or younger (your choice). If its age is decreased below 0, the creature becomes an infant. It doesn’t die if aged beyond its typical life span.

By default, creatures are considered adults (for humans, ages 18-39), but your GM may choose to modify the effects of this spell based on the particular circumstance. An elderly cult leader may already be aged, or a young commoner just 10 years old, making it an adolescent. In such examples, the creature changes only enough to represent the difference between its starting age category and its new one.

Many creatures age differently from humans. In these cases, the GM makes a ruling based on available information on the lifespan of the targeted creature. If an adult dragon’s age were reduced from 140 years to 90 years, for example, your GM might simply swap its stat block for a young dragon of the same color. Starting age should be determined before you roll the dice.

This spell has no effect on monster types other than beasts, dragons, humanoids, and plants, but your GM may apply an exception if the creature is capable of aging.
The following effects come into play when a creature’s age category changes.

Infant. The creature’s ability scores all become 2, its maximum hit points drop to 1, its speed is reduced to 5 feet, its size is Tiny, it loses all benefits of its race, class, and background, and it is prone and stunned for the duration. Everything it was wearing or holding when the spell was cast drops to the ground around it. Humans up to age 3 belong to this category.

Child. The creature’s ability scores take a -8 penalty (minimum of 2), its maximum hit points drop to 3 + its Constitution modifier, and its speed is halved for the duration. Everything it was wearing when the spell was cast, as well as Heavy objects it was holding, drop to the ground around it. Humans aged 4-9 are children.

Adolescent. The creature receives a -2 penalty to its Wisdom, Strength, and Charisma scores, its maximum hit points are lowered by 3 for each of its Hit Dice, and its speed is reduced by 5 feet for the duration. Humans fall into this category from ages 10-17.

Middle-aged. The creature receives a +2 bonus to its Intelligence and Wisdom scores, a -2 penalty to its Constitution, and has disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks for the duration. A human between 40 and 65 is middle-aged.

Aged. The creature receives a +2 bonus to its Wisdom score, a -2 penalty to its Strength, Dexterity, Intelligence, and Charisma scores, its maximum hit points are lowered by 20 (to a minimum of 3 + its Constitution modifier), all terrain is considered difficult terrain, attack rolls against it have advantage, and it automatically fails Strength, Dexterity, and Constitution saving throws for the duration. Between the ages of 66 and 100, humans are considered aged.

Ancient. The creature’s ability scores are all reduced to 4 and it is stunned for the duration, in addition to all the effects listed under aged. It drops everything it was holding when the spell was cast. Any creature past the upper limit of its life span is ancient.

 

Scan Timethread

1st-level chronomancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a single hair and a teardrop from the creature whose timethread you are scanning)
Duration: Instantaneous

Passing your hands in intricate gestures around a prostrate creature, you extend your vision into its past and present. You learn its exact age and see its happiest memory, as well as one grim moment from its future, determined by your GM. If the creature is older than 1,000 years, you take 2d10 psychic damage.

 

Specious Relativity

2nd-level chronomancy
Casting Time: 1 action (ritual)
Range: 30 feet
Components: S, M (a silver bell worth at least 50 gp)
Duration: 1 hour

You ring a bell, causing one creature that can hear it within range to lose all sense of linear time. As minutes and hours pass, the target’s internal clock is so disoriented that it cannot tell the span of one moment to another. For the duration, years seem like seconds and vice versa.

When the spell ends, an accurate memory of events slowly returns to the target over 1d10 days.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.

 

Temporal Barrier

2nd-level chronomancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a 3-foot strip of woven cloth)
Duration: Concentration, up to 1 minute

An invisible, floating wall of distorted spacetime appears at a point you choose within range, in any orientation. You can form it into a hemispherical dome or a sphere with a radius of up to 15 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 inch thick and lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw, which it can choose to fail. On a failed save, a creature is incapacitated until the end of its turn. While incapacitated, creatures have their speed reduced to 5 feet and are immune to falling damage. Any creature that touches or passes through the wall must likewise make this saving throw.

 

Temporal Tether

4th-level chronomancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a rosemary blossom, a vial of red Liquor Hepatis, and 5 feet of flax rope)
Duration: Concentration, up to 1 hour

Your body is temporarily bound to its current axis in the fabric of time. Choose a space or creature you are touching. Until the spell ends, when you or the target are included in the effect of a chronal die or a chronomancy spell of 3rd-level or lower, you choose whether both of you are affected or neither or you are affected. A wizard using a chronal control effect can expend two additional chronal dice to ignore your use of this spell. If both you and the target are affected by the spell or chronal control effect, you cannot prevent it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its effect works on any spell whose level is less than the level of the spell slot you used.

 

Temporal Winch

6th-level chronomancy
Casting Time: 1 action
Range: Self
Components: V, S, M (the string of a fiddle, harp, or other instrument)
Duration: Concentration, up to 1 minute

The timestream around you is restricted or expanded, affecting nearby creatures’ perception of time. You create a 30-foot sphere centered on yourself, within which time appears to either slow or accelerate.

If you choose to slow the manifestation of time, all creatures within the sphere can take an additional action or bonus action on their turn while the spell lasts. If instead you choose to accelerate it, the affected creatures can only take one bonus action and move a distance of half their speed (in whatever order they choose), after which their turn ends.

 

Time Dilation

2nd-level chronomancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

When you cast this spell, you stretch the timestream toward yourself, experiencing events a little slower than those around you, and enabling you to react quickly to what occurs. For the duration, you have advantage on attack rolls and ability checks.

At any point before the spell ends, you can shift your place in the initiative order to the present—though you can’t take another turn until after the end of the current round. Your turn remains there in the initiative order until you move it again as part of this spell.

 

Timelike Curve

4th-level chronomancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a tail feather of a young robin, and the egg from which it hatched)
Duration: Instantaneous

You tug at the fabric of time and create a sphere extending 15 feet from you in each direction, causing events within that area to be undone. No change is apparent to observers outside the sphere, but those within it see a blur of motion as the actions and movement of the last few moments play out in reverse. The current round starts over at the top of the initiative order as if none of it had occurred.
Everything outside the sphere must progress exactly as it did previously, including the actions and die results of creatures not within the sphere. Characters within the sphere, however, can alter their actions and perform new rolls based on knowledge of what originally happened.

On their turns, characters affected by the spell perform whichever actions they choose, rolling new results. They might use this opportunity to get another chance at an attack that missed, to take the Dodge action, or to end their movement in a different space, avoiding some unpleasant hazard. When the initiative order reaches a creature outside the sphere, it must act exactly as it did before the spell was cast, and keep whatever die results were originally rolled.

Because the events outside this spell’s reach are now predetermined, the new actions may interact with them differently. Creatures that used a ranged attack or spell on a particular character may find that there’s a different target in the space they originally chose, or that a barrier of some kind has gotten in the way.

If an action from outside the spell’s area of effect is obstructed or foiled, the GM determines how the new timeline resolves. Targets inside the sphere may now have cover or be obscured, changing the outcome of the attack. Likewise, an attack from outside may now have advantage or disadvantage. In such cases, count the original roll as the first, then make a second roll.

Update on the Psychic

You can find a printer-friendly .pdf copy of the psychic class here. I hope you enjoy playing around with it as much as I have. Feel free to leave some feedback as you look it over and implement it in your game.

The following is a new version of the psychic class, adjusted based on playtesting and feedback from the Darkplane backers.

My goal with these changes is to beef up the class's core abilities (especially psychic attacks and spellcasting) and make the disciplines more balanced and flexible. The largest change has been to the Contact feature, which now is a way to detect sentient creatures, and no longer requires the caster to make contact before targeting a creature with a spell. That means the spellcasting is much less bogged down.

I've also increased the number of psychic devotions a character gets, and freed them up so that they're all available to every character. The highest tier (50-point) of each devotion, however, is reserved for psychics of the corresponding discipline.

New Class: Psychic

EDIT: There is a new revision of this class based on playtesting and feedback.

Here's a concept I've been working on, and I'd like to get some feedback from anyone interested. A few months ago I drafted a version of a psionic class inspired primarily by the psionicist of early editions, and had a player playtest it a bit in my home game. Just as we began to identify problems and rework it, this article popped up on Unearthed Arcana.

I initially thought it had saved me from having to design an entire class from scratch, but there has been some interest in seeing my more utility-based psychic and doing a little comparison. So below I present my psychic in its current form. Please feel free to check it out and weigh in on the survey at the bottom. Here's a printer friendly version.

PSYCHIC

In a dark parlor, a silent figure renders intruding thugs unconscious without moving a muscle. Charging skeletons explode one by one into a hail of inanimate bones as a courtly woman struts deeper into the ruined mausoleum. Two shadowed beggars lock eyes in an invisible battle every bit as perilous as dueling rapiers.

Psychics have been gifted with extraordinary mental powers that give them frightening control over the material world around them. These mental powers might resemble magic, but unlike the wizard’s arcane energy or the cleric’s divine domain, a psychic’s abilities come from deep within­.

MIND OVER MATTER

Though some spend a lifetime studying and pursuing psionic talent, it is most often the path that chooses the traveler and not the reverse. A few enthusiasts have been known to develop psionic awareness through study, but the vast majority of psychics are gifted at birth, in near-death experiences, or through other circumstances outside their control.

Though it has been called a sixth sense, psychics prefer to describe their gift as an entire new set of senses. Hearing, seeing, smelling, tasting, and touching all interact with physical matter. Those with psionic abilities can sense mental matter—the projected energy from a thought, a desire, an intention, or a memory. As with physical senses, sensing mental energy often leads to manipulating it.

Psychic power is incredibly versatile. It can serve as an aid and last resort in battle, a lucrative career during downtime, or an ethos that consumes the attention and zealotry of the most fanatic disciples. How you use it depends on several factors, including how your talents shape your unique worldview.

DEVOTED TO THE UNSEEN

Those most experienced with psychic practices know that they can open up a terrifying new perspective of reality. To them, material existence becomes one piece in a larger cosmic puzzle as their senses are flooded with outside emotions, memories, and cries for help. In meditation they learn to sort through the irrelevant, the useful, and the dangerous.

Some individuals, or paranormal organizations like the Sounding, reach out to those they discover with psionic gifts to offer formal training or mentorship. Psychics instructed this way might have an easier adjustment period, or become more familiar with the ins and outs of the invisible world, but it isn’t a science. Nothing about psychics is enitrely explainable.

CREATING A PSYCHIC

As you create a psychic, think about when your psionic awareness began and how it influenced your life from that point. Were you born with the gift? Did it arise from a traumatic experience or contact with other psychics? Perhaps a brush with something alien and unnatural opened your mind to a new set of senses that mortals weren’t meant to have, or a mysterious organization used a blasphemous procedure to alter your brain.

How did you learn to harness this new awareness? Were you found and trained by another psychic, or did you have to teach yourself to focus your unique abilities? What about your gift makes life difficult or different, and how has that affected your goals and motives? How do you cope with the chatter of extra senses?

QUICK BUILD

You can make a psychic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom. Second, choose the medium background. Third, choose the blade wardfriends, and minor illusion cantrips, along with the 1st-level spells commandsleep, and unseen servant.

CLASS FEATURES

As a psychic, you gain the following class features.

Hit Points
Hit Dice: 1d6 per psychic level
Hit Points at 1st Level: 6 + your Constitution modifer
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psychic level after 1st

PROFICIENCIES

Armor: None
Weapons: All simple weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Medicine, Persuasion, and Religion.

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) a component pouch or (b) a psionic focus
  • (a) an entertainer’s pack or (b) a scholar’s pack
  • An herbalism kit and a dagger

DEVOTION POINTS

Starting at 1st level, you can access a reservoir of mental focus that fuels your psychic abilities. This focus is represented by devotion points. The number of devotion points you have is based on your psychic level, as shown in the Devotion Points column of the Psychic table.

If you spend 30 or more devotion points at one time, you gain a level of exhaustion.

SPELLCASTING

You have unlocked the hidden prescience of your mind, enabling you to create spell effects with no more than a thought. Unlike other spellcasting classes, your spells are psionic in nature. Their effects come through discipline and inward reflection.

To cast a psychic spell, declare the spell you wish to cast, then expend a number of devotion points that correspond to the spell’s level, as listed on the Devotion Point Cost table. You can’t reduce your devotion point total to less than 0. You regain all spent devotion points when you finish a long rest. Cantrips have no spell level and therefore don’t cost devotion points.

In addition to the listed devotion point cost, your spells can only target yourself and creatures with whom you have psychic contact. This includes creatures that initiate psychic contact with you. See Contact on the next page for details.

CANTRIPS

At 1st level, you know three cantrips of your choice from the psychic spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.

SPELLS OF 1ST-LEVEL AND HIGHER

At 1st level, you know three 1st-level spells from the psychic spell list. These are the spells your mind has mastered, and you can spend devotion points to cast them without material components.

The Spells Known column of the Psychic table shows when you learn more spells of your choice. You cannot learn spells of a higher level than your max spell level, as listed on the Psychic Table. For example, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level. 

SPELLCASTING ABILITY

Intelligence is your spellcasting ability for your psychic spells and devotions, since your magical effects are psionic in nature. You use your Intelligence whenever a spell description refers to your spellcasting ability. You likewise use your Intelligence modifier when making an attack roll or setting the saving throw DC for your psychic spells and devotions.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

RITUAL CASTING

You can cast a psychic spell you know as a ritual if it has the ritual tag. If you use the material components listed in the spell’s description, the ritual’s devotion point cost is halved.

SPELLCASTING FOCUS

You can use a psionic focus as a spellcasting focus for your psychic spells.

CONTACT

At 1st level, you can initiate psychic contact with any creature within 100 feet of you. You don’t need to see the creature, but you must be aware of its presence before you make contact. If the creature is willing or has an Intelligence score of 3 or less, this contact is automatically successful and doesn’t require an action.

If the creature’s Intelligence score is 4 or higher, and it chooses to resist your psychic contact, you must use a bonus action to force it to make a Wisdom saving throw. Until it fails this saving throw, your  psychic contact with it is unsuccessful. On a successful saving throw, it becomes aware of your attempt to enter its mind.

Once contact is successful, it lasts until you choose to end it or until the contacted creature is no longer within 100 feet of you. While in contact, you and the creature can speak telepathically with each other. The contacted creature understands you even if you don’t share a language, but it must know at least one language to respond.

If you choose, a creature you’re in psychic contact with can speak to another contacted creature as well. When someone in psychic contact speaks telepathically, those you choose to hear become aware of your presence in their minds.

Creatures with the Thought Shield feature or the ability to cast psionic spells immediately sense your attempt to make psychic contact with them, although they don’t necessarily know who is attempting it. Such creatures can spend a bonus action to contest Intelligence with you. If the creature wins the contest, all psychic contact between you ends.

EGO WHIP

Beginning at 1st level, you can make surface swipes at an enemy’s mind. As an action, make a ranged spell attack against a creature within 100 feet. The target uses its Intelligence score in place of its AC against this attack, and it gains no benefit from cover. You don’t need to see the creature or have psychic contact with it, but you must be aware of its presence.

On a hit, the target takes 1d8 psychic damage and has disadvantage on its next saving throw to resist your psychic contact. This ability doesn’t cost devotion points, but you must have at least 2 devotion points remaining in order to use it.

THOUGHT SHIELD

At 1st level, your mind is able to resist unwanted intrusion. When you and a creature are in psychic contact that you didn’t initiate, you can use a bonus action to contest Intelligence with it. If you win the contest, all psychic contact between you ends.
In addition, if a creature attempts to communicate with you telepathically, you can spend a number of devotion points equal to its Intelligence modifier to block any telepathic conversation for 1 minute.

PSYCHIC DISCIPLINE

When you reach 2nd level, you choose a psychic discipline that reflects which path you focus your talents on: Clairsentient, Psychokinetic, Psychometabolist, Telepath, or Teleporter, all detailed at the end of the class description.

Your discipline choice grants you features at 2nd level, and again at 10th and 18th level.

MIND THRUST

Beginning at 6th level, you can use an action to injure the mind of a creature you’ve made psychic contact with. When you use Ego Whip to attack a creature, you may spend a number of devotion points up to half your psychic level before making the attack. You deal an extra 1d8 psychic damage for each devotion point you spend.

In addition, when you make psychic contact with other creatures, they don’t benefit from the Thought Shield trait unless they also have the Psionic Barrier trait. You treat creatures that can cast psionic spells the same as those who don’t for the purposes of making psychic contact.

Whenever you deal psychic damage to a creature, you can cause it to lose that many devotion points (or an equivalent number of psionic spells slots) instead.

PSIONIC BARRIER

At 6th level, your psychic defenses are bolstered against intrusion. You add your proficiency bonus to saving throws against psionic spell effects (if you haven’t added it already), and you have resistance to psychic damage.

INTELLECT FORTRESS

Beginning at 14th level, you can draw an impenetrable curtain across the minds of nearby allies to stop others from tampering with them. You can use a bonus action to stop any telepathic communication to yourself or a creature you have psychic contact with.

In addition, when a creature forces someone within 15 feet of you to make a saving throw to avoid being charmed, dominated, or psychically contacted by a creature, you can make the saving throw for each of them using your Intelligence score + your proficiency bonus. If a creature forces you to make a saving throw against any of these effects, you can spend a number of devotion points equal to twice the creature’s Intelligence score to succeed automatically.

PSIONIC BLAST

Starting at 14th level, you can use a bonus action to initiate psychic contact with all creatures within 30 feet.

MEDITATIVE FOCUS

Starting at 20th level, when you finish a short rest you regain a number of devotion points equal to your Intelligence score.

PSYCHIC DISCIPLINES

A gifted psychic manifests a wide array of powers. Some overlap is expected, but the strongest and most versatile abilities are connected to the psychic’s particular form of psionic talent. Known as disciplines, these powers manifest only once their possessor spends the time necessary to hone them.

CLAIRSENTIENT

As masters of the unknown, most clairsentients refer to their psychic powers as if they were a separate entity imparting knowledge. They might ask a dead loved one to show them visions of the past or future, read hidden secrets in tarot cards and tea leaves, or call upon “the spirits” to project their consciousness to far away places. Although they treat such knowledge as a gift, they know its source lies within their own prescient minds.

When clairsentient abilities manifest, it often compensates for a psychic’s physical limitations. A blind woman might see only spiritual auras, or a young cripple could learn to project his consciousness beyond his mortal body. Whether able-bodied or not, clairsentients often value knowledge over physical prowess.

REACHING MIND

When you choose this discipline at 2nd level, you can psychically contact and use Ego Whip on creatures within 150 feet. You learn one of the following spells: detect magicdetect poison and disease, or identify.

CLAIRSENTIENT DEVOTIONS

At second level, when you choose this discipline you learn a clairsentient devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional clairsentient devotion at 10th level, and another at 18th level.

MENTAL PROJECTION

You gain the ability to project your sensory consciousness out of your body and through space.

5 Devotion Points: Choose sight, hearing, touch, taste, or smell. You can use your action to project this faculty up to 30 feet, allowing you to use it as if you were physically moving along the chosen route. Until the end of your next turn you can perceive anything with that one sense that would be perceptible if you were physically in its space.

The new location of your projected sense replaces that faculty’s perception in your actual location. You can’t, for example, see from your physical eyes while looking through sight projection. It can travel through walls or other barriers as you choose, but can’t move more than 30 feet.

20 Devotion Points: You may choose one additional sense to project along the same path, and the distance they can travel increases to 1 mile. While you maintain concentration, the senses can remain projected for up to 10 minutes. During that time you can use an action to move them 30 feet.

50 Devotion Points: You can project all five senses to any location you’ve visited or seen on your current plane, or into the dreams of an unconscious creature you’ve made psychic contact with. If you choose, an image of your physical body appears where your senses travel, and you can speak through it.

PRECOGNITION

Your awareness can extend to different points in time, either past or future.

5 Devotion Points: You can use this devotion to cancel the effects of being surprised, or as a reaction to gain advantage on a single die roll.

20 Devotion Points: At the end of your turn, you can use this devotion to go back to the instant your turn began and start again. Everything that occurred on your turn no longer happened, on the condition that you change your course of action. If you take an action that matches one you took before, events return to the way you “foresaw” them the first time, including the results of dice rolls and character responses. Your DM has the final say on whether your second try is sufficiently different from your first.

Alternatively, you can use this devotion as a bonus action to look no more than 10 seconds into the past, seeing and hearing what happened in your precise location at that time.

50 Devotion Points: You can use this devotion to project your consciousness into a different point in time, seeing and hearing what occurred in your precise location up to 10 years in the past or future.

You must concentrate in complete stillness, 1 minute for each day of time you wish to pass through. You are considered unconscious during this time, and can only perceive the passing of the timestream until you have concentrated for the required duration. If you are moved or take damage, your concentration ends and you immediately regain consciousness in the present.

Once you have completed the required time for concentration, you can see and hear events as they transpired in real time. During this time, you’re invisible and cannot interact with anything in the past. After an hour has passed, you regain consciousness in the present unless you spend another 50 devotion points to extend your time projection another hour.

Note for DMs: This devotion can make your job difficult. Be cautious about how you frame scenes in the future, especially when they involve PCs. Be sure to keep track of what is seen and heard, and enlist your players to give input on their character’s future actions. It’s up to you whether or not these events are able to be changed.

PSYCHIC IMPRESSIONS

When you learn this devotion, you gain the ability to read the psionic energy imbued in objects and creatures.

5 Devotion Points: You can use this devotion as an action to detect a creature’s general emotions, either on their person or left on an object or location. You can sense broad feelings like agony, anger, confusion, excitement, fear, gratitude, happiness, malice, sadness, or temptation. If sensed on a creature, you know who’s feeling the emotions you sense. If on an object or location, you can’t be sure.

20 Devotion Points: You also sense an aura of the creature’s type, alignment at the time the impressions were left, plane of origin, and its relative toughness (challenge rating or character level).

50 Devotion Points: In addition to the above effects, you can ask the DM for two pieces of information about a creature that left the impressions you’re reading. The information can be general or specific, relating to its past, future, motivations, or secrets. Your DM can ask you to choose a different question if he or she deems yours unsuitable. At any point before getting your first answer, you can retract the request and pay 20 devotion points instead of 50.

PSYCHOKINETIC

The ability to manipulate physical matter without touching it may not be unique to psychokinetics, but they do it better than most. Rather than projecting their consciousness, they send out powerful bursts of semi-permeable force from their minds. It’s common for psychokinetics to be impulsive and emotionally volatile. Whether this makes them dangerous or valuable as allies, no one can dispute their raw power.

FLOW OF FORCE

Beginning at 2nd level, when you use Ego Whip,you can choose to deal force damage instead of psychic. You learn one of the following spells: jumpshield, or unseen servant.

PSYCHOKINETIC DEVOTIONS

When you choose this discipline at 2nd level, you learn a psychokinetic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional psychokinetic devotion at 10th level, and another at 18th level.

 

PSYCHIC SPELL LIST

 

Animate

You can project a physical force from your mind dexterous enough to performed detailed tasks.

5 Devotion Points: You can use this devotion as an action to manipulate objects with your mind as if both your hands were touching them. The force you project to perform this manipulation has a reach of 15 feet, meaning that you can only touch objects within that range. For example, you could swing a shortsword, pick a lock, or use a healing kit to stabilize a fallen ally.

You can only perform one action with the objects before they drop from your telekinetic grasp. If you perform an action with this devotion that would normally require the use of your Dexterity, you can substitute your Intelligence score or modifier.

20 Devotion Points: The range of your telekinetic grasp increases to 50 feet, and you gain the equivalent of two more hands. You can maintain the projected force until the end of your next turn, and you can use a bonus action and a reaction with it in addition to the initial action you take. Before the effect ends, you can spend another 20 devotion points to extend its duration one turn and continue a prolonged task, such as puppeteering a suit of armor to walk convincingly, playing two instruments in the air at once, or searching a room with rapid precision.

50 Devotion Points: Your animating projection has a range of 200 feet (although it still requires you to see the objects you’re manipulating), and the equivalent of six more hands (a total of 10). Your telekinetic grasp can perform three actions, three bonus actions, and three reactions each turn that you maintain it.

By spending two of these actions, you can move a creature your telekinetic force has grappled with enough precision to choose what physical action it takes on its turn.

Alternatively, you can use this devotion as an action to apply your telekinesis to up to two mundane objects (such as a suit of armor or a rug), turning them into animated versions of those objects. You can use this initial action and any subsequent actions to command the animated objects to act. The effect lasts for one turn unless you spend another 25 devotion points before it ends to extend its duration another turn.

Force Projection

If the Animate devotion manifests as intricate articulation, Force Projection turns your psychokinesis into brute strength.

5 Devotion Points: You can use this devotion as an action to apply blunt force to an object or creature within 15 feet of you. You can make a ranged spell attack roll against the target, dealing 1d10 force damage on a hit and knocking it prone. Targets take half that much damage on a miss and remain standing.

Alternatively, you can use the projected force to take an action (other than an attack) that would normally call for the use of your Strength, such as moving a heavy object, bashing through a barrier, or jumping over a chasm. When taking this action, you can use your Intelligence score or modifier instead of Strength.

20 Devotion Points: Your force projection becomes a 15-foot line, cone, cube, sphere, or cylinder, targeting all objects and creatures it touches. Choose its point of origin, within 15 feet of you. Make a ranged attack roll against each target, dealing 6d6 force damage and knocking the target prone on a hit. It takes half that much damage on a miss, and the target remains standing.

If you use this devotion to substitute your Intelligence score or modifer for Strength, your Intelligence score becomes 20 for the purposes of that action. The range of your force projection is 30 feet.

50 Devotion Points: The line, cone, cube, sphere, or cylinder you create increases to 25 feet, with a point of origin within 100 feet of you. Damage on a hit increases to 12d6 force damage.

The range of your force projection becomes 125 feet, and you can use an action to shape it into a barrier like that described in the wall of force spell. It lasts until the end of your next turn. Before that time, if you spend another 25 devotion points, it extends the duration one turn.

If you use this devotion to substitute your Intelligence score or modifer for Strength, you double your modifier for the purposes of that action.

Matter Manipulation

When you learn this devotion, you gain the ability to sense and shape the composition of physical matter.

5 Devotion Points: You can use this devotion as an action to determine the chemical makeup of an object. You know in detail what materials it’s made from, how long ago it was formed into its present state, and what special properties it has. Some common uses of this devotion are to detect poison, date artifacts, or identify magic items.

20 Devotion Points: You can use this devotion to concentrate for 1 hour, making changes to the form or chemical makeup of an inanimate, nonmagical object. For every hour of concentration, you create one of the following effects in an area of 3 square inches.

  • Heat an object to 300 degrees Fahrenheit
  • Cool an object to 0 degrees Fahrenheit
  • Change an object’s shape
  • Change the material an object is made from
  • Create a new object from matter in the air

If you’re attempting to replicate a specific design or shape, you must make an Intelligence check to see how closely it matches your intended result. The result of your roll becomes the DC for creatures making a Wisdom (Perception) check to spot the fake. If your result is less than 10, the object doesn’t function according to your intended design.

50 Devotion Points: The area you can affect increases to 20 square feet per hour of concentration. You can extend your concentration for another hour by spending an additional 25 devotion points.

PSYCHOMETABOLIST

Psychometabolists are complete masters over their own bodies, controlling their shape and functions like a chameleon. Their powers often activate instinctively, allowing them to shift and augment their physical capabilities.

Not every psychometabolist is comfortable with the changes they can create within themselves. Some gravitate toward amplifying their natural bodies, feeling most comfortable in their own skin. Others are more risky, prefering to explore new and strange forms.

Metahumanoid

When you choose this discipline at 2nd level, you gain a +4 bonus to your initiative. You learn one of the following spells: disguise self, false life, or longstrider.

PSYCHOMETABOLIST DEVOTIONS

When you choose this discipline at 2nd level, you learn a psychometabolic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional psychometabolist devotion at 10th level, and another at 18th level.

Absorption

When you learn this devotion, you become capable of absorbing energy and forces that would otherwise damage your body.

5 Devotion Points: When you take force, lightning, radiant, or thunder damage, you can use this devotion as a reaction to reduce the damage you take by an amount equal to your Intelligence modifier.

20 Devotion Points: You can also reduce acid, cold, fire, and poison damage with this devotion, and the damage is reduced by an amount equal to your Intelligence score.

50 Devotion Points: You can also reduce bludgeoning, necrotic, piercing, and slashing damage with this devotion, and the damage is reduced by 30 + your Intelligence score.

Metabolic Boost

This devotion allows you to kick your body into overdrive, speeding up its function with a boost of adrenaline.

5 Devotion Points: You can use a bonus action on your turn to gain advantage on your next ability check or to take the Dash, Disengage, or Dodge action.

20 Devotion Points: In addition to the above effect, you can take a second action at the end of your turn.

50 Devotion Points: In addition to the above effect, you immediately gain a number of temporary hit points equal to your psychic level + your Intelligence score.

Alternatively, you can use this devotion at a cost of 50 devotion points to spend 1 hour of concentration permanently aging your body forward or backward a single year. You can concentrate for an additional hour, aging or rejuvinating another year, by spending 25 devotion points before the first hour ends.

Metamorphosis

This devotion twists the matter of your body to change its nature and shape.

5 Devotion Points: Choose your arm, leg, head, or other body part. You can use this devotion as an action to alter that part for 1 minute in one of the following ways.

  • Change its size up to two categories (medium to tiny, small to large, etc.)
  • Change its shape or appearance
  • Change the material it’s made of (treat it as an object such as a club, shield, or shovel)
  • Make it a source of bright light for 10 feet
  • Make it invisible

The body part remains the same in every way except for the effect you choose, which is isolated to the area you designate (no larger than a single appendage).

20 Devotion Points: You can choose two effects from the above list, and they can apply to two areas of your body or a single area roughly twice the size. For example, you could change your head and shoulders into those of a minotaur, or you could change both arms to be twice their length and made of rope.

50 Devotion Points: You can choose up to two effects from the above list and apply them to your entire body for up to an hour. You can extend this duration an hour by spending 25 devotion points before the first hour is up.

Alternatively, you can use this devotion as an action to transform into another creature or object you’ve seen for up to 1 hour, or until you drop to 0 hit points. All of your game statistics, except for your Intelligence and psychic traits, are replaced those of the chosen form. Any gear you’re carrying does not transform with you.

You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you metamorphosed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

While in this form, you’re limited to your psychic class traits and the actions of that creature or object. You may not be able to speak or perform the somatic components of spells, depending on the nature of the form.

TELEPATH

As a telepath, you’re familiar with the tortuous alleys of the subconscious. You can navigate the metaphysical workings of the mind with the skill of a hunter.
Telepaths are often empathetic, seeing the broader motivations and context that inform others’ actions. There are those, however, who see the world more cynically after perceiving the darker thoughts that lurk behind every smile.

Voyager of Minds

When you choose the Telepath discipline at 2nd level, you have advantage on saving throws and contests to initate or end psychic contact. You learn one of the following spells: bane, command, or sleep.

TELEPATH DEVOTIONS

When you choose this discipline at 2nd level, you learn a telepathic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional telepath devotion at 10th level, and another at 18th level.

Hypnosis

The Hypnosis devotion allows you to lull a person into a trance and assert control over their minds.

5 Devotion Points: Use this devotion as an action to draw creatures into a trance. One creature within 30 feet of you that you’ve made psychic contact with must succeed on a Wisdom saving throw or become incapacitated and charmed by you. The creature can choose to fail this save. At the end of each of its turns, it can repeat the saving throw. If it succeeds on this saving throw or takes damage, the conditions end.

While the creature is charmed, it only speaks the truth, and can access memories of every experience it has had, including those erased through supernatural means and recollections of past lives. When the hypnosis ends, the target regains hit points equal to your psychic level.

20 Devotion Points: In addition to the above effects, the charmed creature cannot repeat the saving throw until 1 minute has passed. If you concentrate for 1 minute while the target is charmed, you can remove one form of madness or one of the following conditions from it: blinded, deafened, frightened, poisoned, or unconscious.

Alternatively, you can remove the stunned condition from it and replace it with one from the above list. When the target is no longer charmed, any condition inflicted on it by your hypnosis also ends.

50 Devotion Points: In addition to the above effects, the charmed creature cannot repeat the saving throw until 10 minutes have passed. While it is charmed, you determine the actions the creature takes, but you cannot command it to hurt itself.

You can also concentrate for up to 10 minutes while the target is charmed to modify its memory of an event that it experienced in the last 6 days as if it were affected by a modify memory spell. For each additional minute you concentrate, the modified event can extend another 6 days into the past.

You can also concentrate the same way to permanently restore a modified memory or one from a past life. Once restored, this memory is crystal clear, and cannot be changed again.

Psychic Journey

When you use this devotion, your consciousness can travel deep into a creature’s mind and manipulate its innermost workings.

5 Devotion Points: You can use this devotion to concentrate on a creature you touch for 1 minute. While concentrating, you enter a mindscape representing the target’s psyche. If it has an Intelligence score of 3 or lower, the creature is unaffected.

The mindscape is a dreamlike dimension that appears to be made of physical matter. Its nature reflects the target’s personality and mental state. Some have natural land formations, while others might be made entirely of steel or glass. A more intelligent mind often involves winding paths or corridors with a large number of doors. Less intelligent minds are simply laid out. 

While you journey through the mindscape, your body remains unconscious in the Material Realm. If at any time your body takes damage, you regain consciousness in the Material Realm. If you’re in a creature’s mindscape while it becomes the target of a mind blank spell, you must immediately contest Intelligence with the  creature whose mind your exploring. If you succeed, you regain consciousness in the Material Realm. On a failure, you drop to 0 hit points.

You can appraise the target’s mental state by exploring the mindscape. As an action, contest your Intelligence with the creature’s. If it’s willing, you can add the target’s Wisdom modifier as a bonus to your roll. On a failure, you open a new path in the mindscape and learn one fact or secret about the creature, chosen by your DM.

The DM may place hazards, monsters, or require you to complete an objective within the mindscape in order to get a particular piece of information. All damage you take in the mindscape becomes psychic damage.

20 Devotion Points: You gain truesight while exploring the target’s mindscape, and you have advantage on Intelligence checks and saving throws while you remain there. In addition, when you win an Intelligence contest against the it, you can summon the target’s consciousness to your presence. This consciousness takes a form similar to the creature’s physical appearance.

50 Devotion Points: You can use an action to contest Intelligence the same way in order to alter conditions in the mindscape as though you were in the plane of Limbo. These alterations create lasting effects on the target’s personality, at your DM’s discretion.
Examples of such effects might be an alignment shift, removing or inflicting a form of madness, or a change in traits, bonds, or flaws. Work with your DM to determine appropriate effects of your alteration to the mindscape.

Telepathic Field

This devotion creates a field of psychic energy that can change how psionic abilities work.

5 Devotion Points: You can use this devotion to automatically make psychic contact with a creature within 10 feet. The creature does not get a saving throw to resist. While in contact with this creature, it has disadvantage when contesting Intelligence with you.

20 Devotion Points: When you use this devotion to automatically make psychic contact with a creature, you can choose an additional number of targets equal to your Intelligence modifier. The targets of your psychic contact must be within 20 feet. When a creature within 20 feet of you makes an ability check or saving throw against a psychic effect or a psionic spell, you can choose to give it advantage or disadvantage.

50 Devotion Points: In addition to the above effects, when you automatically make psychic contact, you can do so with all creatures within 50 feet. Alternatively, you can use this devotion at a cost of 50 points to end all psychic contact involving a creature within 50 feet of you for 1 minute. During that time, psionic spells cast by or targeting creatures in that range automatically fail. If you spend an additional 25 devotion points before the minute ends, you extend the duration of this effect by 1 minute.

TELEPORTER

The Teleporter discipline hones a psychic’s ability to transport matter directly across two points of space without moving them. To these psychics, physical barriers present no real threat to mobility.

It’s typical for those who excel in the art of teleportation to be impatient and precipitous, but this is by no means universal. Some resent the stereotype and insist that patience and inner peace is the only way to access the most potent teleportation.

Psychoportive

When you choose this discipline at 2nd level, you gain advantage on Dexterity saving throws. When you reach 3rd level you gain one of the following spells: blur, hold person, or misty step.

TELEPORTER DEVOTIONS

When you choose this discipline at 2nd level, you learn a Teleporter devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional teleporter devotion at 10th level, and another at 18th level.

Anchor

When you use this devotion, you psionically hold an object or person in physical space, preventing it from moving or teleporting.

5 Devotion Points: When you would normally make an attack of opportunity, you can use your reaction to immediately reduce the target’s speed to 0 until the end of its turn.

20 Devotion Points: When an effect would teleport you, push you, or knock you prone, you can use this devotion at a cost of 20 devotion points to remain in place. It requires no action.

50 Devotion Points: When an effect would cause a creature within 120 feet of you to teleport or disappear after being summoned, you can use this devotion as a reaction at a cost of 50 devotion points to negate that particular effect and subsequent occurrences for 1 minute.

Teleportation

This devotion allows you to transport objects and people from one point in space to another.

5 Devotion Points: You can use this devotion as a bonus action to teleport yourself up to 20 feet to an unoccupied space you can see.

20 Devotion Points: Before using this devotion for a cost of 20 devotion points, concentrate for up to 1 hour. The range of your teleportation increases by 1 mile for each minute you concentrated. Roll on the teleport spell’s table to determine the success of your teleportation.

50 Devotion Points: You can teleport anywhere on your current plane that you’re familiar with. As above, roll on the teleport spell’s table to determine the success of your teleportation.

Teleport Other

With the Teleport Other devotion, you can call or send other creatures with no more than a touch.

5 Devotion Points: You can use this devotion as an action to teleport a small or medium creature or object you touch short distances. If the target is an unwilling creature, or is held or carried by one, make a melee spell attack against it. On a success, it is teleported up to 20 feet to an unoccupied space you can see. Teleported objects must fit entirely in a 10-foot cube. If the target is willing, or is held by a willing creature, success is automatic.

20 Devotion Points: Before using this devotion for a cost of 20 devotion points, concentrate for up to 1 hour. The range of your teleportation increases by 1 mile for each minute you concentrated. Roll on the teleport spell’s table to determine the success of your teleportation.
50 Devotion Points: On a success, you can teleport the target anywhere on your current plane that you’re familiar with. As above, roll on the teleport spell’s table to determine the success of your teleportation.

CANTRIPS

Blade ward
Friends
Light
Mending
Message
Minor illusion
Prestidigitation
Produce flame
Resistance
Vicious Mockery

1st Level

Animal friendship
Bane
Charm person
Command
Comprehend languages
Detect magic
Detect poison and disease
Disguise self
Dissonant whispers
Expeditious retreat
False life
Healing word
Identify
Jump
Longstrider
Shield
Silent image
Sleep
Speak with animals
Unseen servant

 

 

2ND LEVEL

Aid
Alter self
Augury
Barkskin
Beast sense
Blur
Calm emotions
Darkvision
Detect thoughts
Enhance ability
Enlarge/reduce
Enthrall
Heat metal
Hold person
Invisibility
Lesser restoration
Levitate
Misty step
Phantasmal force
Protection from poison
See invisibility
Shatter
Suggestion
Zone of truth

3RD LEVEL

Blink
Clairvoyance
Counterspell
Fear
Feign death
Fly
Gaseous form
Haste
Mass healing word
Nondetection
Sending
Slow
Speak with plants
Spirit guardians
Tongues
Vampiric touch
Water breathing
Water walk
Wind wall

4TH LEVEL

Banishment
Compulsion
Confusion
Dimension door
Divination
Dominate beast
Fabricate
Freedom of movement
Greater invisibility
Hallucinatory terrain
Locate creature
Otiluke’s resilient sphere
Phantasmal killer
Polymorph
Stoneskin

5TH LEVEL

Animate objects
Antilife shell
Awaken
Contact other plane
Dominate person
Dream
Geas
Greater restoration
Hold monster
Mislead
Modify memory
Planar binding
Rary’s telepathic bond
Scrying
Telekinesis
Wall of force

RESPONSE SURVEY

If you can, please enter any feedback you have below. It's best if you can try the class out at the table before responding, but I realize that's not always possible. If you have limited time or limited comments, just fill out the questions you'd like. None of them are required to be able to submit your survey response.

How would you rate the psychic class overall?
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
How well does the psychic line up with your idea of what a psionic class ought to be?
As a player, how likely would you be to play a psychic?
As a DM, how likely would you be to allow a psychic in your game?
Would you be more likely to use the psychic in play or the mystic presented recently in Unearthed Arcana?
Please rate the Devotion Points class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Spellcasting class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Contact class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Ego Whip class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Thought Shield class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Mind Thrust class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psionic Barrier class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Intellect Fortress class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psionic Blast class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Meditative Focus class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Which, if any, psychic devotions would you consider underpowered?
Which, if any, psychic devotions would you consider overpowered?
Please rate the Clairsentient's devotion Mental Projection.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Clairsentient's devotion Precognition.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Clairsentient's devotion Psychic Impressions
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Animate.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Force Projection.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Matter Manipulation.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Absorption.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Metabolic Boost.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Metamorphosis.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Hypnosis.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Psychic Journey.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Telepathic Field.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Anchor.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Teleportation.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Teleport Other.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.

6TH LEVEL

Arcane gate
Blade barrier
Circle of death
Disintegrate
Drawmij’s instant summons
Globe of invulnerability
Magic jar
Mass suggestion
Planar ally
Programmed illusion
True seeing
Wind walk
Word of recall

7TH LEVEL

Etherealness
Forcecage
Mirage arcane
Plane shift
Project image
Regenerate
Reverse gravity
Sequester
Teleport

8TH LEVEL

Antimagic field
Antipathy/sympathy
Dominate monster
Feeblemind
Glibness
Power word stun
Mind blank
Telepathy

9TH LEVEL

Astral projection
Foresight
Gate
Mass heal
Time stop
True polymorph
Weird

Class Option: Aberration Domain

There are few known gods whose influence extends beyond the territory of the four worlds. That alien abyss is the dominion of mad, twisted beings whose powers defy the fundamental assumptions of nature. Of the handful of gods who have ventured into the Darkplane, only Daemoth, Maruma’e, and Senfaer have brought aberrant secrets back to their servants.

These acolytes of aberration understand only infinitessimal glimpses of the horror that lies beyond the natural worlds, but this is enough to tear the sanity of their enemies apart. To them nature is heretical and the faiths that fight aberrant influence are infidels.

 

ABERRATION DOMAIN SPELLS

Cleric Level      Spells
          1               arms of Hadar, dissonant whispers
          3               darkvision, detect thoughts
          5               fear, hunger of Hadar
          7               confusion, Evard’s black tentacles
          9               dream, geas

BONUS PROFICIENCY

When you choose this domain at 1st level, you become proficient in the Arcana skill. 

TELEPATHY

At 1st level, you can use your bonus action to open a telepathic connection with a creature within 60 feet. While the creature is in range, you can speak to each other telepathically. You must share a language to understand one another. You can end the connection whenever you choose. You can only have one telepathic connection open at once.

CHANNEL DIVINITY: FORTIFY SANITY

Starting at 2nd level, you can use your Channel Divinity to erect a psionic shield. When you or a creature within 60 feet of you gains a temporary madness or takes psychic damage, you can spend a reaction to grant it resistance to psychic damage and immunity to short-term madness for 1 minute.

Group Telepathy

Starting at 6th level, you can maintain multiple telepathic connections at once. A single bonus action can target up to six creatures. If you break this connection with one creature, you break it with every creature you targeted with the same action.

Dweller in Darkness  by  Hincho Or

Dweller in Darkness by Hincho Or

Terrifying STRIKE

At 8th level, you gain the ability to endow your weapon strikes with psionic energy. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

CHANNEL DIVINITY: DARKPLANE ASCENSION

At 17th level, you can use your Channel Divinity to open a portal into the Darkplane.

You may spend an action to create a 15-foot cone extending from your holy symbol. The base of the cone becomes a portal facing you, and creatures and objects within the cone are pulled through the portal into the Darkplane unless they weigh 500 pounds or more, or succeed on a Strength saving throw. Once created, the portal stays open for 1 minute, or until you use an action to close it.

Class Option: Darkness Domain

When the sun sets, the priests of darkness venture into the night like living shadows. Their presence is not always felt as they call the Void forth, nor are their hidden altars seen by mortal eyes. They worship gods like Imbakhao, Ulmhasa, and Daemoth, who use fear to inspire reverence, whose very presence is living emptiness.

The clerics of the darkness domain know how to harness the material of the Shadow Realm to pass unseen, to call shadow creatures to their side, and to twist the dreams and memory of other mortals. Their motives differ from god to god. Some fight shadow with shadow, while others look forward to a day when material life will be consumed by darkness.

DARKNESS DOMAIN SPELLS

Cleric Level      Spells
          1               inflict wounds, unseen servant
          3               darkness, misty step
          5               fear, spirit guardians
          7          dimension door, phantasmal killer
          9          dream, scrying

DARKVISION

When you choose this domain at 1st level, your eyes see through darkness into the shadow essence of all around you. You gain darkvision within 60 feet, and have advantage when making Wisdom (Perception) checks to spot hidden creatures within that distance.

CHANNEL DIVINITY: SHADOWBLADE

Starting at 2nd level, you can use your Channel Divinity to create a weapon out of shadow essence.

As a bonus action, you can form a dark, shadowy blade in your free hand. The blade is similar in size and shape to a scimitar, and you have proficiency with it. It lasts for 1 minute, or as long as you maintain concentration. If you let go of the blade, it disappears, but as long as your concentration isn’t broken you can form the blade again as a bonus action.

You can use your action to make a melee spell attack with the shadowblade. On a hit, the target takes 2d6 necrotic damage.

 

CHANNEL DIVINITY: SHADOWMANTLE

Starting at 6th level, you can use your Channel Divinity to disappear into the darkness. As an action, you become invisible until the end of your next turn. If you attack or cast a spell, you become visible again.

TWIN SHADOWS

Beginning at 8th level, when you use Shadowblade, you form one shadowblade in each hand. When you take an action to attack with one shadowblade, you can use a bonus action to attack with the second one.

When you reach 14th level, you add your Wisdom modifier to the first shadowblade attack you make on your turn. If you have the fighting style Two-Weapon Fighting, you gain the benefit of it when making a second shadowblade attack.

TRUTH IN Darkness

Starting at 17th level, you can slip through the bounds of the Material Realm to peer into the souls and minds of others. You can use an action to gain truesight within 30 feet for 1 minute. While this effect is in place, you can see into the Primordial Realm, the Shadow Realm, and Spirit Realm.

Dark Wizard  by  Antichristopher

Dark Wizard by Antichristopher