Psionic Mind
Mages who discover the psionic secrets of the mind become Psionic Mind wizards. These wizards learn how to utilise psionics to enhance their magic that affects the minds of others, allowing them to easily fool creatures, or even temporarily mentally incapacitate them. Through harnessing this unique magic, psionic mind wizards demonstrate the true power of their intellect.
Telepathic Speech
When you adopt this tradition at 3rd level, you expand your mind’s capabilities of speech. You can telepathically speak to any creature you can see within 60 feet of you. To understand each other, you each must speak mentally in a language the other knows. You can also enhance your telepathic speech in the following ways:
Telepathic Link: As an action, you can expend 1 mana point and choose one willing creature you can see within 30 feet to create a mental link with. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Intelligence modifier (minimum of 1 mile). To understand each other, you each must still speak mentally in a language the other knows. The telepathic connection lasts for 1 hour, and it ends early if you are incapacitated, die, or if you use this ability to form a connection with a different creature.
Psionic Spells: When you use the Subtle Spell metamagic to shape one of your spells or cantrips, you can use this feature to reduce the cost of the metamagic by 1. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses when you complete a long rest.
Psychic Snare
Beginning at 3rd level, you can unleash a pulse of psychic energy that enthralls other creatures. As an action, choose one creature you can see within 30 feet. The target creature must make a Wisdom saving throw against your Wizard spell save DC. On a failed save, the target becomes incapacitated and visibly dazed by your psychic magic until the end of your next turn. While incapacitated in this way, its speed is 0, and attack rolls against the creature are made with advantage. On a successful save, the target’s speed becomes 0 until the end of your next turn. You target an additional creature with this action by expending 2 mana points for each additional creature.
On subsequent turns, you can use your action to maintain this effect on all targets, extending the duration until the end of your next turn. This effect ends early if you are further than 30 feet away from the creature.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you complete a long rest. You also regain one expended use of this feature when you use your Arcane Recovery feature during a short rest.
Enhanced Psionics
Beginning at 6th level, your psychic power begins to grow further, granting you the following benefits:
- Attuned Mind: You have advantage on Wisdom (Insight) checks.
- Potent Psionics: When you deal psychic damage with a spell or cantrip, you can reroll 1s on the damage of any spell or cantrip you cast, however you must take the new result, even if it is a 1.
- Psychic Transmute: When you use the Transmuted Spell metamagic to shape one of your spells or cantrips, you can change the damage type to psychic damage.
Mental Savant
Starting at 6th level, your affinity with mental magic enhances its illusory power. Your illusion magic gains the following benefits:
- Enhanced Minor Illusion: When you cast the Minor Illusion cantrip, you can create both a sound and an image with a single casting of the spell.
- Malleable Illusions: When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
- Potent Illusions: Creatures have disadvantage on checks made to detect if illusions created by your illusion magic are false.
Psychic Barrier
Starting at 10th level, you can create a barrier of psionic energy as an instant, instinctual reaction to danger.
When a creature hits you with an attack roll that is not a critical hit, you can use your reaction to interpose psychic energy between the attacker and yourself. The triggering attack automatically misses you, and until the start of your next turn, the energy causes all attack rolls made against you to have disadvantage.
Once you use this reaction, you can't use it again until you finish a short or long rest, or you expend 4 mana points to use this feature again.
Psionic Awakening
Beginning at 14th level, you unlock the final barriers of your mind, allowing you to enter a state of unparalleled psychic power. As a bonus action, you can enter this awakened state for 1 minute, or until you are incapacitated, or unconscious. While in this state, you gain the following benefits:
- You gain resistance to psychic damage.
- You have advantage on Intelligence saving throws, and skills that use your Intelligence modifier.
- You are immune to being charmed or frightened.
- You have a flying speed equal to your walking speed, and gain the hovering condition.
- You no longer need to stay within 30 feet of a creature under the effects of your Psychic Snare feature.
Once this awakened state ends, you gain 1 level of exhaustion. You can transform into this state once, and regain the ability to do so again once you complete a long rest, or you expend 8 mana points to do so again.

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