Psychic Disciplines (5e)

## Egotist

Egotists enhance their own mental and physical abilities through their mental training.

### Bonus Proficiencies

At 2nd level, you have unlocked deeper understandings and can use your psychic abilities to bolster your body and mind. You gain proficiency in two skills or tools of your choice. Additionally, you become proficient with one saving throw of your choice.

### Psychic Enhancements

At 2nd level, you are able to enhance yourself or allies with your psychic power. You may spend a point from your noetic pool as a bonus action to grant one of the following effects to an ally within 30 feet, including yourself:

* +2 bonus to attack rolls
* +2 bonus to damage rolls
* +2 bonus to skill checks
* +2 bonus to Str, Dex, and Con saving throws
* +2 bonus to Int, Wis, and Cha saving throws
* +2 bonus to AC
* Increase move speed by 10 feet

These bonuses last until the end of your next turn. A creature may only benefit from one of these bonuses at a time

### Expertise

At 6th level, select two of your skill proficiencies. You add your proficiency bonus again to those skills.

### Improved Enhancement

At 10th level, whenever you use your Psychic Enhancement feature, the effect lasts 1 minute. A creature may benefit from a number of these boons equal to your intelligence modifier. You may use a single bonus action to spend as many points from your pool as you wish, allowing you to grant multiple enhancements to the same creature or to multiple creatures using a single bonus action. The range your allies may be from you is increased to 60 feet. The buffs from the enhancement are now doubled (+4 to rolls/AC, +20 ft speed).

### Enhanced Understanding

At 14th level, you add half your proficiency bonus to skill checks you are not proficient with. Additionally, you gain Expertise in two more skills.

### Greater Enhancement

At 18th level, you master your psychic enhancements. The buffs from the psychic enhancement feature are now tripled (+6 to rolls/AC or +30 ft speed). Whenever you grant an enhancement to another creature, you gain that enhancement for free (you still may only benefit from a given enhancement once, however). By spending 4 points from your noetic pool, you can grant a creature the benefits of all of your enhancements. By spending 8 points from your pool as your action, you can instead grant a number of allies equal to your intelligence modifier all of your enhancements.

## Elementalist

Elementalists use their psychic abilities to quickly agitate atoms, causing intense friction and other reactions to generate energy and heat

### Plasma Adept

At 2nd level, you learn the cantrips Firebolt and Shocking Grasp. These count as Psychic spells for you, but not against your spells known.

Additionally, you are able to ignore resistance to fire and electric damage. When you deal damage with a spell that deals either of these types, you may treat any rolls of 1 as a 2 on the damage dice.

At 6th level, creatures that have immunity to fire damage instead only have resistance against you.

At 10th level, creatures that have immunity to electric damage only have resistance against you.

At 14th level, creatures that have immunity to fire damage no longer have resistance against you.

At 18th level, creatures that have immunity to electric damage no longer have resistance against you.

### Plasma Protection

At 6th level, you gain resistance to fire damage. At 14th level, this becomes immunity.

### Expanded Plasma Protection

At 10th level, you gain resistance to electricity damage. At 18th level, this becomes immunity.

### Elemental Spells

At 14th level, you learn the spells Chain Lightning and Delayed Blast Fireball. These count as Psychic spells for you, but not against your spells known.

### Expanded Elemental Spells

At 18th level, you learn the spells Incendiary Cloud and Meteor Swarm. These count as Psychic spells for you, but not against your spells known.

## Foilist

Foilists are masters of swordplay that use their psychic abilities to enhance their strikes, allowing them to deal additional damage and strike from afar.

### Foilist Training

At 2nd level, you become proficient all simple melee weapons and one martial melee weapon of your choice. Additionally, when not wearing armor or using a shield, your AC is 10+ your dexterity modifier+ your intelligence modifier.

### Psychic Blade

At 2nd level, after a long rest you may touch a weapon you are proficient with to make it a psychic blade, enhancing it with your mental powers to strike with precision. You may use your intelligence modifier instead of strength or dexterity to determine your bonus to hit and damage with your psychic blade. At 10th level, all damage your psychic blade deals is magical. If your psychic blade is lost or destroyed, you may conjure it (if still intact) or create a new one (if destroyed) at the end of a long rest.

Additionally, if you cast the spell Shadow Blade, you can spend a point from your Noetic pool to have all of your features from this subclass apply to it. If you do so, its duration becomes concentration, 1 minute per level in this class. At 10th level, if you instead spend 3 points, it does not require concentration.

### Psychic Strike

At 6th level, you may spend a point from your Noetic pool when you make a melee attack to make the attack at a range of 30 feet, either using your psychic power to have the weapon fly to the enemy and back to you, or charging the weapon with energy that you launch from it. Alternatively, you may spend a point from your Noetic pool when you miss an attack roll to roll a second time. You must take the second result.

### Extra Attack

At 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Improved Psychic Blade

At 14th level, your psychic blade deals an additional 1d6 psychic damage on all attacks. You may spend a number of points from your noetic pool up to your Int modifier, adding an additional 1d6 psychic damage per point spent. This can be chosen after you see if your attack hits.

### Improved Psychic Strike

At 18th level, you may make all attacks with your psychic blade at a range of 30 feet. By spending a point from your noetic pool, you can increase the range to 60 feet. The damage from your Improved psychic blade feature increases to be d8s instead. Finally, whenever you hit a creature with your psychic blade, you may make an additional attack against that creature or another creature as a bonus action.

## Futurist

Futurists are diviners that use their psychic powers to glimpse the future and search for creatures and objects.

### Glimpse the Future

At 2nd level, the Futurist can glimpse into the future to gain an advantage in certain situations. Whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also do so when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. You may use this feature a number of times equal to your proficiency bonus. Uses are regained when you finish a long rest.

### Divergent Paths

At 6th level, you may spend a bonus action to peer into two different possible futures before selecting your course of action. When you use this ability, you take two separate turns and resolve them as normal. You may not take a bonus action as part of either of these turns (since you used it on this feature). After seeing the outcome of both, you decide which actually occurs; anything that happened in the turn you do not choose is disregarded, as if it never happened.

For example, you may in one future cast Fireball on a group of bandits, and in another you move sneakily past them. In the future where you cast Fireball, many of the bandits fail their saves, taking a large amount of damage but alerting a separate group you were unaware of to your location. In the other, you roll incredibly well, sneaking past effectively and remaining hidden as you move past their camp. You decide to take the second option, and are now also aware of the second group that was alerted in the alternate future.

You may use this feature once, after which you must spend a point from your noetic pool to use it again. You regain use of this feature after completing a short or long rest.

### Third Eye

At 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

*Darkvision.* You gain darkvision out to a range of 60 feet.

*Ethereal Sight.* You can see into the Ethereal Plane within 60 feet of you.

*Greater Comprehension.* You can read any language.

*See Invisibility.* You can see invisible creatures and objects within 10 feet of you that are within line of sight.

### Favorable Outcome

At 14th level, you may expend 2 points from your noetic pool whenever you are required to make a saving throw or when you deal damage with a spell. You succeed on the saving throw without needing to roll, or you deal maximum damage on the spell.

### Compel Destiny

At 18th level, you may spend a point from your Noetic pool to use your Glimpse the Future feature an additional time between rests. Whenever you use your Glimpse the Future feature, you can spend 2 points to treat the roll as a natural 1 or natural 20.

## Hypnotist

Hypnotists use their psychic powers to control other creatures and debuff enemies.

### Hypnotism

At 2nd level, you learn the spells Sleep and Command. These do not count against your spells known. Whenever you cast the spell Sleep, you can spend a number of points from your noetic pool up to half your psychic level. If you do, you add an additional 2d8 per point spent.

### Silver Tongue

At 2nd level, you become proficient in Deception and Persuasion. If you are already proficient in one or both of these, you may choose Insight or Intimidate in their place.

### Expertise

At 6th level, you gain expertise in two of your choice: Deception, Persuasion, Intimidation, Insight. At 14th level, you gain expertise in the other two.

### Encrypted Mind

At 10th level, you are immune to being charmed and frightened.

### Hypnotism Expert

At 14th level, you may cast Sleep at will. When you do, you add an additional number of d8s equal to your proficiency bonus.

### Perfect Hypnotism

At 18th level, you may ignore a creature's immunity to sleep effects. When you spend points from your Noetic pool on Sleep, you instead at 4d8 per point spent, and can spend additional points equal to your intelligence modifier.

## Lobotomist

Lobotimists are often seen as the most cruel of the Psychic disciplines, using their understanding of the brain against other creatures to twist and distort their memories, even making them forget how to do things they would otherwise excel at.

### Repress Faculties

At 2nd level, your understanding of the brain allows you to inhibit the functions of others. You may use your action and spend a point from your Noetic pool to target an incapacitated creature. The creature must make an Intelligence saving throw against your spell save DC. Upon a failure, select one of the options below.

* The creature is no longer considered proficient with two skills of your choice. If they have expertise in the skill, they are considered to only be proficient unless you select that skill twice.
* The creature loses a spell slot of the highest level they can cast, as if they had cast it already. If the target has already expended all their highest level slots, this goes down to the next highest, until a slot is removed.
* The creature loses 1 use of an ability of your choice that has limited uses per day, such as a druid's wild shape or a barbarian's rage. If they were using that ability, and it is their only use for the day, it ends early.

This effect lasts until the creature finishes a long rest. At 10th level, creatures that are unconscious have disadvantage on their saving throw against this ability, and at 18th level, creatures that are unconscious automatically fail their save.

### Negate Training

At 6th level, the list of options for your Repress Faculties feature expands.

* You may spend 2 points instead to cause a creature to lose their proficiency with a single saving throw of your choice.
* You may spend 2 points to treat a creature as no longer proficient in 4 skills.
* You may spend 2 points to cause a creature to be treated as if they were 2 levels lower than they are in a single class for the purposes of abilities that scale with class level.

### Psychic Surgery

At 10th level, you may spend a point from your noetic pool as a bonus action and target a willing creature to grant them a saving throw against an ongoing spell or effect. If there are multiple, you may spend additional points to grant them a save against each effect. Alternatively, you may cure one of the following conditions affecting the target: blinded, charmed, frightened, paralyzed, or unconscious.

Additionally, you may cast Modify Memory by spending 1 point from your noetic pool. When you cast Modify Memory, you may increase the effective spell level by 1 per point you spend from your Noetic pool. You can modify up to an hour of memory per casting.

### Impose Weakness

At 14th level, when you use your Repress Faculties feature, you gain the following options

* The creature makes one type of saving throw of your choice at disadvantage.
* The creature gains vulnerability to psychic damage.
* The creature is unable to speak coherently and must succeed at an Intelligence saving throw against your spell DC in order to cast a spell that has verbal components.
* You are always aware of the creature's location. It cannot hide from you, and you cannot have disadvantage on attacks you make against it.
* You may affect the creature with Modify Memory, automatically failing the save.

### Induce Catatonia

At 18th level, when you use your Repress Faculties feature, you gain the following options

* You may spend 3 points to render the creature Unconscious.
* You may spend 3 points to remove all of a creature's skill proficiencies.
* You may spend 4 points to remove all of a creature's saving throw proficiencies.
* You may spend 3 points to remove a number of uses of limited per day abilities or spell slots up to your intelligence modifier.
* You may spend 4 points to treat a creature as 6 levels lower in a class for the purposes of abilities that scale based on level.
* You may spend 1 point plus the cost of the other options to affect a creature with any number of options from your features gained at 2nd, 6th, and 14th level.

### Amnesia Specialist

Additionally at 18th level, you may cast Modify Memory at will. When you cast Modify Memory, you can modify up to 24 hours of memory per casting.

## Mentalist

Mentalists use their powers to enter the minds of others, probing for information.

### Telepathy

At 2nd level, the Mentalist can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can only communicate with one creature at a time in this way at 2nd level, and one additional creature at 6th, 10th, 14th, and 18th level. You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again.

### Two-way telepathy

At 6th level, you may allow any creature(s) to communicate with you while using your telepathy feature.

### Hive Awareness

At 10th level, you and any creatures you are communicating with telepathically have advantage on perception checks. If at least one of you are not surprised when surprise is being determined, none of you are.

### Fortify Minds

At 14th level, any creatures you are communicating with telepathically gain resistance to psychic damage. This is instead immunity if they have resistance already.

### One Mind

At 18th level, you and any creatures you are communicating with telepathically may use the highest bonus among you for any intelligence, wisdom, or charisma ability or skill checks. You each roll separately.

## Projectionist

Projectionists specialize in sending themselves and other creatures to other places, as well as creating psychic manifestations of creatures and objects.

### Projectionist Discipline Spells

 3rd
 5th
 7th
 9th

### Easy Projection

At 2nd level, you have an easier time creating and moving things through sheer force of will. All spells from this subclass as well as any psychic spells you know of the Abjuration or Conjuration schools cost 1 less point from your Noetic pool when you use the "cast a spell" option from the Noetic pool feature (minimum 1 point). Additionally, you learn two 1st-level spells from any spell list that are of the conjuration or Aburation schools. These count as psychic spells for you but do not count against your number of spells known.

### Enhanced Awareness

At 6th level, you gain advantage on checks and saves made to identify or disbelieve illusions. Additionally, when teleporting, you are treated as being one step more familiar with the location than you actually are. You may spend a point from your noetic pool to grant this benefit to a number of creatures up to your intelligence modifier for 1 minute.

### Effortless Projections

At 10th level, you may spend a point from your Noetic pool as a reaction when you would lose concentration on a Psychic spell from the Abjuration or Conjuration school to maintain concentration, as if you had not failed the concentration check.

### Improved Projectionist Spells

At 14th level, you learn the spells Etherealness and Plane Shift. These count as Psychic spells for you, but not against your spells known.

### Greater Projectionist Spells

At 18th level, you learn the spells Astral Projection and Maze. These count as Psychic spells for you, but not against your spells known.

## Spiritualist

Spiritualists use their psychic powers to commune with the dead and use spirits to steal energy, making them more feared than other psychics.

### Raise Undead

At 2nd level, you learn the spare the dying and chill touch cantrips, which count as psychic cantrips for you but don’t count against the number of psychic cantrips you know. Additionally, as a bonus action, you can choose the corpse of a humanoid that you can see within 30 feet of you and expend a point from your Noetic pool to raise it back from the dead as a ghoul. You can also use this feature as a reaction to seeing a humanoid die.

The undead is under your control for a number of hours equal to your psychic level, after which it stops obeying any command you have given it.

In combat, the undead shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action (if you control multiple undead with this feature, you can command any or all of them at the same time, issuing the same command to each one). That action can be one in its stat block or some other action. If you are incapacitated, the undead can take any action of its choice, not just Dodge.

At additional levels, you can animate more corpses with this feature, provided the additional corpse is within 30 feet of the first one. At 6th level, you can use this feature to animate two ghouls or a ghast (your choice); at 10th level you can animate three ghouls, two specters, or a mummy or wight (your choice); at 14th level you can animate four ghouls, two ghasts, or a ghost or a banshee (your choice).

### Spirit's Grasp

At 6th level, when you cast a cantrip that deals damage, you can spend a point from your Noetic pool and choose to add an extra 1d8 necrotic damage. You can also change the cantrip's damage type to necrotic. When you reach 14th level in this class, the extra damage becomes 2d8. You gain temporary HP equal to half the damage you deal when using this feature.

### Undead Mutation

Also at 6th level, your psychic attunement to the undead begins to morph you physically, granting you resistance to necrotic damage.

### Call Spirits

At 10th level, as an action, you can spend a point from your Noetic pool and a spell slot of 3rd level or higher to cast summon undead without using any material components. When you do so, you can only choose the Ghostly form and the spell lasts for up to 1 minute.

### Undead Envoy

At 14th level, you are always under the effect of a Speak With Dead spell, allowing you to commune with any corpse you encounter.

### Undead Physiology

At 18th level, your psychic attunement to undeath has transformed you. You are immune to necrotic damage and no longer need to eat, sleep, or breathe.

## Telekineticist

Telekineticists use their psychic powers to maneuver and manipulate creatures and objects using the power of their minds,

### Telekinetic

At 2nd level, you learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. The range of the spell is increased by 30 feet. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

At levels 6, 10, 14, and 18, you increase the weight you can lift with Mage Hand by 10 lbs. At 10th and 18th level, you increase the range by an additional 30 ft.

### Forceful Battering

At 6th level, when you use Mage Hand (and later, telekinesis) to forcefully move a creature or object, you increase the distance you move them by 5 feet per point of your proficiency bonus. If the creature or object collides with another creature or a solid surface (such as a wall, a large cart, etc), both the target and the thing they struck take 1d6 damage per 10 feet the target moved.

### Telekinesis

At 10th level, you learn the spell Telekinesis. You may cast this spell once without expending a spell slot, and may cast it again by spending 4 points from your Noetic pool. You regain your use of this feature after finishing a long rest.

### Second Nature Telekinesis

At 14th level, you may concentrate on a single casting of telekinesis without it requiring your concentration. This allows you to maintain concentration on Telekinesis as well as another spell, even a second casting of telekinesis. If using a feature of telekinesis that requires an action, you may spend a point from your noetic pool to instead use it as a bonus action.

### Telekinetic Mastery

At 18th level, you may cast Telekinesis a number of times equal to your proficiency bonus without expending a spell slot between rests, and it only costs 2 points from your Noetic pool to use again. Additionally, when you cast Telekinesis, you gain the following benefits:

* increase the weight limit by 500 lbs per point of your intelligence modifier.
* The range is increased to be 120 feet+ 60 feet per point of your int mod.
* You double the range you can move a creature or object per turn
* You may spend a bonus action on your turn to deal a number of d6s of damage equal to your Int mod to a creature you are "grappling" with telekinesis.