Psychic (5e)

## PSYCHIC CLASS INFORMATION

Psychics are masters of their own minds, able to exert their will on the outside world in a variety of ways.

### 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 modifier

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

**Proficiencies**

Armor: Light

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Perception, and Persuasion

**Equipment**

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

* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* Leather armor and two daggers

### Spellcasting

As a psychic, you work to unlock the secrets of your mind and exert that power through spellcasting.

**Cantrips**

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

**Casting Spells**

The Psychic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these psychic spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

**Spells Known of 1st Level and Higher**

You know four 1st-level spells of your choice from the Psychic spell list.

Each time you gain a psychic level, you can add one Psychic spell of your choice to your spells known. Each of these spells must be of a level for which you have spell slots, as shown on the Psychic table.

Additionally, when you gain a level in this class, you can choose one of the Psychic spells you know and replace it with another spell from the psychic spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability**

Intelligence is your spellcasting ability for your psychic spells, since you unlock spells through investigation and introspection on the nature of the mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psychic spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

**Spellcasting Focus**

You can use a psychic focus as a focus for Psychic spells. A psychic focus is a special item or symbol designed to channel your psychic energy.

### Noetic Pool

At first level, the psychic has begun the process of unlocking the secrets of their mind. They gain a Noetic pool that they can use to augment and fuel their abilities. At first level, the pool has a maximum of 1 point. It increases by 1 point at every psychic level. When you spend a Noetic point, it is unavailable until you finish a long rest, at the end of which you regain them. You must spend at least 30 minutes of the rest meditating to regain your Noetic points.

You may expend one or more points from your Noetic pool to do one of the following

* **Cast a spell:** By spending points equal to 1+the spell's level, a Psychic may cast a spell they know without expending a spell slot. They may use another ability from their noetic pool in addition to this.
* **Mental Spell:** By spending a point, you may cast a spell you know without needing any verbal or somatic components.
* **Mind-render:** By spending a point, you may change the required saving throw of a spell to be an intelligence saving throw instead.
* **Psychic Spell:** By spending a point, you may cause a spell that deals damage to deal psychic damage instead.

### Psychic Discipline

At 2nd level, you begin to focus and hone your studies of your own mind. Choose a Psychic Discipline from the list below to represent the focus of your study (Egotist, Elementalist, Foilist, Futurist, Hypnotist, Lobotomist, Mentalist, Projectionist, Spiritualist, Telekineticist).

Your Psychic Discipline grants you additional features at levels 6, 10, 14, and 18.

**Discipline Spells**

Each discipline has a list of spells that you gain at the psychic levels noted in the discipline description. These spells do not count against the spells you know from leveling. If you have a discipline spell that doesn't appear on the psychic spell list, the spell is nonetheless a psychic spell for you.

### Protected Mind

At 3rd level, the psychic has started creating blocks and barriers in their own mind to protect them. You gain resistance to Psychic damage. At 10th level, this becomes immunity to psychic damage.

### Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the psychic spell list.

### Mental Mastery

Upon reaching 20th level, you have become a master of your own mind. You increase your Intelligence by 4, to a max of 24. Additionally, whenever you are required to make a saving throw, you may make an intelligence save instead of the required save. If you succeed and the effect normally still deals half damage or has a partial effect, you instead take nothing. You may use this feature once per short or long rest.

## Psychic Spell List

Spells marked with an asterisk are custom spells.

**Cantrips:** encode thoughts, friends, guidance, gust, mage hand, magic stone, mending, message, mind sliver, minor illusion, prestidigitation, shape water, vicious mockery

**1st level:** animal friendship, bane, beast bond, beguiling gift\*, bless, catapult, cause fear, charm person, command, compel attention\*, comprehend languages, detect poison and disease, dissonant whispers, distort value, feather fall, floating disk, gift of alacrity, guiding hand, identify, id insinuation, mage armor, magnify gravity, puppet, Tasha's hideous laughter, thought echo\*, sense emotion, shield, sleep, sudden awakening, thunderwave, unseen servant, ventriloquism, wild cunning.

**2nd level:** animal messenger, blindness/deafness, blur, calm emotions, compulsive liar\*, crown of madness, detect thoughts, earthbind, enhance ability, enthrall, find traps, fortune's favor, gift of Gab, hold person, invisibility, immovable object, knock, levitate, locate object, magic mouth, mental barrier, mind bullets\*, mind spike, mirror image, Nathair's mischief, Nystul's magic aura, phantasmal force, psionic ward, see invisibility, silence, share memory\*, shatter, skywrite, suggestion, Tasha's mind whip, thought shield, warding bond, zone of truth

**3rd level:** bestow curse, blink, catnap, clairvoyance, clouded mind\*, counterspell, dispel magic, enemies abound, fast friends, fear, feign death, fly, hypnotic pattern, impart knowledge\*, intellect fortress, major image, magic circle, motivational speech, nondetection, phantom steed, psionic blast, pulse wave, sending, speak with dead, speak with plants, spirit shroud, tiny servant, tongues,

**4th level:** battle meditation\*, charm monster, compulsion, confusion, dampen psychic defenses\*, divination, dominate beast, ego whip, fabricate, gravity sinkhole, greater invisibility, hallucinatory terrain, hypercognition\*, locate creature, mind blast, Otiluke's resilient sphere, phantasmal killer, Raulothim's psychic lance

**5th level:** animate objects, awaken, dominate person, contact other plane, control winds, dream, geas, hold monster, legend lore, mislead, modify memory, Permanency\*, psywave\*, Rary's telepathic bond, seeming, skill empowerment, synaptic static, synapse overload\*, telekinesis

**6th level:** contingency, control fate\*, disintegrate, eyebite, find the path, Fizban's platinum shield, forbiddance, globe of invulnerability, mass suggestion, mental prison, Otto's irresistible dance, programmed illusion, psychich crush, psychic surgery\*, scatter, Tenser's transformation, true seeing, word of recall.

**7th level:** dream of the Blue Veil, extrasensory strike, forcecage, insanity\*, mirage arcane, power word: pain, project image, reverse gravity, sequester, simulacrum, teleport, thoughtsense\*,

**8th level:** antipathy/sympathy, dominate monster, feeblemind, glibness, maddening darkness, mind blank, mindscan\*, mind swap\*, power word: stun, reality break, telepathy,

**9th level:** astral projection, conjure Tulpa\*, foresight, imprisonment, power word: kill, psychic rift\*, psychic scream, time ravage, time stop, weird.