The Psychic

Health per level: 5

1. psychic ability: you have a pool of psychic points to draw from to use your psychic abilities equal to your psychic modifier plus your psychic level, which you regain on a long rest.
2. psychic push pull: expend a number of PP to push or pull an object. Cost depends on size of the object. small objects cost 1 PP, medium cost 2, larger cost 3. small objects can be moved at double your movement speed, medium can be moved equal to you movement speed, large can be moved at half.
3. Psychic fling: Able to use push pull on living things, making a contested psychic check
4. Countermeasure: for 1 time cost, able to use reaction to spend 2 PP to give an enemy disadvantage on an attack action
5. Efficiency: When taking the reload action, fire a side arm or throw a grenade for no time cost
6. mind link: you create a link between you and another creature you can see within 50 ft. this creature makes a contested psychic check, and on a failed save is linked to you. creatures may choose to fail this save. a table of psychic link abilities and their costs can be found below. targets with a psychic stat greater or equal to your own may use these abilities on you on their turn if succeeding a contested psychic check. number of mind link targets increases by 1 at 6, 10, 14, 18, and 20th psychic level.
7. Fate weaving: spend a number of PP to add that number to an ability check or saving throw.
8. Meditation: heal wounds and current health 25% faster (1 every 45 minutes instead of 1 hour), consume 25% less food. These benefits increase to 50% at 15th level.
9. Mind over matter: able to heal 5 wound and current health per long rest, without the need of medical supplies
10. Projection: spend 1 PP to use an object interaction on an object you can see (ex. pressing a button, pulling a lever, opening a door)
11. Bullet time: able to enter bullet time, costing 15 PP to perform actions at 1/4 time cost for one turn. after that turn your movement speed is reduced to 1/4 and are unable to take actions that cost more than 1 second.
12. Open minded: Regain 1 PP per turn
13. Strain: able to use more than the number of PP left, but take 10 damage per point over maximum.
14. Awareness: you have an innate sense of your surroundings; you gain expertise in perception checks, and you cannot be surprised. When rolling initiative, you are able to roll a psychic check of DC 10+ the number of hostile or non-friendly creatures. upon a success, you know the number of creatures involved. If you roll 5 or higher more than the DC, you also may know the approximate CR of the encounter.

## The Wizard

1. Gain access to additional psychic powers, including ones that affect and warp reality. (table below)
2. may choose to add psychic modifier to Attack action with weapons in place of the normal modifier
3. Third eye: able to see through invisibility and through one layer of walls
4. when using psychic push pull, may instead modify the gravity of the object. reducing the gravity slows its decent and causes impacts to move it in the opposite direction. increasing the gravity increases its decent, and locking it in place, making it significantly more difficult to move.
5. able to 1.5 times their movement speed, costing 1 pp per second

## Savant

1. add psychic modifier to reflex checks and saves in addition to reflex modifier
2. Gain additional Mind link abilities
3. Add psychic modifier to damage with weapons
4. able to duel wield any weapon they can carry (it be floating around them and shit.)
5. Checkmate: Upon reducing a target to 0 health, a wave of psychic energy bursts forth, dealing 10 psychic damage to enemies within 5 ft of the target

Mind link
 Puppeteering: choose a target of mind link. they must make a contested psychic check. if they fail, you gain control over them, allowing you to take actions for them on your turn. for every 3 seconds you take for them, they may repeat the psychic check.
 Brain blast: A wave of psychic energy flows from you to a single target of mind link. the both of you take 10 psychic damage
 Perception shield: Choose a target, either being yourself or a mind link target. they become significantly harder to perceive, being hazy and difficult to focus on to observers. this effect increases their To Hit value by +2 for the duration of their next turn.
 Clairvoyance: you look into the future of one mind link target, and are able to assist or hinder them based off your knowledge, granting them advantage or disadvantage on the next attack action, ability check, or saving throw they make.
 Replaced Visage: choose a target of mind link. they must make a contested psychic check. If you succeed this check, you may choose a separate target to replace the visage of with your own in their mind. They must make a dc 16 Brain check for 2 time cost (once per turn) to distinguish who is who. The effect lasts until the target succeeds on this brain check.