Seer

Seers are psionics burdened with knowledge of what has passed and what is yet to come. Their power manifests as glimpses into time. They excel as advisors and gatherers of information, and for this reason many find employment under nobles or theologians, or even as alarmingly accurate fortune tellers.

Seers are often born with their power, though many have had their power imparted upon them later in life by an outside source, divine or otherwise. Seers are among the most positively perceived of Psions, with many turning to them for guidance and advice. They largely tend towards the lawful, seeing fate as an inevitable road to walk, a truth to be obeyed and upheld. Some may instead seek to defy or change the fate they foretell and favor chaotic outlooks.

Beyond Sight At 1st level when you select this Archetype, you gain the ability to project your perception beyond your body and through time, granting you the psionic discipline Clairsentience.

Guided Path Additionally at 1st level, you gain the ability to cast guidance with your psionic powers. When you cast it in this way, you do not need to maintain concentration on it.

Psionic Investigation Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a spell), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Once you use this feature, you can’t use it again until you finish a short or long rest

Empowered Psionics Starting at 6th level, when you deal damage with a psionic discipline you can add your Intelligence modifier to one damage roll of that power.

Misfortune Deferred Starting at 10th level, your powers have grown enough to let you tip the scales of fate somewhat. As a reaction when you see an ally making an attack or being attacked, you may use your Impart Knowledge on them. You can choose to use this feature after the roll, but before the GM determines whether the Attack roll or ability check succeeds or fails. You cannot add modifiers when you cast it in this way.