Neuromancer (Wizard Subclass v1.2)

Psychological Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells that inflict psychic damage, or can inflict the charmed or frightened conditions, into your spellbook is halved.

Mind Reader

Starting when you select this school at 2nd level, you have learned to read into the thoughts of others when you hurt them. When you affect a creature with a spell or cantrip, you may choose to glean their current emotional state. You can use this ability a number of times equal to your intelligence modifier. When you cast a spell of 1st level or higher that inflict psychic damage, or can inflict the charmed or frightened conditions on a target you regain one use of this ability. Additionally, you regain all uses at the end of a long rest.

Sensory Attack

At 6th level, you have become accustomed to neurology and have found ways to better attack others with it. When you target a creature with a spell of 1st level or higher that deals psychic damage, you can force the creature to make an additional Intelligence saving throw or become blinded or deafened until the end of their next turn. You can use this feature an amount of times equal to your intelligence modifier per long rest.

Psychic Shield

At 10th level, you have become even more adapted to how the mind works. You gain resistance to psychic damage and you do not have to roll a concentration check if you take psychic damage while concentrating on a spell.

Memory Engineer

At 14th level, you add the Modify Memory spell to your spell book if it is not already there. When you cast this spell, you can concentrate on a different spell at the same time. Treat this as concentrating on two different spells. You can use this feature an amount of times equal to your intelligence modifier per long rest.