School of Psionics

a Subclass for Wizards

This subclass was created based on insight from Mike Mearl and gains inspiration from the Psionics subclass he theorized and semi-constructed on Mike Mearl's Happy Fun Hour that aired on 5/1/2018.

School of Psionics

The School of Psionics focuses on the power of your mind on objects and creatures. Through long years of study and research, you have trained your mind to be a great weapon. You can easily move objects, read the thoughts of your opponents and manipulate the world to your liking.

Spell Savant

Beginning when you select this school at 2nd level, once per short rest you are able to swap out a prepared spell with another spell. The new spell must be of the same school of magic and the same spell level or lower.

The Mind Matters

At 2nd level, you gain access to an expanded list of cantrips unique to your abilities. When you select this school at 2nd level, you are able to switch out one cantrip for another on the below list. You can only do this once. This list remains available to you as you gain more levels in the School of Psionics. The full cantrip effect is listed at the end.

Cantrip Casting Time Damage Duration Push 1 Action - Instantenous Pierce 1 Action Psychic Instantenous Perceive 1 Minute - Instantenous

Expanded Mind

At 6th level you are able to cast Telekinesis once per short or long rest without expending a spell slot. Casting the spell in this manner modifies the spell by the following rules below:

• All embedded actions in the spell description are now bonus actions, except for the casting of this spell, which requires a full action.

• The spells duration and effects only last for 1 minute.

• You are unable to switch targets after casting this spell, this includes switching between objects.

• The spell ends after 1 minute, your target succeeds on their saving throw, or the object is destroyed, whichever happens first.

Empowered Mind

At 10th level your power in reading the thoughts of others has grown stronger. You can now cast Detect Thoughts a number of times equal to half your Spellcasting Ability Modifier(rounded up) between a short or long rest, without expending a spell slot. Using this ability you can only gain information from their surface thoughts - what is most on its mind in that moment. As an action you can expend a spell slot to gain the full benefits of Detect Thoughts.

The spell is affected by the following rules:

• You are unable to delve deeper into their thoughts unless you choose to expend a spell slot.

• This ability no longer requires concentration to maintain.

• This ability remains an action for you to cast.

• When you cast this spell as an ability, or expending a spell slot, it no longer requires any Verbal, Somatic or Material Components.

Improved Telekinesis

By 14th level, you have gained the power to expend even more control over your opponents. You can now cast Telekinesis a number of times equal to half your Spellcasting Ability Modifier(rounded up) between a short or long rest without expending a spell slot.

You gain the following benefits when you use this ability:

• You are able to target up to a number of creatures or objects based on your Spell Attack Bonus. You must be able to see them and they must be in range.

• You are able to cast this spell as a Bonus Action and requires no Verbal or Somatic components.

• The spell lasts for the full 10 minutes, but ends early if all target creatures save against the check.

• If you are manipulating objects, the spell ends after the full 10 minutes.

•You can switch your telekinetic focus to different objects or creatures. Any creatures you release from the spell and then refocus on, must then make another saving throw.