Erudite
As the night draws to a close, an elderly man remains in the streets, casually exploring the city by moonlight. Spotting an easy target, a group of pickpockets make their approach. The old man shoots them a glance, and the would-be thieves stand motionless- frozen in place.
A young gnomish woman sits in the corner of a bustling tavern, her head buried deep in a thick tome. A drunken dwarf stumbles by, spilling his tankard of ale all over the woman's book. She stands, squaring up to the much larger opponent. The dwarf bellows, excited for an easy brawl. Just then, the gnome's eyes flash white, and her scrawny physique seems to expand as she throws a powerful first punch.
Clutching a handful of glowing crystals, an elf finds herself backed into a corner. As her foes close in, she shuts her eyes tightly. Sounds of chaos surround her- screams, scrapes, and then footsteps sprinting away. She reopens her eyes to see her summoned golem give her a solemn nod before disappearing into the ether.
Erudites are all united by their use of psionics- mysterious psychic powers unlocked through rigorous mental training. These latent psychic powers are present in every living being. However, it takes a very special soul to devote themselves to unlocking their true psionic potential.
Intellect Explorers
It takes years of dedicated study and meditation for an erudite to unlock their true psychic power. Most isolate themselves, spending their lives alone with their thoughts. An erudite explores every corner of their mind, understanding their own psyche and learning how to use it for their powers. When they aren't studying, an erudite is deep in meditation, applying their new knowledge to master their body and mind.
When an erudite has mastered their psychic abilities, they return to society, and often find themselves becoming adventurers to keep their incredible mind stimulated. Others prefer to remain isolated, living the remainder of their life with their true potential realized.
Creating an Erudite
When creating an erudite, consider your character's background. How did you become an erudite? Why did you pursue this higher power? Did you train yourself, or did you have a teacher? If you had a teacher, how did you know them?
Also consider how you reacted to returning from isolation. Were you excited to return? Did you return by choice? How have things changed since you left?
The Erudite
Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Telepathy, Spellcasting | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Psionic Power | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Psionic Order | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Psychic Defenses | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Psionic Order Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Cerebral Spellcasting | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Psionic Order Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Psionic Mastery | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Psionic Body | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As an erudite, you gain the following class features.
Hit Points
Hit Dice: 1d8 per erudite level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per erudite level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons
Tools: Calligrapher's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Insight, Perception, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a diplomat's pack or (b) a scholar's pack
- leather armor
- calligrapher's supplies
If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment.
Quick Build
You can make an erudite quickly by following these suggestions. First, make Intelligence your highest ability score. Your next highest score should be Constitution. Second, choose the Sage background. Third, choose the Friends, Mage Hand, Mind Sliver, and Mind Slam cantrips, along with the 1st level spells Catapult and Daze.
Multiclassing and the Erudite
If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose erudite as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an erudite.
Proficiencies Gained. If erudite isn’t your initial class, here are the proficiencies you gain when you take your first level as an erudite: calligrapher’s supplies.
Spell Slots. Add all your levels in the erudite class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As an erudite, you gain the following class features, which are summarized in the Erudite table.
Telepathy
1st-level erudite feature
You can speak telepathically to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 30 feet of you and be able to see you.
Spellcasting
1st-level erudite feature
Through dedicated study, or through some incredible psionic event, you have awakened the latent psychic power in your mind. This psychic power is what fuels your spells.
Psionics
Your form of spellcasting is different from that of other spellcasters. Psionics are not magical in nature, despite presenting themself as spells. Whenever you cast an erudite spell, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Your psionic ability does have its drawbacks, however. Since your powers rely solely on the control of your mind, you cannot cast any of your erudite spells if you are charmed or frightened.
Cantrips (0-Level Spells)
You know four cantrips of your choice from the erudite spell list. You learn additional erudite cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Erudite table.
Spell Slots
The Erudite table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these erudite 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 Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the erudite spell list.
The Spells Known column of the Erudite table shows when you learn more erudite spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the erudite spells you know and replace it with another spell from the erudite spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your erudite spells, since your powers are fueled by your intellect alone. You use your Intelligence modifier when setting the saving throw DC for an erudite 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
Erudite Spell List
Here's the list of spells you consult when you learn an erudite spell. The list is organized by spell level, not character level.
Each spell appears in the Player's Handbook, unless it has one asterick (a spell at the end of this class description), two astericks (a spell in Xanathar's Guide to Everything), or a dagger (a spell in Tasha's Cauldron of Everything).
Cantrips (0 Level)
Blade Ward
Control Flames**
Dancing Lights
Friends
Guidance
Light
Mage Hand (appears invisible)
Message
Mind Sliver†
Mind Slam*
Minor Illusion
Resistance
Thaumaturgy
True Strike
1st Level
Bane
Brain Zap*
Catapult**
Cause Fear**
Charm Person
Command
Comprehend Languages
Daze*
Detect Evil and Good
Dissonant Whispers
Expeditious Retreat
Feather Fall
Identify
Jump
Mage Armor
Silent Image
Sleep
Tasha's Hideous Laughter
Unseen Servant
2nd Level
Augury
Beast Sense
Blindness/Deafness
Blur
Calm Emotions
Crown of Madness
Darkvision
Deja Vu*
Detect Thoughts
Enhance Ability
Enthrall
Hold Person
Invisibility
Levitate
Locate Animals or Plants
Locate Object
Mind Meld*
Mind Spike**
Mirror Image
Misty Step
Pass Without Trace
Ray of Enfeeblement
See Invisibility
Silence
Suggestion
Tasha's Mind Whip†
Warding Bond
3rd Level
Blink
Catnap**
Clairvoyance
Enemies Abound**
Fear
Feign Death
Haste
Hypnotic Pattern
Intellect Fortress†
Life Transferance**
Major Image
Nondetection
Protection from Energy
Sending
Slow
Tongues
4th Level
Arcane Eye
Charm Monster**
Compulsion
Confusion
Dimension Door
Divination
Dominate Beast
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Raulothim's Psychic Lance†
5th Level
Antilife Shell
Contact Other Plane
Dispel Evil and Good
Dominate Person
Dream
Far Step
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Negative Energy Flood**
Planar Binding
Scrying
Seeming
Skill Empowerment**
Synaptic Static**
Telekinesis
6th Level
Contingency
Disintigrate
Eyebite
Find the Path
Forbiddance
Mass Suggestion
Mental Prison**
Otto's Irresistible Dance
Scatter**
Soul Cage**
Tenser's Transformation**
True Seeing
Word of Recall
7th Level
Dream of the Blue Veil†
Forcecage
Mirage Arcane
Plane Shift
Power Word: Pain**
Project Image
Sequester
Teleport
8th Level
Antipathy/Sympathy
Demiplane
Dominate Monster
Feeblemind
Glibness
Maze
Mind Blank
Power Word: Stun
Telepathy
9th Level
Astral Projection
Foresight
Imprisonment
Invulnerability**
Power Word: Kill
Psychic Scream**
Time Stop
Weird
Psionic Power
2nd-level erudite feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psionic Recovery
Once per day when you finish a short rest, you can choose to recover a number of Psionic Energy dice equal to half your erudite level, rounded up.
Psionic Powers
The powers below use your Psionic Energy dice.
Psychic Shield. You can use your psychic power to create a momentary shield of psionic energy between you and an enemy. Whenever you are hit by an attack, you can use your reaction to expend one Psionic Energy die, roll the die, and add the number rolled to your AC until the end of the attacking creature's turn.
Psionic Restoration. As you release your psionic power, you can harness a fraction of its energy to fuel your body. Whenever you cast an erudite spell of 1st level or higher, you can expend one Psionic Energy die and roll it, regaining hit points equal to the number rolled plus the spell's level.
Split Mind. You can detach your psionic power from your current consciousness, allowing greater options for concentrating. As a bonus action while you are concentrating on an erudite spell of 5th level or lower, you can expend one Psionic Energy die to transfer the spell to an ethereal mote of concentration, freeing your mind for other matters. This mote is invisible and massless, appearing only as a tiny glowing orb to a creature with truesight. While this mote persists, the spell you were concentrating on remains active, despite you not maintaining concentration yourself.
At the start of each of your turns while one of these motes is present, you must make an Intelligence check (DC 15 + the mote’s spell level + the number of motes present) for each mote. On a failure, the mote vanishes, and its spell ends. The mote also vanishes when the spell has reached its full duration, or when you choose to dismiss it (no action required).
At 2nd level, you can have a single mote present. You can have two motes at 5th level, three motes at 11th level, and four motes at 20th level. Regardless of the number of motes, the combined level of the motes’ spells can never exceed your Intelligence modifier.
Psionic Order
3rd-level erudite feature
You focus your psychic knowledge on a specific form of psionics, represented by a psionic order. Choose from the Order of the Egoist, Kineticist, Nomad, Seer, or Shaper. Your choice grants you features when you choose it at 3rd level, and again at 6th and 14th levels.
Ability Score Improvement
4th-level erudite feature
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.
Psychic Defenses
5th-level erudite feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Cerebral Spellcasting
10th-level erudite feature
You learn to push your mental capacity beyond its normal limits, tapping into your psychic reserves that would normally be inaccessible. Whenever you cast an erudite spell of 1st through 5th level, you can cast it by expending a spell slot as normal or by expending a number of Psionic Energy dice equal to the spell's level.
Psionic Mastery
18th-level erudite feature
Whenever you roll a 1 on a Psionic Energy die, you can re-roll it, and must use the new roll, even if it is another 1.
Psionic Body
20th-level erudite feature
Your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- Your Intelligence score increases by 2. Your maximum for that score is now 22.
- You no longer age.
- You are immune to psychic damage, as well as the charmed and frightened conditions.
- You gain a flying speed equal to 10 times your Intelligence modifier (minimum of 10 feet), and can hover.
Psionic Orders
Erudites may focus on many psionic disciplines. Here are psionic order options you can choose from at 3rd level.
Order of the Egoist
Erudites of the Order of the Egoist specialize in the psionic discipline of psychometabolism. Egoists use their psionic power to manipulate the physiology of themselves, transforming into fearsome fighters.
Bonus Proficiencies
3rd-level Order of the Egoist feature
You gain proficiency in martial weapons, medium armor, and shields.
Fortify Body
3rd-level Order of the Egoist feature
You learn to enhance your physical strength using your psionic powers. As a bonus action on your turn, you can expend one spell slot to fortify your body, granting you the following benefits:
- You gain temporary hit points equal to five times the spell slot's level.
- When you attack with a melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- Once per turn when you hit a a creature with a melee weapon attack, you can deal additional damage equal to your Psionic Energy die.
These benefits last for 10 minutes, or until you lose all these temporary hit points.
Extra Attack
6th-level Order of the Egoist feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Psionic Strength
14th-level Order of the Egoist feature
You can use your psychic powers to push your body beyond its normal limits. As a bonus action, or as part of the same bonus action used by your Fortify Body ability, you can infuse your body with psionic power, granting you the following benefits for 1 minute:
- You gain a +1 bonus to your AC.
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Whenever you make an ability check or saving throw using Strength or Dexterity, you can use your Intelligence score instead.
Once you use this power, you can't do so again until you finish a long rest.
Order of the Kineticist
Erudites of the Order of the Kineticist specialize in the psionic discipline of psychokinesis. Kineticists are masters of energy, and can use their psionic powers to create devastating effects.
Devastating Arsenal
3rd-level Order of the Kineticist feature
You learn 3 cantrips of your choice from the wizard spell list. These cantrips must be from the school of evocation. These cantrips count as erudite spells for you, but do not count against your total number of cantrips known.
Energy Snap
3rd-level Order of the Kineticist feature
You learn to quickly access your psionic power to damage your foes. As a bonus action on your turn, you can expend one spell slot and make a spell attack roll against a creature you can see within 30 feet of you. On a hit, the creature takes psychic damage equal to one roll of your Psionic Energy die per slot level spent.
Powerful Mind
6th-level Order of the Kineticist feature
You add your Intelligence modifier to the damage of your erudite cantrips, as well as the damage of your Energy Snap feature.
Spontaneous Destruction
14th-level Order of the Kineticist feature
You can use your psionic powers to manifest devastating effects. As an action, you can replicate a wizard spell of 5th level or lower. This spell must have a casting time of 1 action and be from the school of evocation. As with the rest of your erudite spells, it does not require verbal or somatic components, and requires no material components unless they are consumed. Once you have used this power, you can't do so again until you finish a long rest.
Order of the Nomad
Erudites of the Order of the Nomad specialize in the psionic discipline of psychoportation. Nomads wield these psionic powers that propel or displace objects in space and time- be it telekinesis, teleportation, or even time manipulation.
Fast Movement
3rd-level Order of the Nomad feature
Your speed increases by 10 feet while you aren't wearing heavy armor.
Psionic Displacement
3rd-level Order of the Nomad feature
You learn to harness a sliver of psionic energy to propel yourself through space. Whenever you cast an erudite spell of 1st level or higher, you can immediately teleport a number of feet up to 20 + 5 times the spell's level. You can teleport before or after you cast the spell.
Swift Psionics
6th-level Order of the Nomad feature
Whenever you use your action to cast an erudite cantrip and deal damage, you can use your bonus action to cast the same cantrip a second time, dealing half damage on a hit.
Time Skip
14th-level Order of the Nomad feature
You can momentarily stop time around you, just long enough to give you an edge. On your turn, you can slip out of time, granting you the following benefits until the end of your current turn:
- Your movement speed is doubled, and your movement does not provoke opportunity attacks.
- You can take one additional action and one additional bonus action on your turn.
Once you use this power, you can't do so again until you finish a long rest.
Order of the Seer
Erudites of the Order of the Seer specialize in a form of psionics known as clairsentience. Much like a diviner, these seers use their precognition to aid their allies, as well as perform various forms of espionage.
Psychic Sight
3rd-level Order of the Seer feature
You gain proficiency in the Perception skill, if you aren't proficient already. Moreover, whenever you make an ability check that relies on that skill, you can use your Intelligence modifier for the roll, rather than Wisdom.
Fate Points
3rd-level Order of the Seer feature
You can use your psionic power to manipulate events as they unfold. Whenever you cast an erudite spell of 1st level or higher, you gain a number of fate points equal to the spell's level. Whenever you or a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can expend a number of these fate points up to your proficiency bonus as a reaction and add or subtract them from the roll.
The maximum number of fate points you can have at any time is equal to your erudite level. These fate points are fleeting, and only last for 1 minute- after which, they vanish.
Precognitive Casting
6th-level Order of the Seer feature
You learn to use your precognition to turn a missed attack into a new opportunity. Once per turn when you miss a creature with a spell attack, you can use your bonus action to re-roll your attack, and must use the new roll.
Out of Body
14th-level Order of the Seer feature
You can project your consciousness beyond your body to view places that would otherwise be impossible. As an action, you can cause your spirit to leave your body. When you do this, your body is unconscious, and cannot be awoken. Your spirit, however, stays conscious. Your spirit is invisible and incapacitated, but can otherwise act normally. You can move through walls without difficulty, and can see and hear as though you were physically there. You can remain out of body for a number of minutes equal to your erudite level, after which you return to your body. You can also end this state early (no action required). Once you have used this power, you can’t do so again until you finish a long rest.
Order of the Shaper
Erudites of the Order of the Shaper specialize in the psionic discipline of metacreativity. Shapers draw from the matter of the Astral Plane, creating semi-physical objects seemingly from thin air.
Shaper Spells
3rd-level Order of the Shaper feature
You learn an additional spell of 2nd level or higher when you reach certain levels in this class, as shown in the Shaper Spells table. Each spell counts as an erudite spell for you, but it doesn't count against the number of erudite spells you know.
Shaper Spells
Erudite Level | Spell |
---|---|
3 | Spiritual Weapon |
5 | Phantom Steed |
7 | Summon Construct |
9 | Creation |
Manifest Psicrystal
3rd-level Order of the Shaper feature
You can harness the matter of the Astral Plane to create a small crystal of psionic energy. As an action you can create a Psicrystal in your free hand, which is a tiny magical object. The Psicrystal has AC equal to your Spell Save DC and hit points equal to twice your erudite level. While a creature is holding or wearing the Psicrystal, they gain the following benefits:
- They gain a +1 bonus to their AC and Saving Throws.
- Whenever the creature makes an ability check, they can do so with advantage. Once a creature has benefited from this, they can't do so again until they finish a long rest.
You can only have one Psicrystal manifested at a time. If you attempt to create another, the first shatters and vanishes.
Your Psicrystal, Your Mind
Your psicrystals are a physical manifestation of your own being. Think about how your ideals and personality might reflect in your psicrystal. If you are a calm, stoic person, your psicrystal might appear smooth and round, with the appearance of a silvery mist swirling within it. If you are prone to anger, your psicrystal may be a dark, blood red shard that is hot to the touch.
Greater Psicrystals
6th-level Order of the Shaper feature
You can have two Psicrystals manifested at one time. Moreover, your Psicrystals grant a +2 bonus to AC and Saving Throws, rather than +1. A creature can only benefit from one Psicrystal at a time.
Additionally, your mental link to your Psicrystals allows you to attack from more advantageous positions. Whenever you cast an erudite spell, you can do so as though you were in the space of one of your Psicrystals.
Astral Seed
14th-level Order of the Shaper feature
You can create a special sort of Psicrystal known as an Astral Seed. Over the course of a long rest you create this Astral Seed, linking your soul to it. Like a normal Psicrystal, this Astral Seed has AC equal to your Spell Save DC and hit points equal to twice your erudite level.
Your Astral Seed serves as a sort of back-up for your consciousness. If you die, your soul transfers to the Astral Seed, which then glows faintly. Your physical remains, if they exist, become inert and cannot be restored to life. Your soul remains in the Astral Seed indefinitely, and you can see and hear from it.
At any point while your soul resides in the Astral Seed, you can choose to regrow your body. Over the course of 1d6 + 4 days, your body is woven together by threads of astral material and clumps of ethereal ectoplasm. At the end of the allotted time, you emerge fully restored, though you lack all your equipment. If you take damage at any point during this growth period, your soul is destroyed, and you cannot be restored to life by anything short of a Wish spell.
Changelog for v2
- Removed quite a few spells from the erudite spell list.
- Telepathy's range has been reduced.
- Psionics' component removal has been folded into Spellcasting, rather than its own feature, and a limitation of fear and charmed effects has been added.
- Psychic Defenses has been added at 5th level, similarly to the Aberrant Mind sorcerer's 6th level feature.
- Psionic Talent has been renamed to Psionic Power to better match the official subclasses, and has been largely overhauled to feel less like metamagic and more like the official subclass powers.
- Psionic Power's Psionic Energy dice now scale with proficiency like the official subclasses, but Psionic Recovery has been added to increase your pool of dice based on your erudite level, for a maximum of 22 Psionic Energy dice at level 20.
- Split Mind has been moved from 10th level to become a Psionic Power. The feature now relies heavier on action economy, as well as expending Psionic Energy dice, and scales with your erudite level. Rather than a normal Constitution saving throw, it now uses a scaling Intelligence check every turn, so that multiple effects and proficiencies can't stack.
- Added Cerebral Spellcasting to replace Split Mind.
- Psionic Body now increases your Intelligence score to 22, rather than 24.
- Made the Egoist's Psionic Strength once per long rest, to better match the power of the other orders.
- Replaced the Kineticist's Mass Destruction with Spontaneous Destruction to distance it from the Evocation wizard.
- Removed the limitation of "same creature" from the Nomad's Swift Psionics.
- Changed the Seer's Precognitive Casting to a bonus action, rather than a reaction.
- Removed Telepathy from the Shaper's Manifest Psicrystal, to prevent overlap.
- Replaced Psybeam with Mind Slam to draw focus away from damaging cantrips and more to utility.
- Increased the level of Mind Meld from 1st to 2nd.
- Added the Brain Zap and Daze spells.
Additional Spells
This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.
Art Credits:
Page 1 by rodmendez on DeviantArt
Pages 5, 6, 7, & 8 by Wizards of the Coast
Spells
Level | Spell | School | Conc. | Ritual | Class |
---|---|---|---|---|---|
0 | Mind Slam | Evocation | No | No | Erudite |
1 | Brain Zap | Evocation | No | No | Erudite |
1 | Daze | Enchantment | No | No | Erudite |
2 | Deja Vu | Enchantment | No | No | Bard, Erudite, Wizard |
2 | Mind Meld | Divination | Yes | No | Erudite |
Spell Descriptions
The spells are presented in alphabetical order.
Brain Zap
1st-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause a minor psychic jolt to disrupt a creature within range. If that creature is concentrating on a spell, it must make a Constitution saving throw against your spell save DC to maintain its concentration.
Daze
1st-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You quickly disorient a creature within range, causing their vision to blur and ears to ring. The creature must make an Constitution saving throw. On a failed save, the creature is incapacitated until the end of its next turn.
Deja Vu
2nd-level Enchantment
Casting Time: 1 reaction, which you take when a creature within 60 feet of you takes any action.
Range: 60 feet
Components: V, S
Duration: 1 Round
You mentally influence a creature to repeat its previous actions. The creature must make a Wisdom saving throw. On a failed save, the creature must repeat the triggering action on its next turn. If the creature cannot repeat the action (for reasons such as lack of spell slots, or limited use abilities), it takes 3d8 psychic damage, and the spell ends.
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Mind Meld
2nd-level Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch the forehead of a willing creature, creating a mental link between the two of you. For the duration, your mental abilities are combined. Whenever either of you makes an ability check using Intelligence, Wisdom, or Charisma, you can use either creature’s ability score for the check.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Mind Slam
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You mentally assault the mind of one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 psychic damage, and if the creature is Medium or smaller, it must make a Strength saving throw or be knocked prone.
At Higher Levels. Both this spell’s damage die and the maximum creature size increase when you reach higher levels: 1d8 and Large at 5th level, 1d10 and Huge at 11th level, and 1d12 and Gargantuan at 17th level.