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.
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### 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.
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### 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.
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### 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.
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### 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.
\pagebreakNum
#### 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.
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##### 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.
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# 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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### ㅤ
#### 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.