Difference between revisions of "School of Mentalism (5A)"

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(Resilient Mind)
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The spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
 
The spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
  
=== Psionic Spell Preparation ===
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=== Telepathic Speech ===
At 6th level, you learn to reactivate the spell patterns you burn out using Psionic Wizardry.  
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Starting at 6th level, you can form a telepathic connection between your mind and the mind of any other creature that understands a language. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). 
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The telepathic connection lasts for a number of hours equal to your wizard level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
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At 10th level you can remain in telepathic contact with a number of creatures equal to your Intelligence bonus (minimum 2 creatures). You decide if these creatures can communicate directly with each other. If not, they are unaware you have telepathy with others. When you are in contact with too many creatures, you must choose which telepathic connections to end.
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At 14th level you can maintain telepathy indefinitely.
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=== Spell Pattern Regeneration ===
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At 10th level, you learn to reactivate the spell patterns you burn out using Psionic Wizardry.  
 
When you take a short rest, the spells you no longer have prepared because of Psionic Wizardry return to being prepared.
 
When you take a short rest, the spells you no longer have prepared because of Psionic Wizardry return to being prepared.
  
 
=== Resilient Mind ===
 
=== Resilient Mind ===
Beginning at 10th level, your mastery of psionics gives you resistance to psychic damage and advantage on saving throws against effects that would give the charmed and frightened conditions.
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Beginning at 14th level, your mastery of psionics gives you resistance to psychic damage and advantage on saving throws against effects that would give the charmed and frightened conditions.
 
 
=== Command Undead ===
 
Starting at 14th level, you
 
  
 
== Designer's Notes ==
 
== Designer's Notes ==
 
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Revision as of 19:06, 25 November 2021

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This is an original Wizard subclass for 5A.

Mentalists, students of the School of Mentalism, form patterns in their mind that they use to channel energies of the cosmos. This is a more conscious development of what all wizards do, and it allows mentalists to cast of the crutches used by other traditions. Mentalism is a magic that can be made pure, without resort to strange words, gestures, and other mumbo-jumbo. Well, so say the mentalists.

In practice mentalism is a subtle art and can cast spells without obvious outward signs—which makes them scary and unreliable even in a society used to magic. In places where magic is suppressed and persecuted, mentalism are able to survive better than their peers, but this creates rumors of their scary powers.

Psionic Sublasses

Psionic Sublasses (5A)

Subclass features

Notepad.png This is a work in progress.

Psionic Wizardry

At second level, when you join this college, you learn to use Psionic Wizardry. By focusing the power of a spell inwards you can cast it inside your mind before releasing it into the world outside. Doing so removes the spell from your mind, burning out the pattern of the spell from your mind. But the spell is still safe in your spellbook.

When you cast a spell using Psionic Wizardry, that spell ceases to be prepared. The spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Telepathic Speech

Starting at 6th level, you can form a telepathic connection between your mind and the mind of any other creature that understands a language. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile).

The telepathic connection lasts for a number of hours equal to your wizard level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

At 10th level you can remain in telepathic contact with a number of creatures equal to your Intelligence bonus (minimum 2 creatures). You decide if these creatures can communicate directly with each other. If not, they are unaware you have telepathy with others. When you are in contact with too many creatures, you must choose which telepathic connections to end.

At 14th level you can maintain telepathy indefinitely.

Spell Pattern Regeneration

At 10th level, you learn to reactivate the spell patterns you burn out using Psionic Wizardry. When you take a short rest, the spells you no longer have prepared because of Psionic Wizardry return to being prepared.

Resilient Mind

Beginning at 14th level, your mastery of psionics gives you resistance to psychic damage and advantage on saving throws against effects that would give the charmed and frightened conditions.

Designer's Notes