A Telepath’s force of personality is as vital to their powers as their discipline and willpower. One does not force themselves behind the mental walls of others without a presence to match their will.
Personal Magnetism. Most people you talk with seem to think the better of you due to your charming personality and mannerisms. Gain Friends as a cantrip. If you have it then select another cantrip. You may use Friends a number of times equal to your Wisdom+1(minimum 1) Modifier without the person knowing that you have used magic against them (unless they possess some other means of knowing). Mind Link. You gain a two way communication with someone you can see. As an action you can communicate simple instructions at the speed of thought with the target. Unwilling targets get a a wisdom save to disrupt the link. Range 100 ft of you. Attack Prediction. At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier. Metamagic: You become better at twisting spells to suit your need: Select two metamagic abilities. While the metabolist does not have “Font of Magic” they may still spend their spell points on metamagic abilities but it must come from their available spell pool and they may not spend more points on metamagic in one round than they have levels in Metabolist. At 10th level, you become better at twisting spells to suit your need: Select one more metamagic ability. At 17th level, you become better at twisting spells to suit your need: Select one more metamagic ability. Read Thoughts: Skim. The Psionicist has a better understanding of the flow of thoughts of other beings. It is possible to string together words and images from anothers mind and get information from it by skimming along the mind. This is still only surface thoughts and current topics within the being’s mind. The Telepath is limited to the information that the being is currently thinking about not what they know of a subject in general. Mind Alteration. Whenever you use a Telepath or enchantment spell and the target would know that you cast a spell on them after the spell has ended you may choose to alter their perception to ignore the spell cast against them
You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneer’s pack or (b) an explorer’s pack Two daggers
Spellcasting: As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the DMG’s (pg 288) spell point system rather than the spell slots. Spell Points One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity. In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points. Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest. Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest. The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so. The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three. Spell Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 Number of Spells and Cantrips known as per Sorcerer. Spell list as per Telepath (see below). Cantrips Friends, Message, True Strike, Vicious Mockery, Minor illusion, Dancing Light, Guidance 1st Level Sanctuary, alarm, Charm Person, Comprehend Languages, Disguise Self, Detect Magic, Dissonant Whispers, Faerie Fire, Healing Word, Heroism, Illusory Script, Silent Image, Sleep, T. Hideous Laughter, Command, Detect Good/Evil, Compell Duel, Find Familiar New First level power: Psychic Blast: 60 ft, Ranged spell attack 3d6 psychic damage. Spell is able to be increased. cast as a 2nd level spell: 4d6 damage. After effect: Roll dice as per the sleep spell against the target(s). cast as a 3rd level spell: 5d6 damage. Then select any 1 lower level After effect cast as a 4th level spell: 6d6 damage. Gain a new after effect to use: hold person, as per spell. Or select any 1 lower level After effect cast as a 5th level spell: 7d6 damage. Gain a new after effect to use: Fear as per spell. Or select any 1 lower level After Effect to apply. cast as a 6th level spell: 8d6 damage. Gain a new area(10′ radius) Then select any 1 lower level After Effect to apply. cast as a 7th level spell: 9d6 damage. Gain a new area(60′ line) Then select any 1 lower level After Effect to apply. cast as a 8th level spell: 10d6 damage. Chose an area effect (single, line, radius). Then select 2 different lower level After Effects to apply. cast as a 9th level spell: 11d6 damage. Gain a new area(60′ cone) or chose between single, line, radius. Then select 2 different lower level After Effects to apply. 2nd Level Animal Messenger, Blindness/Deafness, Crown of Madness, Enhance Ability, Enthrall, Hold Person, See invisibility, Silence, Suggestion, Zone of Truth, New 2nd Level power: Sense Link- range: 120 ft, Duration: Concentration, up to 1 hour. You share sensations with another being. Select a target. If they are unwilling they get a will save. Choose one of the senses. You sense what the other is hearing, feeling, seeing. You may choose to let them do the same for the duration) At the start of your turn you may chose to share your senses with another in a distracting manner. The target gets a will save. Failure means they get disadvantage on attack rolls and ability checks. 3rd Level Fear, Feign Death, Hypnotic Pattern, Major Image, Nondetection, Sending, Tongues, Spirit Guardian 4th Level Compulsion, Confusion, Hallucinatory Terrain, Locate Creature 5th Level Awaken, Dominate Person, Geas, Hold Monster, Mislead, Seeming, Modify Memory 6th Level Eyebite, Otto Irresistible Dance, Mass Suggestion 7th Level Mirage Arcane, Project Image, Symbol 8th Level Power Word Stun, Antipathy, Glibness, Mindblank, Dominate Monster, Telepathy, Feeblemind 9th Level Power Word Kill, Wish(a charm/enchantment based effect of another spell)
Level | Proficiency Bonus | Features | Cantrips Known | Powers Known | Power Points | Max Power Level |
---|---|---|---|---|---|---|
1st | 2 | Spellcasting, Personal Magnetism | 4 | 2 | 4 | 1st |
2nd | 2 | Attack Prediction, Mind Link | 4 | 3 | 6 | 1st |
3rd | 2 | Metamagic | 4 | 4 | 14 | 2nd |
4th | 2 | Ability Score Improvement | 5 | 5 | 17 | 2nd |
5th | 3 | — | 5 | 6 | 27 | 3rd |
6th | 3 | Read Thoughts: Skim | 5 | 7 | 32 | 3rd |
7th | 3 | — | 5 | 8 | 38 | 4th |
8th | 3 | Ability Score Improvement | 5 | 9 | 44 | 4th |
9th | 4 | — | 5 | 10 | 57 | 5th |
10th | 4 | Improved Metamagic | 6 | 11 | 64 | 5th |
11th | 4 | — | 6 | 12 | 73 | 6th |
12th | 4 | Ability Score Improvement | 6 | 12 | 73 | 6th |
13th | 5 | — | 6 | 13 | 83 | 7th |
14th | 5 | Mind Alteration | 6 | 13 | 83 | 7th |
15th | 5 | — | 6 | 14 | 94 | 8th |
16th | 5 | Ability Score Improvement | 6 | 14 | 94 | 8th |
17th | 6 | Improved Metamagic | 6 | 15 | 107 | 9th |
18th | 6 | — | 6 | 15 | 114 | 9th |
19th | 6 | Ability Score Improvement | 6 | 15 | 123 | 9th |
20th | 6 | — | 6 | 15 | 133 | 9th |