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Erudite

As the night draws to a close, an elderly man remains in the Intellect Explorers
streets, casually exploring the city by moonlight. Spotting an
easy target, a group of pickpockets make their approach. The It takes years of dedicated study and meditation for an
old man shoots them a glance, and the would-be thieves erudite to unlock their true psychic power. Most isolate
stand motionless- frozen in place. themselves, spending their lives alone with their thoughts. An
A young gnomish woman sits in the corner of a bustling erudite explores every corner of their mind, understanding
tavern, her head buried deep in a thick tome. A drunken their own psyche and learning how to use it for their powers.
dwarf stumbles by, spilling his tankard of ale all over the When they aren't studying, an erudite is deep in meditation,
woman's book. She stands, squaring up to the much larger applying their new knowledge to master their body and mind.
opponent. The dwarf bellows, excited for an easy brawl. Just When an erudite has mastered their psychic abilities, they
then, the gnome's eyes flash white, and her scrawny physique return to society, and often find themselves becoming
seems to expand as she throws a powerful first punch. adventurers to keep their incredible mind stimulated. Others
Clutching a handful of glowing crystals, an elf finds herself prefer to remain isolated, living the remainder of their life
backed into a corner. As her foes close in, she shuts her eyes with their true potential realized.
tightly. Sounds of chaos surround her- screams, scrapes, and
then footsteps sprinting away. She reopens her eyes to see Creating an Erudite
her summoned golem give her a solemn nod before When creating an erudite, consider your character's
disappearing into the ether. background. How did you become an erudite? Why did you
Erudites are all united by their use of psionics- mysterious pursue this higher power? Did you train yourself, or did you
psychic powers unlocked through rigorous mental training. have a teacher? If you had a teacher, how did you know them?
These latent psychic powers are present in every living being. Also consider how you reacted to returning from isolation.
However, it takes a very special soul to devote themselves to Were you excited to return? Did you return by choice? How
unlocking their true psionic potential. have things changed since you left?
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The Erudite
Proficiency
Cantrips
Spells

Level Bonus Features Known 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

Quick Build
Class Features You can make an erudite quickly by following these
As an erudite, you gain the following class features. suggestions. First, make Intelligence your highest ability
score. Your next highest score should be Constitution.
Hit Points Second, choose the Sage background. Third, choose the
Hit Dice: 1d8 per erudite level
Friends, Mage Hand, Mind Sliver, and Mind Slam cantrips,
Hit Points at 1st Level: 8 + your Constitution modifier
along with the 1st level spells Catapult and Daze.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per erudite level after 1st

Proficiences
Armor: Light armor

Weapons: Simple weapons


Multiclassing and the Erudite
Tools: Calligrapher's Supplies
If your group uses the optional rule on
Saving Throws: Constitution, Intelligence
multiclassing in the Player’s Handbook, here’s what
Skills: Choose three from Arcana, Deception, History, you need to know if you choose erudite as one of
Investigation, Insight, Perception, and Persuasion. your classes.
Ability Score Minimum. As a multiclass character,
Equipment you must have at least an Intelligence score of 13
You start with the following equipment, in addition to the to take a level in this class, or to take a level in
equipment granted by your background: another class if you are already an erudite.
Proficiencies Gained. If erudite isn’t your initial
any simple weapon class, here are the proficiencies you gain when you
(a) a diplomat's pack or (b) a scholar's pack take your first level as an erudite: calligrapher’s
leather armor supplies.
calligrapher's supplies Spell Slots. Add all your levels in the erudite class
to the appropriate levels from other classes to
If you forgo this starting equipment, as well as the items determine your available spell slots.
offered by your background, you start with 3d4 x 10 gp to buy
your equipment.
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Additionally, when you gain a level in this class, you can
Class Features choose one of the erudite spells you know and replace it with
another spell from the erudite spell list, which also must be of
As an erudite, you gain the following class features, which are a level for which you have spell slots.
summarized in the Erudite table.
Spellcasting Ability
Telepathy Intelligence is your spellcasting ability for your erudite spells,
1st-level erudite feature

since your powers are fueled by your intellect alone. You use
You can speak telepathically to any creature you can see your Intelligence modifier when setting the saving throw DC
within 30 feet of you. You don’t need to share a language with for an erudite spell you cast and when making an attack roll
the creature for it to understand your telepathic messages, with one.
but the creature must be able to understand at least one Spell save DC = 8 + your proficiency bonus + your
language or be telepathic itself. Intelligence modifier
As a bonus action when you’re speaking telepathically to a
creature, you can give that creature the ability to speak Spell attack modifier = your proficiency bonus + your
telepathically to you until the start of your next turn. To use Intelligence modifier
this ability, the creature must be within 30 feet of you and be
able to see you. Erudite Spell List
Here's the list of spells you consult when you learn an erudite
Spellcasting spell. The list is organized by spell level, not character level.
1st-level erudite feature

Each spell appears in the Player's Handbook, unless it has


Through dedicated study, or through some incredible psionic one asterick (a spell at the end of this class description), two
event, you have awakened the latent psychic power in your astericks (a spell in Xanathar's Guide to Everything), or a
mind. This psychic power is what fuels your spells. dagger (a spell in Tasha's Cauldron of Everything).
Psionics Cantrips (0 Level) 2nd Level
Your form of spellcasting is different from that of other Blade Ward

Augury

spellcasters. Psionics are not magical in nature, despite Control Flames**

Beast Sense

presenting themself as spells. Whenever you cast an erudite Dancing Lights

Blindness/Deafness

spell, it requires no verbal or somatic components, and it Friends

Blur

requires no material components, unless they are consumed Guidance

Calm Emotions

by the spell. Light

Crown of Madness

Your psionic ability does have its drawbacks, however. Mage Hand (appears invisible)

Darkvision

Since your powers rely solely on the control of your mind, you Message

Deja Vu*

cannot cast any of your erudite spells if you are charmed or Mind Sliver†

Detect Thoughts

frightened. Mind Slam*

Enhance Ability

Cantrips (0-Level Spells) Minor Illusion

Enthrall

You know four cantrips of your choice from the erudite spell Resistance

Hold Person

list. You learn additional erudite cantrips of your choice at Thaumaturgy

Invisibility

higher levels, as shown in the Cantrips Known column of the True Strike

Levitate

Erudite table. Locate Animals or Plants

1st Level Locate Object

Spell Slots Bane

Mind Meld*

The Erudite table shows how many spell slots you have to Brain Zap*

Mind Spike**

cast your spells of 1st level and higher. To cast one of these Catapult**

Mirror Image

erudite spells, you must expend a slot of the spell's level or Cause Fear**

Misty Step

higher. You regain all expended spell slots when you finish a Charm Person

Pass Without Trace

long rest. Command

Ray of Enfeeblement

For example, if you know the 1st-level spell Bane and have Comprehend Languages

See Invisibility

a 1st-level and a 2nd-level spell slot available, you can cast Daze*

Silence

Bane using either slot. Detect Evil and Good

Suggestion

Dissonant Whispers

Tasha's Mind Whip†

Spells Known of 1st Level and Higher Expeditious Retreat

Warding Bond

You know two 1st-level spells of your choice from the erudite Feather Fall

Identify

3rd Level
spell list.
The Spells Known column of the Erudite table shows Jump

Blink

when you learn more erudite spells of your choice. Each of Mage Armor

Catnap**

these spells must be of a level for which you have spell slots. Silent Image

Clairvoyance

For instance, when you reach 3rd level in this class, you can Sleep

Enemies Abound**

learn one new spell of 1st or 2nd level. Tasha's Hideous Laughter

Fear

Unseen Servant

Feign Death
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Fly

6th Level When you reach certain levels in this class, the size of your
Haste

Contingency

Psionic Energy dice increases: at 5th level (d8), 11th level


Hypnotic Pattern

Disintigrate

(d10), and 17th level (d12).


Intellect Fortress†

Eyebite

Psionic Recovery
Life Transferance**

Find the Path

Once per day when you finish a short rest, you can choose to
Forbiddance

recover a number of Psionic Energy dice equal to half your


Major Image

Mass Suggestion

Nondetection

Mental Prison**

erudite level, rounded up.


Protection from Energy

Otto's Irresistible Dance

Psionic Powers
Sending

Scatter**

The powers below use your Psionic Energy dice.


Slow

Soul Cage**

Psychic Shield. You can use your psychic power to create


Tenser's Transformation**

a momentary shield of psionic energy between you and an


Tongues

True Seeing

Word of Recall

enemy. Whenever you are hit by an attack, you can use your
4th Level reaction to expend one Psionic Energy die, roll the die, and
Arcane Eye

7th Level add the number rolled to your AC until the end of the
Charm Monster**

Dream of the Blue Veil†

attacking creature's turn.


Compulsion

Forcecage

Psionic Restoration. As you release your psionic power,


Confusion

Mirage Arcane

you can harness a fraction of its energy to fuel your body.


Dimension Door

Plane Shift

Whenever you cast an erudite spell of 1st level or higher, you


Divination

Power Word: Pain**

can expend one Psionic Energy die and roll it, regaining hit
Dominate Beast

Project Image

points equal to the number rolled plus the spell's level.


Freedom of Movement

Sequester

Split Mind. You can detach your psionic power from your
Greater Invisibility

Teleport

current consciousness, allowing greater options for


Hallucinatory Terrain

concentrating. As a bonus action while you are concentrating


Locate Creature

8th Level on an erudite spell of 5th level or lower, you can expend one
Phantasmal Killer

Antipathy/Sympathy

Psionic Energy die to transfer the spell to an ethereal mote of


Raulothim's Psychic Lance†

Demiplane

concentration, freeing your mind for other matters. This mote


Dominate Monster

is invisible and massless, appearing only as a tiny glowing orb


5th Level Feeblemind

to a creature with truesight. While this mote persists, the


Antilife Shell

Glibness

spell you were concentrating on remains active, despite you


Contact Other Plane
Maze

not maintaining concentration yourself.


Dispel Evil and Good

Mind Blank

At the start of each of your turns while one of these motes


Dominate Person

Power Word: Stun

is present, you must make an Intelligence check (DC 15 + the


Dream

Telepathy

mote’s spell level + the number of motes present) for each


Far Step

mote. On a failure, the mote vanishes, and its spell ends. The
Geas

9th Level mote also vanishes when the spell has reached its full
Hold Monster

Astral Projection

duration, or when you choose to dismiss it (no action


Legend Lore

Foresight

required).
Mislead

Imprisonment

At 2nd level, you can have a single mote present. You can
Modify Memory

Invulnerability**

have two motes at 5th level, three motes at 11th level, and
Negative Energy Flood**

Power Word: Kill

four motes at 20th level. Regardless of the number of motes,


Planar Binding

Psychic Scream**

the combined level of the motes’ spells can never exceed your
Scrying

Time Stop

Intelligence modifier.
Seeming

Weird

Skill Empowerment**

Psionic Order
Synaptic Static**

3rd-level erudite feature

Telekinesis

You focus your psychic knowledge on a specific form of

psionics, represented by a psionic order. Choose from the


Psionic Power Order of the Egoist, Kineticist, Nomad, Seer, or Shaper. Your
choice grants you features when you choose it at 3rd level,
2nd-level erudite feature

and again at 6th and 14th levels.


You harbor a wellspring of psionic energy within yourself.
This energy is represented by your Psionic Energy dice, Ability Score Improvement
which are a d6. You have a number of these dice equal to 4th-level erudite feature

twice your proficiency bonus, and they fuel various psionic When you reach 4th level, and again at 8th, 12th, 16th, and
powers you have, which are detailed below. 19th level, you can increase one ability score of your choice
Some of your powers expend the Psionic Energy die they by 2, or you can increase two ability scores of your choice by
use, as specified in a power's description, and you can't use a 1. As normal, you can’t increase an ability score above 20
power if it requires you to use a die when your dice are all using this feature.
expended. You regain all your expended Psionic Energy dice
when you finish a long rest.
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Psychic Defenses Psionic Orders
5th-level erudite feature

Erudites may focus on many psionic disciplines. Here are


You gain resistance to psychic damage, and you have psionic order options you can choose from at 3rd level.
advantage on saving throws against being charmed or
frightened. Order of the Egoist
Cerebral Spellcasting Erudites of the Order of the Egoist specialize in the psionic
10th-level erudite feature

discipline of psychometabolism. Egoists use their psionic


You learn to push your mental capacity beyond its normal power to manipulate the physiology of themselves,
limits, tapping into your psychic reserves that would normally transforming into fearsome fighters.
be inaccessible. Whenever you cast an erudite spell of 1st Bonus Proficiencies
through 5th level, you can cast it by expending a spell slot as 3rd-level Order of the Egoist feature

normal or by expending a number of Psionic Energy dice You gain proficiency in martial weapons, medium armor, and
equal to the spell's level. shields.
Psionic Mastery Fortify Body
18th-level erudite feature

3rd-level Order of the Egoist feature

Whenever you roll a 1 on a Psionic Energy die, you can re-roll You learn to enhance your physical strength using your
it, and must use the new roll, even if it is another 1. psionic powers. As a bonus action on your turn, you can
expend one spell slot to fortify your body, granting you the
Psionic Body following benefits:
20th-level erudite feature

You gain temporary hit points equal to five times the spell
Your mastery of psionic power causes your mind to transcend slot's level.
the body. Your physical form is infused with psionic energy. When you attack with a melee weapon, you can use your
You gain the following benefits: Intelligence modifier, instead of Strength or Dexterity
modifier, for the attack and damage rolls.
Your Intelligence score increases by 2. Your maximum for Once per turn when you hit a a creature with a melee
that score is now 22. weapon attack, you can deal additional damage equal to
You no longer age. your Psionic Energy die.
You are immune to psychic damage, as well as the
charmed and frightened conditions. These benefits last for 10 minutes, or until you lose all
You gain a flying speed equal to 10 times your Intelligence these temporary hit points.
modifier (minimum of 10 feet), and can hover.
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 Order of the Nomad
Erudites of the Order of the Kineticist specialize in the Erudites of the Order of the Nomad specialize in the psionic
psionic discipline of psychokinesis. Kineticists are masters of discipline of psychoportation. Nomads wield these psionic
energy, and can use their psionic powers to create powers that propel or displace objects in space and time- be it
devastating effects. telekinesis, teleportation, or even time manipulation.
Devastating Arsenal Fast Movement
3rd-level Order of the Kineticist feature

3rd-level Order of the Nomad feature

You learn 3 cantrips of your choice from the wizard spell list. Your speed increases by 10 feet while you aren't wearing
These cantrips must be from the school of evocation. These heavy armor.
cantrips count as erudite spells for you, but do not count
against your total number of cantrips known. Psionic Displacement
3rd-level Order of the Nomad feature

Energy Snap You learn to harness a sliver of psionic energy to propel


3rd-level Order of the Kineticist feature

yourself through space. Whenever you cast an erudite spell of


You learn to quickly access your psionic power to damage 1st level or higher, you can immediately teleport a number of
your foes. As a bonus action on your turn, you can expend feet up to 20 + 5 times the spell's level. You can teleport
one spell slot and make a spell attack roll against a creature before or after you cast the spell.
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 Swift Psionics
per slot level spent. 6th-level Order of the Nomad feature

Whenever you use your action to cast an erudite cantrip and


Powerful Mind deal damage, you can use your bonus action to cast the same
6th-level Order of the Kineticist feature

cantrip a second time, dealing half damage on a hit.


You add your Intelligence modifier to the damage of your
erudite cantrips, as well as the damage of your Energy Snap Time Skip
feature. 14th-level Order of the Nomad feature

You can momentarily stop time around you, just long enough
Spontaneous Destruction to give you an edge. On your turn, you can slip out of time,
14th-level Order of the Kineticist feature

granting you the following benefits until the end of your


You can use your psionic powers to manifest devastating current turn:
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 Your movement speed is doubled, and your movement
and be from the school of evocation. As with the rest of your does not provoke opportunity attacks.
erudite spells, it does not require verbal or somatic You can take one additional action and one additional
components, and requires no material components unless bonus action on your turn.
they are consumed. Once you have used this power, you can't Once you use this power, you can't do so again until you
do so again until you finish a long rest. finish a long rest.
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Order of the Seer Order of the Shaper
Erudites of the Order of the Seer specialize in a form of Erudites of the Order of the Shaper specialize in the psionic
psionics known as clairsentience. Much like a diviner, these discipline of metacreativity. Shapers draw from the matter of
seers use their precognition to aid their allies, as well as the Astral Plane, creating semi-physical objects seemingly
perform various forms of espionage. from thin air.
Psychic Sight Shaper Spells
3rd-level Order of the Seer feature

3rd-level Order of the Shaper feature

You gain proficiency in the Perception skill, if you aren't You learn an additional spell of 2nd level or higher when you
proficient already. Moreover, whenever you make an ability reach certain levels in this class, as shown in the Shaper
check that relies on that skill, you can use your Intelligence Spells table. Each spell counts as an erudite spell for you, but
modifier for the roll, rather than Wisdom. it doesn't count against the number of erudite spells you
know.
Fate Points
3rd-level Order of the Seer feature

Shaper Spells
You can use your psionic power to manipulate events as they Erudite Level Spell
unfold. Whenever you cast an erudite spell of 1st level or 3 Spiritual Weapon
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 5 Phantom Steed
of you makes an ability check, attack roll, or saving throw, you 7 Summon Construct
can expend a number of these fate points up to your
proficiency bonus as a reaction and add or subtract them 9 Creation
from the roll.
The maximum number of fate points you can have at any Manifest Psicrystal
time is equal to your erudite level. These fate points are 3rd-level Order of the Shaper feature

fleeting, and only last for 1 minute- after which, they vanish. You can harness the matter of the Astral Plane to create a
small crystal of psionic energy. As an action you can create a
Precognitive Casting Psicrystal in your free hand, which is a tiny magical object.
6th-level Order of the Seer feature

The Psicrystal has AC equal to your Spell Save DC and hit


You learn to use your precognition to turn a missed attack points equal to twice your erudite level. While a creature is
into a new opportunity. Once per turn when you miss a holding or wearing the Psicrystal, they gain the following
creature with a spell attack, you can use your bonus action to benefits:
re-roll your attack, and must use the new roll.
They gain a +1 bonus to their AC and Saving Throws.
Out of Body Whenever the creature makes an ability check, they can
14th-level Order of the Seer feature

do so with advantage. Once a creature has benefited from


You can project your consciousness beyond your body to view this, they can't do so again until they finish a long rest.
places that would otherwise be impossible. As an action, you You can only have one Psicrystal manifested at a time. If
can cause your spirit to leave your body. When you do this, you attempt to create another, the first shatters and vanishes.
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 Your Psicrystal, Your Mind
for a number of minutes equal to your erudite level, after Your psicrystals are a physical manifestation of
which you return to your body. You can also end this state your own being. Think about how your ideals and
early (no action required). Once you have used this power, you personality might reflect in your psicrystal. If you
can’t do so again until you finish a long rest. 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.

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Greater Psicrystals
6th-level Order of the Shaper feature

Changelog for v2
You can have two Psicrystals manifested at one time. Removed quite a few spells from the erudite spell list.
Moreover, your Psicrystals grant a +2 bonus to AC and Telepathy's range has been reduced.
Saving Throws, rather than +1. A creature can only benefit Psionics' component removal has been folded into
from one Psicrystal at a time. Spellcasting, rather than its own feature, and a limitation of
Additionally, your mental link to your Psicrystals allows fear and charmed effects has been added.
you to attack from more advantageous positions. Whenever Psychic Defenses has been added at 5th level, similarly to
you cast an erudite spell, you can do so as though you were in the Aberrant Mind sorcerer's 6th level feature.
the space of one of your Psicrystals. Psionic Talent has been renamed to Psionic Power to
better match the official subclasses, and has been largely
Astral Seed overhauled to feel less like metamagic and more like the
14th-level Order of the Shaper feature

official subclass powers.


You can create a special sort of Psicrystal known as an Astral Psionic Power's Psionic Energy dice now scale with
Seed. Over the course of a long rest you create this Astral proficiency like the official subclasses, but Psionic
Seed, linking your soul to it. Like a normal Psicrystal, this Recovery has been added to increase your pool of dice
Astral Seed has AC equal to your Spell Save DC and hit based on your erudite level, for a maximum of 22 Psionic
points equal to twice your erudite level. Energy dice at level 20.
Your Astral Seed serves as a sort of back-up for your Split Mind has been moved from 10th level to become a
consciousness. If you die, your soul transfers to the Astral Psionic Power. The feature now relies heavier on action
Seed, which then glows faintly. Your physical remains, if they economy, as well as expending Psionic Energy dice, and
exist, become inert and cannot be restored to life. Your soul scales with your erudite level. Rather than a normal
remains in the Astral Seed indefinitely, and you can see and Constitution saving throw, it now uses a scaling
hear from it. Intelligence check every turn, so that multiple effects and
At any point while your soul resides in the Astral Seed, you proficiencies can't stack.
can choose to regrow your body. Over the course of 1d6 + 4 Added Cerebral Spellcasting to replace Split Mind.
days, your body is woven together by threads of astral Psionic Body now increases your Intelligence score to 22,
material and clumps of ethereal ectoplasm. At the end of the rather than 24.
allotted time, you emerge fully restored, though you lack all Made the Egoist's Psionic Strength once per long rest, to
your equipment. If you take damage at any point during this better match the power of the other orders.
growth period, your soul is destroyed, and you cannot be Replaced the Kineticist's Mass Destruction with
restored to life by anything short of a Wish spell. 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.

8
Additional Spells
This section contains new spells that the DM may add to a
campaign, making them available to player character and Art Credits:
monster spellcasters alike. The Spells table lists the new Page 1 by rodmendez on DeviantArt

spells, ordering them by level. The table also notes the school Pages 5, 6, 7, & 8 by Wizards of the Coast
of magic of a spell, whether it requires concentration,
whether it bears the ritual tag, and which classes have access
to it.
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 ㅤ
The spells are presented in alphabetical order.

Brain Zap Mind Meld


1st-level Evocation
2nd-level Divination

Casting Time: 1 action


Casting Time: 1 action

Range: 60 feet
Range: Touch

Components: V, S
Components: V, S

Duration: Instantaneous
Duration: Concentration, up to 1 hour

You cause a minor psychic jolt to disrupt a creature within You touch the forehead of a willing creature, creating a
range. If that creature is concentrating on a spell, it must mental link between the two of you. For the duration, your
make a Constitution saving throw against your spell save DC mental abilities are combined. Whenever either of you makes
to maintain its concentration. an ability check using Intelligence, Wisdom, or Charisma,
you can use either creature’s ability score for the check.

Daze At Higher Levels. When you cast this spell using a spell slot
1st-level Enchantment
of 3rd or 4th level, you can maintain your concentration on
Casting Time: 1 action
the spell for up to 8 hours. When you use a spell slot of 5th
Range: 30 feet
level or higher, you can maintain your concentration on the
Components: V, S
spell for up to 24 hours.
Duration: Instantaneous

You quickly disorient a creature within range, causing their Mind Slam
vision to blur and ears to ring. The creature must make an Evocation Cantrip

Constitution saving throw. On a failed save, the creature is Casting Time: 1 action

incapacitated until the end of its next turn. Range: 60 feet

Components: V, S

Deja Vu Duration: Instantaneous

2nd-level Enchantment
You mentally assault the mind of one creature that you can
Casting Time: 1 reaction, which you take when a creature see within range. Make a ranged spell attack against the
within 60 feet of you takes any action.

target. On a hit, the creature takes 1d6 psychic damage, and


Range: 60 feet
if the creature is Medium or smaller, it must make a Strength
Components: V, S
saving throw or be knocked prone.

Duration: 1 Round
At Higher Levels. Both this spell’s damage die and the
You mentally influence a creature to repeat its previous maximum creature size increase when you reach higher
actions. The creature must make a Wisdom saving throw. On levels: 1d8 and Large at 5th level, 1d10 and Huge at 11th
a failed save, the creature must repeat the triggering action level, and 1d12 and Gargantuan at 17th level.
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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