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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?
1
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
Proficiences
Armor: Light armor
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
Augury
Beast Sense
Blindness/Deafness
Blur
Calm Emotions
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
Enhance Ability
Enthrall
You know four cantrips of your choice from the erudite spell Resistance
Hold Person
Invisibility
higher levels, as shown in the Cantrips Known column of the True Strike
Levitate
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
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
Suggestion
Dissonant Whispers
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
3
Fly
6th Level When you reach certain levels in this class, the size of your
Haste
Contingency
Disintigrate
Eyebite
Psionic Recovery
Life Transferance**
Once per day when you finish a short rest, you can choose to
Forbiddance
Mass Suggestion
Nondetection
Mental Prison**
Psionic Powers
Sending
Scatter**
Soul Cage**
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**
Forcecage
Mirage Arcane
Plane Shift
can expend one Psionic Energy die and roll it, regaining hit
Dominate Beast
Project Image
Sequester
Split Mind. You can detach your psionic power from your
Greater Invisibility
Teleport
8th Level on an erudite spell of 5th level or lower, you can expend one
Phantasmal Killer
Antipathy/Sympathy
Demiplane
Glibness
Mind Blank
Telepathy
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
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**
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**
Telekinesis
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.
4
Psychic Defenses Psionic Orders
5th-level erudite 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
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.
5
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
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
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
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
7
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
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.
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
Components: V, S
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.
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.