original Psychic Class d20 Variant

These materials represent the Incarna i20™ approach based on d20 use.

ONLY Applicable to the i20 Variant
Original Publish Date: 01/2021
Author: Arabus Grenier

CUSTOM Psychic CLASS for d20/5e

Class features
As a psychic you gain the following features

HIt points
Hit Dice: 1d8 per psychic level
Hit points at first level 1d8 + constitution modifier
Hit points at higher levels: 1d8 (or 5) + constitution modifier

Proficiencies
Armor: Light
Weapons: Daggers, Quarterstaffs, Light Crossbows, Improvised weapons
Tools: Choose one from Calligraphers supplies, Cartographers tools, Cook’s utensils, Painters supplies, Tinkers tools, Disguise Kit, Forgery Kit, any Gaming Set, Navigators Tools
Saving Throws: Sanity, and intelligence or charisma.
Skills: choose any 2 from the skills list, or tool proficiencies

Equipment
The psychic starts play with the following equipment, in addition to the equipment gained by your background.

-(a) a light crossbow and 2 bolts or (b) any simple weapon
– (a) a local location attuned as a centering lode (b) a trinket attuned as a centering lode
– (a) a scholar’s pack, (b) a dungeoneer’s pack or (c) an explorer’s pack
– leather armor, any simple weapon, and a dagger

Psychic Powers

Mindscape

An inner landscape which the psychic uses to envision their use of power. The mindscape is a mental vista of ideas, concepts, time and space. Common reality shapes the psychic’s imagery of this, whilst they seek to unlock their own inner-strengths with which to personalize their perception – thereby manipulating certain aspects. At 3rd level the Mindscape becomes focused, determining the character’s preferred method of manifestation.

Cantrips

The psychic learns 1 cantrip determined by their Domain. They will gain additional cantrips at 3rd, 6th, 10th and 14th when the Mindscape Focus and additional Domains are selected.

Spell slots

The psychic spell table shows how many spell slots are available, and what level they are cast from. All of the Psychics spell slots are the same level. To cast one of your Psychic spells of 1st level or higher you must expend a spell slot. You regain all expended spell slots when you Finish a Short or Long rest.
The psychics spells within their Domains ignore all Somatic, Material and vocal requirements so long as they have met the Centering Lode requirements.

Spells Known of 1st level and higher

At 1st level the Psychic selects two 1st level spells from the Psychic spell list or from their domain list.
The spells known are based on the Psychic table (Reference warlock). A spell chosen must be of a level no higher than what is shown in the tables Slot Level column for your level.
Additionally when the Psychic gains a level they may choose one known Psychic spell and switch it for another from the Psychic spell or domain lists, which must also be of a level for which they have spell slots.
Over a period of a long rest the Psychic may spend 2 cost portions (400 SC) worth of meditative aids (Incense, drugs, etc….) to swap out one spell.

Spell Casting Ability

Sanity is the Psychics spellcasting ability for spells, so sanity is used whenever a spell refers to ‘spellcasting ability’. In addition, the Psychic uses their Sanity modifier when setting a spells saving throw DC or making a spell attack.

Spell save DC= 8+ proficiency bonus+ Sanity Modifier

Spell attack modifier= Proficiency bonus + Sanity Modifier

Spell casting Focus
To use their abilities the Psychic must either be in or have in their possession a Centering Lode. (an object or place that the character has attuned themselves to through either their essence or normal attunement rules. A Location or object is attuned over the course of 1 month, or 1 Long rest if the character uses meditative aids equaling 10 milieu cost portions. As long as the character is in the presence of a Centering Lode they require no Material components for their powers. A physical location extends in a 100 ft radius. An object must be on the characters person.)

Domain
At first level the psychic selects a Domain of their choice: Alteration, Biofeedback, Elemental, Emotion, Kinetic, Psychometry, Telemetry, or Thought. Each one is detailed at the end of the class description. The Psychic selects a domain at 1st and again at 6th, 10th and 14th level.

When the Psychic gains a domain they may choose 2 spells from their domain list to add to their known spells. These spells may be changed at each level, but must be from a Domain list the character has gained.

Provinces
In the Psychics reflection of self and reality they have unearthed Provinces: Powers that are obtained through varying Domains and internal Gateways, augmenting the Psychics Mindscape.
At 2nd level the Psychic gains 2 Provinces of their choice. Province options are listed at the end of the Class description. When the Psychic gains certain levels, they gain additional provinces of their choice, as shown on the Provinces Known column of the Psychic table.
Additionally when a level is gained the psychic may choose one known province and replace it with another that could be learned at that level.

Mindscape Focus
At 3rd level the Psychics Latent talent awakens into a developed state, causing their Mindscapes influence to affect reality more potently in their method of manifesting their Will. The Psychic selects one Focus from the following list:

Push Focus

The psychic gains the Inertia Thrust cantrip.

Additionally the psychic may use a bonus action to lift or move any object within 60 feet as though they were physically touching it. Sanity is treated as strength for determining what they are capable of moving. This ability cannot be used on creatures and cannot move anything more than 20 feet in a round. For determining what can be done with with this ability the interaction should be treated as though the object was being manipulated or moved by a creature of the same size and shape as the psychic.
If the Psychic has the ‘mage hand’ Cantrip the mage hand is treated as thought it had a strength equal to the Psychics sanity and its range is increased to 60 feet.

Reader Focus

The Psychic gains the Vicious Mockery Cantrip, and the Detect Thoughts Spell

Additionally the Psychic gains Aura Sense and may spend 10 rounds focusing on an object or creature. When used on a creature the Psychic gains knowledge of its current mood, emotions and primary drive (Ie: Hunger, greed etc….). When used on an object the Psychic learns of the object’s intended task (Such as tool, weapon or furniture etc) and of anything that has bonded or tainted the object (Ie: Enchantments, essence ties.) This effect lasts for 1 minute after the Psychic stops focusing (as though concentrating)
.

Seer Focus

The psychic gains the Guidance Cantrip

Additionally the psychic gains 1 Portent Die which is rolled when a short rest is completed. This roll may be used to replace any attack roll, saving throw or ability check whether it is the psychics own, another player or an NPC.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Enhanced Mindscape

At 11th level, your control over reality has expanded, Choose one 6th- level spell from the psychic spell list as this Enhancement.
You can cast your enhancement spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more psychic spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Enhanced Mindscape when you finish a long rest.
Meditative Master

At 20th level, you can draw on your inner reserve of focus while forcing reality to recover your expended spell slots. You can spend 1 minute meditating to regain all your expended spell slots from your Psychic Powers feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Domains
When selecting a domain the psychic gains the domain features as well as learning one additional spell front the Domains list. This does not count against the maximum spells known , and the psychic can choose to swap the spell for another from the domain list at the completion of a long rest.

Alteration
This domain focuses on the alteration of physical form to take on either similar characteristics of other species of the same general form, or complete or partial physical change to the form of another species altogether different.

When this Domain is taken the Psychic gains the Resistance Cantrip. Additionally the character may use the disguise self spell once per rest. This is increased to twice per rest at 6th level and 3 times at 10th.

Spell List
1: Faerie Fire, Disguise Self, Expeditious retreat, Long Strider
2: Alter Self, Blur, Enlarge/Reduce, Spider Climb
3: Fly, Gaseous Form, Water Breathing,
4:
5:

Biofeedback
This Domain focuses on the understanding and manipulation of biological systems, resulting in aspects such as pain control, sensory acuteness, sustainment or physical deprivation.

When this Domain is taken the psychic gains the Spare the Dying cantrip. Additionally the character heals an additional number of points per short rest equal to their proficiency modifier. This feature affects an additional creature at 6th and 10th level.
Spell List
1: Color Spray, Healing word, Inflict Wounds, Sleep
2: Aid, Blindness/Deafness, Lesser Restoration, Ray of Enfeeblement
3: Aura of Vitality, Life Transference, Vampiric Touch
4:
5:

Elemental
This domain focuses on the primal energies of the world, manipulating and altering them to the point of degradation or augmentation.

When this domain is taken the Psychic selects one of either the Mold Earth, Shape Water, Gust, Control Flames or Lightning Lure. The Psychic selects another at levels 6, 10 and 14. Additionally the character may use Resist Elements once per short rest. Using this feature either reduces damage from an elemental source by half or grants advantage on a saving throw against an elemental source.
Spell List
1: Chromatic Orb, Absorb Elements, Thunder Wave, Zephyr strike
2: Earth Bind, Gust of wind, Flame blade, Shatter
3: Erupting Earth, Meld into Stone, Wall of Water
4:
5:

Emotion
The domain of emotion attempts to manipulate motions in living beings. Only targets that have emotions are susceptible. Computers, robots, automatons and animations (magical, etc.) do not have such and cannot be manipulated.

When this Domain is taken the Psychic gains the Vicious Mockery cantrip. If the Psychic already has the cantrip they instead gain the Friends cantrip. Additionally the Psychic may use Rally from the Battlemaster Maneuver list with a D6 superiority die once per short rest. The superiority die increases to a D8 at 6th level and D10 at 10th.

Spell List
1: Charm person, Compelled duel, Heroism, Sanctuary
2: Crown of madness, Calm Emotions, Enthrall, Suggestion
3: Fast friends, Fear, Resolve
4:
5:

Kinetic
This Domain taps into the aspects of physical reality such as movement and interaction, and even space-time. Psychics under this domain are frequently telekinetics.

Upon opening this Domain the Psychic gains either the Prestidigitation cantrip or a cantrip requiring an attack roll. Additionally the Psychic gains one additional hitpoint per level, reflecting their ability to manipulate the density of their own body and constructs around them.

Spell List
1: Catapult, Feather Fall, Guiding Bolt, Wrathful Smite
2: Hold person, Immovable Object, Knock, Misty Step,
3: Haste, Pulse Wave, Thunderstep,
4:
5:

Psychometry
This domain focuses on reading auras, in order to reveal object history and purpose, as well as to locate something hidden. Much of the domain crosses over with Divination.

Upon opening this domain the Psychic learns the Light cantrip and upon casting may choose to have the resulting light visible only to themselves. Additionally the Psychic may use the Identify spell as a ritual at 1st level, Detect Magic at 3rd, and may ritualize 1 additional ritual spell from the Divination school at 6th and 10th as long as it is of a level the character can cast.

Spell List
1: Detect Magic, Detect Poison and disease, Identify, Hunters Mark
2: Augury, See invisibility, Detect Thoughts, Mind Spike
3: Nondetection, Sending, Speak with Dead
4:
5:

Telemetry
The Telemetry Domain allows the Psychic to alter reality to grant themselves (or others) knowledge and skills they otherwise would not have for a short while.

Upon opening this Domain the Psychic gains the Encode Thoughts cantrip. Additionally the Psychic may spend a bonus action to give a +/- D6 to any attack roll, ability check or saving throw of any creature they can accurately detect once per short rest. This effect increases to D8 at 6th, D10 at 10th, and D12 at 14th.

Spell List
1: Speak with Animals, Comprehend Languages, Gift of Alacrity, Silent image
2: Beast sense, Find Traps, Pass without Trace, Phantasmal Force
3: Grant Skill, Intellect Fortress, Tongues
4:
5:

Psychic Provinces

Agonizing Inertia
Prerequisite: Inertia thrust cantrip
When you cast Inertia Thrust, add your Sanity modifier to the damage it deals on a hit.
Psychic Armor
Prerequisite: Kinetic Domain or 3rd level
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.
Recuperation
Prerequisite: Biofeedback domain, 3rd level
You cannot be put to sleep against your will. Additionally you may skip sleep a number of nights equal to your sanity modifier plus your proficiency modifier. You recover from these sleepless nights after a long rest.
Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.
Telemetry Influence
Prerequisite:Telemetry Domain
A number of times equal to your sanity Modifier per short rest you may grant yourself proficiency with a skill, saving throw or tool for 10 minutes.
Dissonant Whispers
Prerequisite: 7th level
You can cast Compulsion once per short rest using a psychic spell slot.
Time-Space link
Prerequisite: 12th level, Kinetic Domain
After a long rest you touch one willing creature, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. This may be done once each every short rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chain Master’s Fury (UA)
Prerequisite: 9th level, Pact of the Chain feature
As a bonus action, you can command your familiar to make one attack.
Chains of the mind
Prerequisite: 15th level, Telemetry Domain
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a short rest before you can use this invocation on the same creature again.
Dissonance Cloak
Prerequisite: 5th level, Emotion Domain
As a bonus action, you can surround yourself with a psychic aura that looks like a heat shimmer. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes psychic damage equal to your Charisma modifier (minimum of 0 damage), and must make a Sanity saving throw or become frightened of you until the end of it’s next turn.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Seer’s Sight
Prerequisite: Seer Mindscape Focus
You can see normally in non magical Darkness, and gain blindsight in a 15’ radius.
Tilting
Prerequisite: 7th level
You can cast Confusion once per short rest.
Eldritch Armor (UA)
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.
Pain Control
Prerequisite: Biofeedback Domain
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Additionally when concentrating on only one spell you gain a +2 on concentration rolls.
Aura Sight
Prerequisite: 3rd level or Psychometry Domain
You can cast Detect Magic at will, without expending a spell slot or material components.
At 3rd level Psychometry Domain may also use Identify at will.

Psychic Smite
Prerequisite: 5th level
Once per turn when you hit a creature with a cantrip or melee weapon, you can expend a psychic spell slot to deal an extra 1d8 psychic damage to the target, plus another 1d8 per level of the spell slot, and the target must make a sanity saving throw or be stunned until the end of your next turn.
Psychic reach
Your range is doubled with cantrips and spells within your domains
Eyes of the Rune Keeper
Prerequisite: Telemetry Domain
You can read all writing.
Far Scribe (UA)
Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching the name on it.
Willful Vigor
Prerequisite: specific to domain(s). Only one ability per rank of Province. This Province may be taken multiple times.
Alteration: You gain Advantage on saving throws against damage from non magical sources
Biofeedback: Any time you roll initiative you gain additional hit points equal to your charisma modifier.
Elemental: You Gain 1 point of damage reduction against Elemental sources
Emotion: You gain resistance to Enchantment, Divination and Psychic magic.
Kinetic: You may use your reaction to turn half of the damage from one source into fatigue damage.
Psychometry: You may use 2 points of resilience against one effect.
Telemetry: Once per short rest you may increase an ability score by 2 for 1 hour.
Psychic Merge
Prerequisite: Emotion Domain
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest. The Seer Mindscape Focus may extend their sight out to 300 feet.
Water Focus
Prerequisite: 5th level, or Elemental Domain
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
At 5th level You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a short rest.
Enhanced Vitality
Prerequisite: 5th level Biofeedback Domain
Whenever you regain hit points while your Centering Lode is present you always use the full amount possible on the Dice.
Gift of the Protectors (UA)
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching the name on it.

Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Investment of the Chain Master (UA)
Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
The familiar no longer needs to breathe.
The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Debilitating force
Prerequisite: Inertia Thrust cantrip
Once on each of your turns when you hit a creature with your Inertia Thrust, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Thought lance
Prerequisite: 12th level, Reader Mindscape Focus
When you hit a creature with a Psychic spell or Cantrip you may add an additional amount of Psychic damage equal to your Charisma Modifier. If the effect targets only one creature you may add another one Psychic damage per damage dice.
Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Change Self
Prerequisite: Alteration Domain or 6th level
You can cast Disguise Self at will, without expending a spell slot. At 6th level those with the alteration Domain may use the disguise self spell from their domain feature on others.
Improve self
Prerequisite: 15th level, or 8th level Alteration Domain
You can cast Alter Self at will, without expending a spell slot.
Elemental Minion
Prerequisite: 9th level, Elemental Domain
You can cast Conjure Elemental once. You can’t do so again until you finish a long rest.
Deprivation
Prerequisite: 5th level, Biofeedback Domain
You can cast Slow once. You can’t do so again until you finish a short rest.
False Auras
Prerequisite: Psychometry Domain
You can cast Silent Image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.
Protection of the Talisman (UA)
Prerequisite: 9th level, Pact of the Talisman feature
When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.
Rebuke of the Talisman (UA)
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.
Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Forceful thrust
Prerequisite: Push Mindscape Focus
When you hit a creature with Inertia Thrust, you can move the creature up to 10 feet in any direction in a straight line. This cannot affect a creature more than once in a round and cannot be used to lift a creature off the ground.
Sculptor of Flesh
Prerequisite: 7th level
You can cast Polymorph once. You can’t do so again until you finish a short rest.
Lift Sight
Prerequisite: 6th level, Alteration Domain
You can ritualize Invisibility at will without the requirement of concentration, though the target is blinded. (Light wraps around the target rather than hitting them, therefore no light enters their eyes or reflects off of them)
Malevolent Portent
Prerequisite: 5th level
You can cast Bestow Curse once. You can’t do so again until you finish a short rest.
Superior Pact Weapon (UA)
Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Portent of Fortune
You learn the Bless and Bane spell. You may cast one of the two once per short rest without expending a spell slot. Once per long rest you may cast both as a single action, without the need for concentration or expending a spell slot, this counts as your short rest use.
Elemental Thrust
Prerequisite: 5th level, Push Focus, Elemental Domain
When you use your Inertia Thrust you may change the damage type to your choice of Cold, Fire, Thunder, Lightning, Acid, Poison or Force. The damage type must be selected BEFORE the attack roll is made.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Worldly Escape
Prerequisite: 7th level, Kinetic Domain
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a short rest.
Ultimate Pact Weapon (UA)
Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Visions of Distant Realms
Prerequisite: 15th level, Telemetry Domain
You can cast Arcane Eye at will, without expending a spell slot.
Voice of the Seer
Prerequisite: Seer Mindscape Focus
You can Communicate telepathically to anyone you know or can see within half a mile. If the Target is not willing to communicate they may spend one round to ‘Rebuke’ your Psychic voice, rendering them immune for either 24 hours or until they are willing, whichever is shorter.
Whispers from beyond
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.
Third Eye
Prerequisite: 15th level
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Cantrips

Control Flames
Transmutation Cantrip, Elemental Domain
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instant or one hour

You choose non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Encode Thoughts
Enchantment Cantrip, Telemetry Domain
Casting Time: 1 Action
Range: Self
Components: S
Duration: 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

Friends
Enchantment Cantrip, Emotion Domain
Casting Time: 1 Action
Range: Self
Components: S,M
Duration: Concentration, Up to one minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature makes a Charisma saving throw. On success the creature becomes aware that it was influenced.

Guidance
Divination Cantrip, Psychometry Domain
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, Up to one minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gust
Transmutation Cantrip, Elemental Domain
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instant

You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Inertia Thrust
Evocation Cantrip, Kinetic Domain
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instant

A blast of invisible telekinetic energy strikes from the direction of the Psychics choice against a creature within range. Make a ranged spell attack against the target. On Hit the target takes 1d8 force damage and must make a DEX saving throw or lose their reactions for the round. If they have already lost or used their reactions they instead gain disadvantage on attacks until the psychics next turn.

The spell manifests more than one blast when higher levels are reached. 2 blasts at 5th, 3 at 11th and 4 at 17th. The blasts can strike the same or different targets, though each blast is rolled on separately.

Light
Evocation Cantrip, Psychometry Domain
Casting Time: 1 Action
Range: Touch
Components: V, M
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Lure
Transmutation Cantrip, Elemental Domain
Casting Time: 1 Action
Range: 15 feet
Components: V
Duration: Instant

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mold Earth
Transmutation Cantrip, Elemental Domain
Casting Time: 1 Action
Range: 30 feet
Components: , S
Duration: Instant or one hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action

Prestidigitation
Transmutation Cantrip, Kinetic Domain
Casting Time: 1 Action
Range: 10 feet
Components: V, S
Duration: Up to one hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Resistance
Abjuration Cantrip, Alteration Domain
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to one minute

You touch one willing creature, once before the Spell ends the target may add D4 to the saving throw roll of it’s choice. It can choose to add the die before or after the saving throw, then the spell ends.

Shape Water
Transmutation Cantrip, Elemental Domain
Casting Time: 1 Action
Range: 30 feet
Components: , S
Duration: Instant or one hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Spare the Dying
Necromancy Cantrip, Biofeedback Domain
Casting Time: 1 Action
Range: Touch
Components: V, S,
Duration: instant

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Vicious Mockery
Enchantment Cantrip, Emotion Domain
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instant

Rather than strings of insults, the Psychic bombards the mind of a target within range with feelings of inadequacy and self doubt. The target must make a sanity saving throw or suffer 1d4 psychic damage and suffer disadvantage on it’s next attack. Creatures with no mind or emotion are immune to this effect.

The spells damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Spells

2nd Level
Potentials: Aid, Alterself, Animal Messenger, Arcane Lock, Arcanists Magic aura, Augury, Blindness/Deafness, Blur, Branding Smite?, Calm Emotions, Continual Flame*, Darkness*, Darkvision, Detect Thoughts, Dust
Devil, EarthBind, Enhance Ability, Enlarge/Reduce, Enthrall, Find Traps, Fortunes Favor, Gentle Repose, Gift of Gab, Healing Spirit, Heat Spirit, Hold Person, Immovable object, Invisibility, Knock, Levitate, Locate Animals or plants, Locate Object, Magic Mouth, Magic Weapon, Mind spike, Mirror Image, Nystuls magic aura, Phantasmal force, Protection from Poison, Pyrotechnic*, Ray of Enfeeblement, Shatter, Silence, Spider Climb, Spiritual Weapon*, Suggestion, Warding Bond, Warding Wind, Zone of Truth

3rd Level
Potentials: Aura of Vitality, Beacon of Hope, Blinding Smite, Call lightning, Cat nap, Clairvoyance, Counterspell?, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fats Friends, Fear, Feign Death, Fireball*, Fly, Gaseous Form, Haste, Hypnotic Pattern, Incite Greed, Life Transference, Lightning Bolt, Major Image, Mass healing Word, Meld into stone, Nondetection, Protection from energy, Pulse Wave, Revivify, Sending, Sleet storm, Slow*, Speak with dead, Speak with Plants, Spirit guardians?, Thunder Step, Tongues, Vampiric Touch, Wall of Water, Water Breathing, Water Walk, Wind Wall

1st Level
Alarm Kinetic, Animal Friendship Elemental, Command Emotion, Detect Evil and Good Psychometry, Dissonant Whispers Emotion, Purify Food and Drink Biofeedback, Tilting Barrage Telemetry.

Bane
1st level Enchantment, Emotion Domain
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M
Duration: Concentration up to one minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Detect magic
1st level Divination (Ritual), Psychometry Domain
Casting Time: 1 Action
Range: self
Components: V, S,
Duration: Concentration up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Healing Word
1st level evocation, Biofeedback Domain
Casting Time: 1 bonus Action
Range: 60 feet
Components: V,
Duration: instant

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Identify
1st level Divination (Ritual), Psychometry Domain
Casting Time: 1 Action
Range: touch
Components: V, S, M
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Tilting Barrage
1st level Psychic, Telemetry Domain
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M
Duration: Concentration, up to 1 minute

Make a ranged spell attack against a creature. On a hit, the target takes 1d10 + your charisma modifier psychic damage as its mind is barraged with horrific visions from it’s own psyche, usually in the form of actions or thoughts it had refused to confront. On each of your turns for the duration, you can use your bonus action to perform the attack again. The spell ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

2nd Level
Ablative Barrier Kinetic, Arcane Lock Kinetic, Enhance Ability Alteration, Protection from Poison Biofeedback, Warding Wind Elemental, Mind Whip Emotion, Levitate Kinetic, Zone of truth Psychometry, Gift of Gab Telemetry

Ablative Barrier
2nd level Psychic, Kinetic Domain
Casting Time: 1 Action
Range: self
Components: S
Duration: Concentration, up to one minute

A barrier of raw force, air made more dense, protects the caster from harm. As long as the spell is active the caster has resistance to all non magical damage, and half of ALL damage is reduced by one damage category (Permanent to hard, hard to real, real to fatigue, fatigue to nothing).

At Higher levels: When you cast this spell using a spell slot of 3rd or higher the barrier gains a measure of greater resilience for every level higher than second. Casting through a 5th level spell slot will grant the damage resistance to apply to all damage types except psychic.)

Detect Thoughts
2nd level Divination, Psychometry Domain
Casting Time: 1 Action
Range: self
Components: V, S, M
Duration: Concentration, up to one minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Locate Object
2nd level Divination, Psychometry Domain
Casting Time: 1 Action
Range: self
Components: V, S, M
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

3rd Level
Altered Form Alteration, Catnap Biofeedback (Kinetic), Clairvoyance Telemetry (Alteration, Psychometry), Enemies Abound Emotion (Psychometry), Speak WIth Plants Psychometry (Telemetry) Water Walk Elemental (Alteration), WindWall Kinetic (Elemental)

Altered Form
3rd level Psychic (Transmutaion), Alteration Domain
Casting Time: 1 Action
Range: self
Components: V, S, M
Duration: Concentration, up to 10 rounds

You or another willing target assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Arachnid Adaptation: Your body grows surface grasping hairs that are sensitive yto movement and your eyes become independent to each other. You can climb at full speed on any surface with a semblance of handholds at full speed, and you gain advantage on perception checks using sight and sound.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Quadruped Adaptation: Your body adjusts to 4 legged movement, elongating upper limbs and adjusting the spine. You gain 10 movement speed and you increase your jump distance by 5 feet.

Grant Skill
3rd level Divination, Telemetry Domain
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 1 hour

You select a skill, tool, or weapon. For the duration of the spell you are proficient with that choice. If you are already proficient with a skill or tool you gain the benefits of expertise. If you are already proficient with the chosen weapon you may add your proficiency modifier to the damage.
For each spell level beyond 3rd you may grant the chosen proficiency to an additional creature beyond yourself.

Resolve
3rd level Abjuration, Emotion Domain
Casting Time: 1 Action
Range: self
Components: V, S, M
Duration: Concentration, up to 10 rounds

Every friendly creature within 10 ft gains a bonus 1d4 to all saving throws, and temporary hit points equal to 1d8 plus your spell casting modifier.
Additionally you are immune to Fear, Charm, and ignore one level of exhaustion for the duration.
For each level above 3rd the temporary hit points are increased by 1d8.