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School of the Psyche

The School of the Psyche explores the true source of magic on Aldea: the awakened souls of the Eternal Dance, and the vast Sea of Possibility, the pure power of the mind and soul working in concert. Some psychic wizards refer to their work as the “grand unity of the arts,” seeking a deeper understanding of all arcana through this lens.

Psychic Savant

Beginning when you select this school at 2nd level, you gain the benefits of two of the following feats of your choice: Psychic, Psychic Shield, Seer, or Shaper (see Feats).

Psychic Spells

At 6th level, when you prepare spells, you can choose two that you can cast without any components, just mental effort, provided none of the components have a monetary cost. When you prepare spells again, you can change your choice of the two spells that are psychic spells. At 12th level, you can prepare up to three psychic spells and at 18th level, you can prepare up to four.

Psychic Strength

At 10th level, you can add your Intelligence modifier to the damage roll of any spell you cast that inflicts psychic damage.

Psychic Bulwark

At 14th level, you have resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws against effects that attempt to influence your mind or spirit.

Section 15: Copyright Notice
Blue Rose Adventurer’s Guide, Copyright 2020, Green Ronin Publishing; Lead Designer: Steve Kenson, based on original material by Jeremy Crawford, Steve Kenson, Alejandro Melchor, and John Snead.