Wizard - Order of the Unknown

by KibblesTasty

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Wizard Tradition

Order of the Unknown

To the order of the unknown, a cautionary tale where everyone went mad is called "a lead". These strange folk delve what is best left forgotten, seeking answers to questions best left unspoken.

Sometimes compelled down the path by some grave purpose, sometimes by nothing more than an insatiable curiosity, and sometimes set even stumbling upon it by accident, what is always true is that once set on this path, few find themselves able to leave it.

Wizards that go this path master Psionics, but master it in a completely different way and uniquely Wizardly way, bringing psionics into their frame of reference of ordered spells slots and diligent study.

Study of the Unknown

Beginning when you select this school at 2nd level, you delve into the systematic study of psionics, select one Discipline from the Psion class to begin your studies with.

The psionic power of the Discipline becomes a 1st level spell for you. When you cast it using a spell slot, you cast it as if expend psi points equal to the spell slot level spent (for example when casting as a 1st level spell, you cast it as if empowering it with one psi point).

You begin the study of a new Discipline at 6th level, 10th level, and 14th level, gaining that Disciplines power as a 1st level spell following the same rules.

These psionic power spells are branded into your mind, and always prepared but do not count against your spells prepared for the day.

Secondary Power

Starting at 2nd level, the power of the psionics you study begins to seep into your mind, bleeding in from your studies of its mysteries.

This starts to poison your mind with a minor psionic madness from the table below, and you can tap this power to use one of your psionic power spells gained from the Study of the Unknown to cast it without expending a spell slot, but as if you had spent a spell slot equal to half your Wizard level (rounded up).

Once you do this, you cannot do so again until you complete a long rest, or use your Arcane Recovery Feature.

Psionic Madness
1d6 Quirk
1 You occasionally hear what you think are the thoughts of others as whispers.
2 Small objects float near when you aren't paying attention.
3 You occasionally see the world as a ghostly afterimage.
4 You hear creatures talking that aren't nearby.
5 You see eyes in the sky, particularly at night.
6 You have the dreams of a different person.

Psionic Magic

Additionally at at 2nd level, Spells that belong to the psionics school are considered Wizard spells for you and on the Wizard spell list for the purpose of adding or copying them to your spell book, and the gold and time you must spend to copy them into your spellbook if you find a version you can copy is halved.

Branching Studies

Starting at 6th level, you can study a second psionic Discipline. You gain its power as a 1st level spell roll again on the Psionic Madness table.

Psionic Transparency

Additionally at 6th level, your understandings of the nature of Psionics means you do not have disadvantage when attempting to use counterspell or dispel magic against psionic effects, and you gain proficiency with the Psionics skill (which functions similar to the Arcana skill, but applies to Psionic effects).

Psionic Adept

Starting at 10th level, you can study a third psionic Discipline. You gain its power as a 1st level spell roll again on the Psionic Madness table.

Detached Mind

Additionally at 10th level, the power of your mind strengthens transcending and its connection to your physical state. When you must make a Constitution or Death saving throw, you can replace it with an Intelligence saving throw. Once you do this you cannot do so until you complete a short or long rest.

Four Fold Master

Starting at 14th level, you begin your studies of a 4th Discipline, unlocked more and deeper secrets. You gain its power as a 1st level spell roll again on the Psionic Madness table.

Cognitive Shadows

Additionally at 14th level, you gain a blindsight of 30 feet, but can only see creatures with an Intelligence score of 6 or higher with this sight. This sight can see creatures in the ethereal realm within range.

Too Many Features?

While this Wizard appears to get 2 features at 6th, 10th, and 14th level (which would be nonstandard) it is just presented that way for organization purposes, as one of those features each time is just an just the scaling effect of their 3rd level feature.

 

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