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Adds Psionics Wizard subclass from Unearthed Arcana with level 20 progression.

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Requires Script ExtenderCompatibility FrameworkCommunity LibraryImproved UIVFX Vault, and Expansion Level 13-20.

Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness.

Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.

As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.


At the 2nd level, when you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.


Starting at the 2nd level, your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: Friends or Mage Hand. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know.

You can cast the chosen cantrip as a bonus action with the modification listed below:
Friends: When the spell ends, the target doesn't become hostile to you.
Mage Hand: You can cast the spell as a bonus action, and the hand is invisible.


At 6th level, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 turns or until you are incapacitated or die.

While in thought form, you are a figure of luminous psychic energy. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits.

Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You gain uses equal to your Intelligence modifier, and regain all uses after a long rest.


At 10th level, when you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against the spell's targets.


Starting at 10th level, your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: Dominate Person or Telekinesis.
You can add the spell to your spellbook, and you can also cast the chosen spell once without expending a spell slot.
After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.


Starting at 14th level, while using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures as if they were difficult terrain.
You take 1d10 force damage if you end your turn inside a creature.


Remember that Community Library needs to be at the beginning of your load order and Compatibility Framework needs to be at the end.
You need Improved UI Assets for the icons to work.
You also need to have VFX Vault installed.
Expansion is optional but recommended. Of course, you can still play this at level 12.
This uses the standard Wizard spell list and should not need any spell list patches. Level 12+ points to the Expansion/5e Spells spell lists.


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