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Cognizant


Hit Points

Hit Dice: d6 per Cognizant level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 per Psionicists level

Proficiences

Armor: none
Weapons: daggers, darts, sling, quarterstaffs, clubs, light crossbow
Tools: Psionic tools
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Psionics (Arcane), History, Insight, Investigation, Medicine, Perception, and Investigation.

Overview & Creation

A Cognizant’s ability to remember, categorize, and analyze all of the different stimuli that they receive through their mental might is a power onto itself.


Class Features

Sixth Sense: You have an understanding of how to move and where to stand in most situations, you cannot quantify it or explain it, you simply know based on analyzing the impressions gained by your special insights. When to be where you are now.   As long as you are conscious and not surprised you may substitute your Intelligence modifier in place of your Dexterity modifier in certain circumstances. Specifically you can now substitute your modifier (if positive) from your Intelligence score in place of your Dexterity modifier for Dexterity Saves, Initiative, and AC. Example: An intelligence modifier of +3 would give you a 13 AC.   This does not count as an alternate way to calculate AC- it is simply a substitution. If you wore leather armor you would calculate your AC as 11 + Dexterity Modifier. You may then substitute your Intelligence modifier in place of your Dexterity modifier.   “Sometimes standing where you know the sword will not be is the strongest defense.”   Extra Spells. Add true strike, identify and detect magic to your known spells.   At 3rd level, add detect thoughts, and locate object.   At 5th level add clairvoyance and tongues.   At 7th Level, add arcane eye and locate creature   At 9th Level, add legend lore and rary’s telepathic bond   Danger Sense: You are learning what each warning signal from your sixth sense means and can now see danger a mere moment before it occurs.   You gain advantage on Dexterity saving throws against effects, spells, and traps as long as you are conscious and not incapacitated.   Metamagic: You gain the ability to twist spells to suit your need: Select any two metamagic abilities.   At 10th level, select one more metamagic ability.   At 17th level, select one more metamagic ability.   Clearer Knowing. Your ability to understand your insights into the future is growing. You can better decipher and identify the dangers you see just ahead of when they happen. This saves you from the brunt of even the most unavoidable attacks. “Getting shot in the shoulder beats getting shot in the heart any day and all I needed to do was wiggle.”   If you are conscious and not incapacitated you may spend your reaction to reduce the damage by half from an attack that targets you as long as that damage is reducible.   Ease of Knowing. Your psychic conduit channels are strengthened by the constant flow of divination powers.   Whenever you use a divination power the spell points needed to activate that power are reduced by half (rounded up). This does not reduce the level of the spell, so you are still limited to one casting each of 6th, 7th, 8th, and 9th level regardless of it being a divination power or not.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a light crossbow and 20 bolts or (b) any simple weapon   (a) a component pouch or (b) an arcane focus   (a) a dungeoneer’s pack or (b) an explorer’s pack   Two daggers


Spellcasting

Spellcasting: As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the DMG’s (pg 288) spell point system rather than the spell slots.   Spell Points   One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.   In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.   Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.   Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.   The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.   The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.   Spell Level Point Cost   1st 2   2nd 3   3rd 5   4th 6   5th 7   6th 9   7th 10   8th 11   9th 13   Number of Spells and Cantrips known as per Sorcerer. Spell list as per Cognizant.   Zero level:   Blade Ward, Light, Mage Hand, Mending, true strike, vicious mockery, guidance, shillelagh, friends   1st Level:   LongStrider, speak with animals, Unseen Servant, Shield of Faith, detect evil / goodMage Armor, Shield,, expeditious retreat, hunter’s mark, find familiar, alarm   2nd Level:   Enhance Ability, blur, darkvision, see invisibility, locate animals / plants, detect poison / disease, zone of truth, warding bond,   3rd Level:   Daylight, speak with dead, speak with plants, counterspell, dispel magic,   4th Level:   Freedom of Movement, stone skin, death ward, divination   5th level:   Dream, scrying, mislead, commune, commune with nature, contact other plane   6th level:   contingency, true seeing, find the path,   7th level:   mordenkainen’s sword   8th level:   glibness, mind blank,   9th level:   foresight, wish


LevelProficiency BonusFeaturesCantrips KnownPowers KnownPower PointsMax Power Level
1st2Spellcasting, Sixth Sense, Extra Spells4241st
2nd2Danger Sense4361st
3rd2Metamagic, Extra Spells44142nd
4th2Ability Score Improvement55172nd
5th3Extra Spells56273rd
6th3Clearer Knowing57323rd
7th3Extra Spells58384th
8th3Ability Score Improvement59444th
9th4Extra Spells510575th
10th4Improved Metamagic611645th
11th4612736th
12th4Ability Score Improvement612736th
13th5613837th
14th5Ease of Knowing613837th
15th5614948th
16th5Ability Score Improvement614948th
17th6Improved Metamagic6151079th
18th66151149th
19th66151239th
20th6Ability Score Improvement6151339th

Created by

Tyuqettina.

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