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.
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.
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: 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
Level | Proficiency Bonus | Features | Cantrips Known | Powers Known | Power Points | Max Power Level |
---|---|---|---|---|---|---|
1st | 2 | Spellcasting, Sixth Sense, Extra Spells | 4 | 2 | 4 | 1st |
2nd | 2 | Danger Sense | 4 | 3 | 6 | 1st |
3rd | 2 | Metamagic, Extra Spells | 4 | 4 | 14 | 2nd |
4th | 2 | Ability Score Improvement | 5 | 5 | 17 | 2nd |
5th | 3 | Extra Spells | 5 | 6 | 27 | 3rd |
6th | 3 | Clearer Knowing | 5 | 7 | 32 | 3rd |
7th | 3 | Extra Spells | 5 | 8 | 38 | 4th |
8th | 3 | Ability Score Improvement | 5 | 9 | 44 | 4th |
9th | 4 | Extra Spells | 5 | 10 | 57 | 5th |
10th | 4 | Improved Metamagic | 6 | 11 | 64 | 5th |
11th | 4 | — | 6 | 12 | 73 | 6th |
12th | 4 | Ability Score Improvement | 6 | 12 | 73 | 6th |
13th | 5 | — | 6 | 13 | 83 | 7th |
14th | 5 | Ease of Knowing | 6 | 13 | 83 | 7th |
15th | 5 | — | 6 | 14 | 94 | 8th |
16th | 5 | Ability Score Improvement | 6 | 14 | 94 | 8th |
17th | 6 | Improved Metamagic | 6 | 15 | 107 | 9th |
18th | 6 | — | 6 | 15 | 114 | 9th |
19th | 6 | — | 6 | 15 | 123 | 9th |
20th | 6 | Ability Score Improvement | 6 | 15 | 133 | 9th |