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Psychic


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 6 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability:

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Trained in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in Psychic class DC

Armor

Trained in unarmored
Untrained in all armor

Skills

Trained in Occultism
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Psychic Spellcasting, Spell Repertoire, Subconscious Mind, Unleash Psyche, Psi Cantrips and Amps, Conscious Mind
2Class Feat, Skill Feat
3General Feat, Skill Increase, Signature Spells
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Clarity of Focus, Precognitive Reflexes
6Class Feat, Skill Feat
7General Feat, Skill Increase, Expert Spellcaster
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Fortitude Expertise
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Weapon Expertise, Walls of Will, Extrasensory Perception
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Personal Barrier, Psychic Weapon Specialization
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Master Spellcaster
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Fortress of Will
18Class Feat, Skill Feat
19General Feat, Skill Increase, Legendary Spellcaster, Infinite Mind
20Ability Boost, Class Feat, Skill Feat

Psychic Spellcasting Feature 1


Psychic​

You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You are a spellcaster and can cast occult spells using the Cast a Spell activity. You don't need to utter incantations to cast your spells, instead exerting your mind toward your intended effect as described in your subconscious mind class feature. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.

Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a psychic, your number of spells per day increases, as does the highest rank of spells you can cast.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the attribute stated in your subconscious mind.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded upβ€”this is usually equal to the highest rank of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-rank spells, and as a 5th-level psychic, your cantrips are 3rd-rank spells.

As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.


Spell Repertoire Feature 1


Bard​Oracle​Psychic​Sorcerer​Summoner​

Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.


Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn three 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select three 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.


Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Psychic Spells per Day table), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.


Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.


Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime.


Subconscious Mind Feature 1


Psychic​

A psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options below. This choice will determine your key attribute, thoughtforms you use while casting, and an action you can take while you have Unleashed your Psyche. The following options are presented in this book.


Unleash Psyche Feature 1


Psychic​

When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn't meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.


Psi Cantrips and Amps Feature 1


Psychic​

The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can't swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.

You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don't gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying ampsβ€”specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point as a free action. If the next action you take is to cast the psi cantrip, you add the amp effect. If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip's normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.

You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points instead of 1. If you've spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.


Conscious Mind Feature 1


Psychic​

Whatever the subconscious source of a psychic's power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don't get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the following options.

Specific spells you learn come from your conscious mind, which shapes the raw psychic power from your subconscious into the forms and phenomena that you intentionally cast. You select your conscious mind at 1st level, and it detemines the following.

Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-rank spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that rank, learning the 2nd-rank spell at 3rd level, the 3rd-rank spell at 5th level, and so on.

Standard Psi Cantrips These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven't amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind.

Unique Psi Cantrips These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.


Signature Spells Feature 3


Bard​Oracle​Psychic​Sorcerer​Summoner​

You've learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.


Clarity of Focus Feature 5


Psychic​

Your deepening connection to your mind grants you more power to fuel your psi amps. Increase the number of Focus Points in your focus pool by 1. As normal, this ability can't increase the size of your focus pool above 3 points.


Precognitive Reflexes Feature 5


Psychic​

Minor precognition ensures you can react to threats slightly before they occur. Your proficiency rank for Reflex saves increases to expert.


Expert Spellcaster Feature 7


Animist​Bard​Druid​Magus​Oracle​Psychic​Sorcerer​Summoner​Witch​Wizard​

Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for your spell attack modifier and spell DC increase to expert.

Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.

Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.

Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.


Fortitude Expertise Feature 3


Animist​Bard​Commander​Druid​Investigator​Psychic​Swashbuckler​

Animist Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert.

Bard, Commander, Investigator, Swashbuckler Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.

Druid Adventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert.

Psychic Your mind holds your body to a subconscious mental image of yourself. Your proficiency rank for Fortitude saves increases to expert.


Weapon Expertise Feature 5


Champion​Druid​Exemplar​Guardian​Investigator​Kineticist​Magus​Necromancer​Oracle​Psychic​Runesmith​Sorcerer​Swashbuckler​Thaumaturge​Witch​Wizard​

Champion, Exemplar, Investigator, Magus, Runesmith You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Druid, Kineticist You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Guardian Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Necromancer, Oracle You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Psychic Training has improved your weapon technique, possibly enhanced by your occult magic. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Sorcerer You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Swashbuckler You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.

Thaumaturge You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.

Witch, Wizard Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.


Walls of Will Feature 11


Psychic​

Your practiced mind resists external influence. Your proficiency rank for Will saves increases to master. When you succeed at a Will save, you get a critical success instead.


Extrasensory Perception Feature 11


Psychic​

Minor applications of clairvoyance let you know when danger is near. Your proficiency rank for Perception increases to expert.


Personal Barrier Feature 13


Psychic​

Subtle telekinetic fields dampen and deflect incoming blows. Your proficiency rank in unarmored defense increases to expert.


Psychic Weapon Specialization Feature 13


Psychic​

As you touch a weapon, you glimpse the hands that made and wielded it, teaching you how to inflict greater injuries. You deal 2 additional Damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.


Master Spellcaster Feature 15


Animist​Bard​Druid​Magus​Oracle​Psychic​Sorcerer​Summoner​Witch​Wizard​

Animist Your affinity with the apparitions you bond to has further enhanced the potency of your magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Bard You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Druid Primal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Magus You fortify your spells with masterful prowess. Your proficiency ranks for your spell attack modifier and spell DC increase to master.

Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Psychic You've gained access to the deepest corners of your own mind. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to master.

Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Wizard You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.


Fortress of Will Feature 17


Psychic​

Your trained mind is as a fortress that none can breach. Your proficiency rank for Will saves increases to legendary. When you critically fail a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.


Legendary Spellcaster Feature 19


Animist​Bard​Druid​Oracle​Psychic​Sorcerer​Witch​Wizard​

Animist You are a near-perfect channel for the magical energies of the realms beyond. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Bard Your command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.

Druid You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Oracle You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.

Psychic As your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack modifier and spell DC increase to legendary.

Sorcerer You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to legendary.

Witch You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Wizard You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.


Infinite Mind Feature 19


Psychic​

Anything you can imagine is now within the realm of possibility. Add two common 10th-rank occult spells to your repertoire; you gain a single 10th-rank spell slot you can use to cast one of those two spells using psychic spellcasting. You don't gain more 10th-rank spells as you level up, unlike other spell slots, and you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Mind Over Matter psychic feat to gain a second slot.