{"name":"Cognizant","overview":"A Cognizant\u2019s ability to remember, categorize, and analyze all of the different stimuli that they receive through their mental might is a power onto itself.","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 per Psionicists level","armorproficiencies":"none","weaponproficiences":"daggers, darts, sling, quarterstaffs, clubs, light crossbow","tools":"Psionic tools","savingthrows":"Wisdom, Intelligence","skills":"Choose two from Psionics (Arcane), History, Insight, Investigation, Medicine, Perception, and Investigation.","spellcasting":"Spellcasting:  As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist \u2018s spells and use the DMG\u2019s (pg 288) spell point system rather than the spell slots.\r\n\r\nSpell Points\r\n\r\nOne 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.\r\n\r\nIn 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.\r\n\r\nInstead 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.\r\n\r\nSpells 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.\r\n\r\nThe 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.\r\n\r\nThe 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.\r\n\r\nSpell Level\tPoint Cost\r\n\r\n1st\t2\r\n\r\n2nd\t3\r\n\r\n3rd\t5\r\n\r\n4th\t6\r\n\r\n5th\t7\r\n\r\n6th\t9\r\n\r\n7th\t10\r\n\r\n8th\t11\r\n\r\n9th\t13\r\n\r\nNumber of Spells and Cantrips known as per Sorcerer. Spell list as per Cognizant.\r\n\r\nZero level:\r\n\r\nBlade Ward, Light, Mage Hand, Mending, true strike, vicious mockery, guidance, shillelagh, friends\r\n\r\n1st Level:\r\n\r\nLongStrider, speak with animals, Unseen Servant, Shield of Faith, detect evil \/ goodMage Armor, Shield,, expeditious retreat, hunter\u2019s mark, find familiar, alarm\r\n\r\n2nd Level:\r\n\r\nEnhance Ability, blur, darkvision, see invisibility, locate animals \/ plants, detect poison \/ disease, zone of truth, warding bond,\r\n\r\n3rd Level:\r\n\r\nDaylight, speak with dead, speak with plants, counterspell, dispel magic,\r\n\r\n4th Level:\r\n\r\nFreedom of Movement, stone skin, death ward, divination\r\n\r\n5th level:\r\n\r\nDream, scrying, mislead, commune, commune with nature, contact other plane\r\n\r\n6th level:\r\n\r\ncontingency, true seeing, find the path,\r\n\r\n7th level:\r\n\r\nmordenkainen\u2019s sword\r\n\r\n8th level:\r\n\r\nglibness, mind blank,\r\n\r\n9th level:\r\n\r\nforesight, wish","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) a light crossbow and 20 bolts or (b) any simple weapon\r\n\r\n(a) a component pouch or (b) an arcane focus\r\n\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\r\nTwo daggers","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.\r\n\r\nAs 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.\r\n\r\nThis 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.\r\n\r\n\u201cSometimes standing where you know the sword will not be is the strongest defense.\u201d\r\n\r\nExtra Spells. Add true strike, identify and detect magic to your known spells.\r\n\r\nAt 3rd level, add detect thoughts, and locate object.\r\n\r\nAt 5th level add clairvoyance and tongues.\r\n\r\nAt 7th Level, add arcane eye and locate creature\r\n\r\nAt 9th Level, add legend lore and rary\u2019s telepathic bond\r\n\r\nDanger Sense: You are learning what each warning signal from your sixth sense means and can now see danger a mere moment before it occurs.\r\n\r\nYou gain advantage on Dexterity saving throws against effects, spells, and traps as long as you are conscious and not incapacitated.\r\n\r\nMetamagic: You gain the ability to twist spells to suit your need: Select any two metamagic abilities.\r\n\r\nAt 10th level, select one more metamagic ability.\r\n\r\nAt 17th level, select one more metamagic ability.\r\n\r\nClearer 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. \u201cGetting shot in the shoulder beats getting shot in the heart any day and all I needed to do was wiggle.\u201d\r\n\r\nIf 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.\r\n\r\nEase of Knowing. Your psychic conduit channels are strengthened by the constant flow of divination powers.\r\n\r\nWhenever 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.","subclasses":"","tabledata":"Level|Proficiency Bonus|Features|Cantrips Known|Powers Known|Power Points|Max Power Level\r\n1st|2|Spellcasting, Sixth Sense, Extra Spells|4|2|4|1st\r\n2nd|2|Danger Sense|4|3|6|1st\r\n3rd|2|Metamagic, Extra Spells|4|4|14|2nd\r\n4th|2|Ability Score Improvement|5|5|17|2nd\r\n5th|3|Extra Spells|5|6|27|3rd\r\n6th|3|Clearer Knowing|5|7|32|3rd\r\n7th|3|Extra Spells|5|8|38|4th\r\n8th|3|Ability Score Improvement|5|9|44|4th\r\n9th|4|Extra Spells|5|10|57|5th\r\n10th|4|Improved Metamagic|6|11|64|5th\r\n11th|4|\u2014|6|12|73|6th\r\n12th|4|Ability Score Improvement|6|12|73|6th\r\n13th|5|\u2014|6|13|83|7th\r\n14th|5|Ease of Knowing|6|13|83|7th\r\n15th|5|\u2014|6|14|94|8th\r\n16th|5|Ability Score Improvement|6|14|94|8th\r\n17th|6|Improved Metamagic|6|15|107|9th\r\n18th|6|\u2014|6|15|114|9th\r\n19th|6|\u2014|6|15|123|9th\r\n20th|6|Ability Score Improvement|6|15|133|9th","tags":"","isShared":"1","templateId":"25","blockId":"64742"}