Optional Feature

You gain class features as above. This section offers an additional feature that you can gain as a metaphysicist. Unlike the prior features, you don’t gain this feature automatically. Consulting with your DM, you decide whether to gain the feature in this section.

Spellcasting

1st-level metaphysicist feature, which replaces the Power Manifesting feature

Manipulating the magic of creation, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Metaphysicist LevelCantrips KnownSpells Known1st2nd3rd4th5th
1st222
2nd232
3rd243
4th253
5th2642
6th2642
7th2743
8th2843
9th29432
10th39432
11th310433
12th311433
13th3124331
14th4124331
15th4134332
16th4144332
17th41543331
18th41643331
19th41743332
20th41843332

Cantrips (0-Level Spells)

You know two cantrips of your choice from the metaphysicist spell list. At higher levels, you learn additional metaphysicist cantrips of your choice as shown in the Cantrips Known column of the Metaphysicist Spellcasting table.

When you gain a level in this class, you can replace one of the metaphysicist cantrips you know with another cantrip from the metaphysicist spell list.

Spell Slots

The Metaphysicist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the metaphysicist spell list.

The Spells Known column of the Metaphysicist Spellcasting table shows when you learn more metaphysicist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

In addition, when you gain a level in this class, you can choose one of the metaphysicist spells you know and replace it with another spell from the metaphysicist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your metaphysicist spells; you draw power through your imagination. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a metaphysicist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see chapter 5, “Equipment” in the Player’s Handbook) as a spellcasting focus for your metaphysicist spells.

Metaphysicist Spell List

Here’s the list of spells you consult when you add a metaphysicist spell to your list of known spells. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has one asterisk (a spell in Aronar’s Grimoire), two asterisks (a spell in Xanathar’s Guide to Everything), three asterisks (a spell in Tasha’s Cauldron of Everything), or a dagger (a spell the Psychic and Spiritual Handbook).

Cantrips (0 Level)

Amelioration*
Blade Ward
Dancing Lights
Guidance
Gust**
Infestation**
Magic Stone**
Mending
Message
Minor Illusion
Prestidigitation
Ray of Frost
Spare the Dying
Thorn Whip
Thunderclap**
True Strike

1st Level

Arms of Hadar
Catapult**
Chromatic Orb
Comprehend Languages
Conceal Thoughts†
Detect Magic
Detect Psionics†
Entangle
Faerie Fire
Feather Fall
Fog Cloud
Goodberry
Grease
Guiding Hand*
Ice Knife**
Mage Armor
Shield
Silent Image
Tenser’s Floating Disk
Thunderwave

2nd Level

Barkskin
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thoughts
Earthbind**
Find Traps
Flame Blade
Focus†
Gust of Wind
Heat Metal
Hold Person
Inflict Pain†
Levitate
Mind Spike**
Misty Step
Phantasmal Force
Protection from Energy
Ray of Enfeeblement
See Invisibility
Shadow Blade**
Shatter
Spiritual Weapon
View Dream†
Warding Wind**
Web

3rd Level

Beacon of Hope
Catnap**
Clairvoyance
Conjure Barrage
Detect Aura†
Enemies Abound**
Fly
Gaseous Form
Intellect Fortress***
Locate Traps*
Nondetection
Otiluke’s Resilient Sphere
Sending
Shadow Walk*
Sleet Storm
Slow
Spirit Shroud***
Stinking Cloud
Water Walk
Wind Wall

4th Level

Arcane Eye
Detect Possession†
Dimensional Anchor*
Evard’s Black Tentacles
Fire Shield
Grasping Vine
Psalm of Martyrs*
Shadow of Moil**
Stoneskin
Wind Barrier*

5th Level

Bigby’s Hand
Brain Melt†
Contact Other Plane
Control Winds**
Creation
Dawn**
Dream
Hold Monster
Skill Empowerment**
Spectral Sheen*
Wall of Stone