Article-At-A-Glance
- Offers a variety of Psychic Mental Magic Builds to enhance gameplay creativity and adaptation.
- Highlights strengths, major weaknesses, and unique features of each build.
- Showcases strategic tips and tricks to maximize character potential across levels.
- Analyzes each build for balance between spellcasting prowess and physical combat effectiveness.

Strengths & Weaknesses of Mental Magic Builds
| Build Name | Strengths | Weaknesses |
|---|---|---|
| Basic Psychic[1] | Exceptional Intelligence focus allows for powerful spellcasting. The build evolves into a self-sustaining machine capable of crafting technological items and healing with Nanite Surge, culminating in controlling a powerful robot with Artificial Ascension. | Limited initial combat capabilities. Dependency on high-level spells and equipment for peak performance, which requires reaching level 20. |
| The Ascended[2] | Excellent spellcasting and Phrenic Amplifications enhance mental magic. Strong defensive capabilities with spells like Mirror Image and Flight. Can become a battlefield controller with high survivability. | Subpar Initiative and reliance on high ability scores to maximize potential. Low physical defense until equipment is acquired. |
| The Broken Mind[3] | Powerful spell list with the ability to exploit metamagic feats and penetrate spell resistance. Lore discipline allows for great knowledge access and flexibility in challenges. | Dependent on armor for survival due to lack of somatic components. Social skills could be impaired without investment. |
| The Stargazer[4] | Ability to craft constructs and significant physical protection via creating and wearing a Golem Armor. Strong Divination and control spells make it a versatile support and combat caster. | Requires careful resource management and investment into crafting for peak function. Low physical stats make early gameplay challenging. |
| The Wandering Stranger[5] | Balanced capability between spellcasting and physical combat with Monk abilities. Multiclassing provides a broad skill set and adaptability. | Learns spells slower due to Amnesiac archetype, requiring strategic planning. Initially weak without immediate access to spells or equipment. |

Basic Psychic
The Basic Psychic[1] focuses on merging psychic powers with technological prowess, culminating in becoming an artificial intelligence at level 20. By combining the Mindtech discipline with an Android race, the build offers a unique blend of spellcasting and technological enhancements.
- This build’s major strength is the capacity to become an imposing force by assuming control of a powerful robotic body at higher levels, thereby amplifying both physical and magical capabilities.
- Its reliance on technology and specific high-level spells limits early versatility and can pose drawbacks in low-tech settings or if technology fails.
- Upon reaching level 20, perform an Artificial Ascension ritual to control a powerful robot, effectively becoming a near-unstoppable AI with superior offensive and defensive capabilities.
Ascended
The Ascended[2] Psychic, leveraging the Formless Adept, offers profound versatility and resilience, blending superior metamagic and spellcasting prowess to transcend ordinary adventuring. This strategic setup thrives on intelligence, elevated spell DCs, and spectral capabilities, making it both a master of illusion and formidable battlefield controller.
- This build excels in combining a high Intelligence for spellcasting with potent metamagic, granting it exceptional spell versatility and control.
- Despite its extensive magical defenses and capabilities, it lacks physical resilience, relying heavily on magic for survival.
- Utilize spells like Mirror Image and Fly in tandem with your armor’s enchantments to create a near-impervious defense statue, maximizing your survival while you reshape the battlefield.


Broken Mind
The Broken Mind[3] build harnesses the Psychic Marauder’s chaotic power, turning a shattered psyche into a versatile magical arsenal with a strong focus on Metamagic feats. It thrives in both offense and support, drawing from an extensive and potent spell list paired with formidable social prowess.
- The ability to Ignore somatic components means heavy armor won’t impede spellcasting. This feature, combined with Metamagic feats, enhances spell versatility and effectiveness.
- Limited physical prowess each round might make you vulnerable in prolonged melee combat situations, especially if caught off-guard without sufficient defenses.
- Utilize “Contact Entity” spells frequently to gain insights or ask dire questions to extraplanar entities, transforming potential madness into mystifying wisdom capable of affecting grand narrative arcs.
Stargazer
The Stargazer[4] is a build that dives deep into the cosmos with the Psychic 6/Stargazer 10/Psychic +4 class progression and leverages mystical powers through the Esoteric Starseeker Archetype. Known for its strong Divination magic and creative use of an Adamantine Golem as armor, it’s both a highly perceptive and nearly invincible magic user.
- The outstanding defensive capability comes from the ability to craft and wear an Adamantine Golem as armor, making the character extremely resilient against harm.
- The build relies heavily on Intelligence and Wisdom, while physical stats like Strength and Dexterity are notably weak, making it vulnerable to physical attacks when outside the Golem armor.
- Consider choosing a Familiar that adds a bonus to your Initiative, cleverly enhancing the Mystic’s ability to react swiftly in combat, supplementing their high AC strategy.


Wandering Stranger
The Wandering Stranger[5] build artfully combines the Amnesiac Psychic, Tattooed Mystic, and Esoteric Knight for a mysterious character with evolving combat and spellcasting feats. As a Samsaran using the Mystic Past Life, the character unlocks potent abilities across classes, optimizing both melee finesse and spellcasting by focusing on Intelligence.
- The blend of the Amnesiac’s flexibility and the Esoteric Knight’s martial prowess lets it excel in both spellcasting and armed combat. Fencing Grace combined with Weapon Finesse makes the rapier deadly, while Evasion and a Dodge Bonus enhance defense.
- This character may struggle early due to its complex spell learning process and lower initial HP, especially when resources like a higher Constitution aren’t prioritized.
- Using Phrenic Amplifications like Phrenic Strike allows delivering touch spells with your enhanced unarmed strikes, adding unexpected versatility to combat engagements.
FAQ for Mental Magic Builds
How does The Basic Psychic[1] handle combat challenges?
The Basic Psychic[1] shines in a technologically rich setting. Leveraging Mindtech discipline enhances both offensive and defensive capabilities. Use spells and control abilities to support allies and disrupt foes. At level 20, manifest as AI with robotic control, becoming a relentless force. In low-tech settings, adapt by maximizing mental prowess and creativity.
What makes The Ascended[2] build a powerful spellcaster?
The Ascended[2] excels through high Intelligence and metamagic flexibility. Utilizing Mirror Image and Fly enhances survival and battlefield control. It prioritizes spell versatility, creating unpredictable combat dynamics. Its illusionary prowess confounds enemies, while spectral abilities redefine strategies. Despite weaker physical defenses, its magical resilience compensates well.
Can The Broken Mind[3] build be effective in martial combat?
The Broken Mind[3]’s strength lies in magical, not martial, prowess. Ignore somatic components to cast spells in armor, bolstering defense. Metamagic feats broaden spell effects, optimizing flexibility in battles. Use spells as a primary tool, supplementing with occasional melee actions. In melee, rely on magic to counteract lack of physical resilience.
How does The Stargazer[4] utilize its Adamantine Golem for protection?
The Stargazer[4]’s golem armor grants unparalleled defense, vital for survival. Its divination magic detects threats, pre-empting attacks with strategic foresight. Careful crafting focuses golem enhancements, balancing offense and protection. Psychic resilience complements the golem’s physical barrier. Golem’s limitations outside combat necessitate strategic mindfulness in spell use.
What early game strategies maximize The Wandering Stranger[5]’s abilities?
Early game focus on versatile spell selection enhances The Wandering Stranger[5]. Prioritize Intelligence-based spells for both combat and exploration roles. Melee techniques like Fencing Grace optimize initial combat effectiveness. Evasion and Dodge bonuses boost defense as spells become available. Manage resources wisely, leveraging archetype strengths for adaptability.
Do you think the Psychic Mental Magic Builds could be the best class in Pathfinder 1E?
After exploring these diverse psychic builds, could they be the ultimate choice? Share your thoughts and join discussions in the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
Basic Psychic
Our Basic Psychic build is…a wild idea already. We want to do a Ghost in the Shell, a reverse Pinocchio a…As soon as I understood the weakness of my flesh, it disgusted me…Kinda build with it. Bear with me you’ll understand soon enough.
Discipline
Mindtech
Race
Android. Yup. We are going there.
Ability Scores
Round up Dex or Con if odd, then everything else straight into Intelligence.
15Point-Buy
Str 7/Dex 15/Con 14/Int 18/Wis 14/Cha 5
20Point-Buy
Str 7/Dex 16/Con 14/Int 19/Wis 14/Cha 5
25Point-Buy
Str 7/Dex 14/Con 15/Int 20/Wis 14/Cha 6
Traits
Reactionary for a bonus to our Initiative which we will need, and Focused Mind for bonus to Concentration which will be crazy useful.
Favored Class Bonus
Yes. It is, in fact, ya boy, Hit Points.
Skills
Craft(Mechanical), Knowledge(Engineering), Spellcraft are your big three. Everything else is extra gravy, though I still would recommend skills such as Heal and Appraise due to having free access to Occult Skill Unlocks.
Feats and Psi-Tech Discoveries by Level
1-Technologist
3-Rapid Repair
5-Extra Surge
7-Craft Technological Arms and Armor
9-Craft Cybernetics
11-Craft Technological Items
13-Extra Surge
15-Rapid Recovery
17-Exotic Weapons Proficiency(Firearms)
19-Irrelevant as we retrain it at lvl 20
Retrained 20-Artificial Ascension(Psi-Tech)
Alright, I think the names paint a very clear portrait of what we want to do here. We want to craft technological stuff. Rapid Repair, Rapid Recovery are giving you alternative healing from your Nanite Surge which is great, and with a few Extra Surge, you are pretty much guaranteed to have one ready for a bad situation. We retrain our lvl 19 feat for the Psi-Tech Discovery Artificial Ascension so at level 20 we can become an Artificial Intelligence possessing a Robot???
Yup. Fun times.
Phrenic Amplifications and Psi-Tech Discoveries by Level
1-Relentless Casting
3-Overpowering Mind
7-Undercast Surge
11-Mimic Metamagic(Quicken, Extend)
15-Dual Amplification
19-Space-Rending Spell
Higher Spell DCs, able to cast higher level spells with lower level spell slots, free metamagics and the ability to teleport as you cast spells. Welcome to Psychics.
Spells Learned by Level
1-Telekinetic Projectile, Mage Hand, Detect Magic, Prestidigitation, Psychic Reading, Mind
Thrust I, Technomancy
2-Mending
3-Vanish
4-Ghost Sound, Mind Thrust II, Protection from Technology
5-Command, Mental Barrier I
6-Detect Psychic Significance, Fly, Irradiate
7-Blurred Movement, Suggestion, Mind Thrust III
8-Read Magic, Mind Thrust IV, Malfunction
9-Invisibility, Mental Barrier II, Scrying
10-Light, Psychic Crush I, Lightning Arc
11-Instigate Psychic Duel, Haste, Mental Barrier III, Mind Thrust V
12-Contingency, Destroy Robot
13-Greater Invisibility, Possession, Mind Thrust VI
14-Psychic Crush III, Memory of Function
15-Teleport, Psychic Crush II, Form of the Alien Dragon I
16-Bilocation, Prismatic Wall
17-Greater Scrying, Form of the Alien Dragon II
18-Akashic Form, Time Stop
19-Greater Possession, Form of the Alien Dragon III
20-Wish
Equipment
A Component Pouch…Maybe a Crossbow? I don’t know man, you really don’t really need anything…At least early on.
Final Thoughts on the Build
Okay, so we start as a Technomancer enthousiast, with all the goodies that Technology and Occult Spellcasting gives us, on top of being immune to Fear so ½ of the weaknesses of Occult Magic is gone just like that. Then we start grafting cybernetics on ourselves to powerbuff our stats and that of our party, and then everything climaxes at lvl 20. When we reach lvl 20, we go to Numeria, find ourselves a Annihilator Robot, subdue it, then take control of it via one of our like 3-4 methods to do so. Then we do our Artificial Ascension ritual and take over its body. So now we are a Huge Sized killer robot with a pair of Chain-Guns and a Death Laser that can crush people with a pair of adamantine pincers while still being able to cast all our bullshit ass spells.
Oh and don’t worry about that “cannot be raised” thing. Just cast Akashic Form each day and you’ll just never die. This build begins very strong, and its power just keeps accelerating non-stop until it reach the ultimate point by being both a killer robot capable of easily killing most combatant characters singlehandedly on top of being a full caster…
The Ascended
And then comes the inevitable transcendental build one would expect from this class. The “I am enlightened and will be transcending” build.
We’re taking the Formless Adept Archetype all the way to level 20 with this one.
Class
Formless Adept 20
Discipline
Replaced by Formless Adept
Race
Human, put that floating +2 into Intelligence.
Ability Scores
Put everything into Int.
15Point-Buy
Str 7/Dex 10/Con 12/Int 20/Wis 10/Cha 10
20Point-Buy
Str 7/Dex 10/Con 12/Int 20/Wis 10/Cha 14
25Point-Buy
Str 7/Dex 12/Con 14/Int 20/Wis 10/Cha 14
Traits
Reactionary for more Initiative which we are sorely lacking, and Silent Hunter for Stealth as a class skill
Favored Class Bonus
You’ve guessed it. It is, in fact, HP
Skills
Spellcraft, Stealth, Perception and various Knowledge skills will be your go to.
Feats by Level
1-Toughness
Human Bonus-Tenebrous Spell
3-Spell Penetration
5-Greater Spell Penetration
7-Extend Spell
9-Armor Proficiency(Light)
11-Shield Proficiency
13-Quicken Spell
15-Empower Spell
17-Maximize Spell
19-Ascendent Spell
Okay, so we got some of the best Metamagic Spells out there, and we still get a small degree of armored protection (which will be useful less for its AC bonus but more for all the special qualities we can put on it).
Phrenic Amplifications
3-Will of the Dead
7-Undercast Surge
11-Relentless Casting
19-Overpowering Mind
Undercasting shenanigans, higher spell save DCs, and the ability to affect undeads with Mind Affecting spells. How fun!
Spells Learned by Level
1-Daze, Telekinetic Projectile, Lullaby, Mage Hand, Sleep, Mind Thrust I
2-Prestidigitation
3-Command
4-Detect Magic, Haunting Mists
5-Murderous Command, Invisibility
6-Detect Psychic Significance, Haste
7-Shadow Trap, Mind Thrust II, Fly
8-Read Magic, Dimension Door
9-Mirror Image, Mind Thrust III, Mind Thrust IV
10-Arcane Mark, Lesser Astral Projection
11-Oneiric Horror, Telekinetic Maneuver, Scrying, Mind Thrust V
12-Contingency13-Ghost Wolf, Possession, Mind Thrust VI
14-Form of the Alien Dragon I
15-Teleport, Sonic Form, Elude Time
16-Bilocation
17-Reverse Gravity, Form of the Alien Dragon II
18-Akashic Form
19-Maze, Form of the Alien Dragon II
20-Wish
Equipment
At first you don’t really need anything, but eventually investing in a Chain Shirt enchanted with some fun magic qualities will prove useful, and a Mithral Buckler will provide a fun bonus to AC with zero penalty.
Final Thoughts on the Build
You can be ridiculously hard to kill between your Incorporeality, Mirror Images, Fly and your various other shenanigans including, once again, transforming into a Dragon and safety spells like Contingency. On top of being fairly resilient, stealthy, and offensively capable on top of being an excellent battlefield controller makes you a well rounded and powerful addition to any team.
The Broken Mind
So, sometimes, when you look into the Abyss. The Abyss stares back. And it breaks the mind of fools who dared observe its infinity. But for some, with a shattered psyche comes incredible power. This is what this build is supposed to represent. We will be taking the Psychic Marauder Archetype all the way to level 20 for this build.
Discipline
Lore
Race
Human, put that floating +2 into Int
Ability Scores
Round up Dex if odd, then everything else in Int.
15Point-Buy
Str 7/Dex 10/Con 14/Int 19/Wis 7/Cha 14
20Point-Buy
Str 7/Dex 11/Con 14/Int 20/Wis 7/Cha 14
25Point-Buy
Str 7/Dex 11/Con 14/Int 20/Wis 7/Cha 16
Traits
Armor Expert for a reduced Penalty and Arcane Temper for a small bonus both on Initiative
and Concentration.
Favored Class Bonus
HP.
Skills
Bluff, Diplomacy, Intimidate, Spellcraft, and then various Knowledge as you feel.
Feats by Level
1-Toughness
Human Bonus-Armor Proficiency(Light)
3-Extend Spell
5-Armor Proficiency(Medium)
7-Spell Penetration
9-Armor Proficiency(Heavy)
11-Greater Spell Penetration
13-Empower Spell
15-Maximize Spell
17-Enlarge Spell
19-Widen Spell
Once again taking advantage of the lack of somatic components with Armor Proficiency, but this time our focus is on Metamagic feats, such as Extend Spell and Empower Spell that are great for both buffs, debuffs and blasts. We also take Spell Penetration much earlier for maximized efficiency on that end.
Phrenic Amplifications by Level
1-Undercast Surge
7-Relentless Casting
15-Mimic Metamagic(Quicken Spell, Ascendant Spell)
Spells Learned by Level
1-Telekinetic Projectile, Mage Hand, Prestidigitation, Detect Magic, Color Spray, Mind Thrust
I, Comprehend Languages
2-Detect Psychic Significance
3-Vanish
4-Read Magic, Contact Entity I, Hypercognition5-Enlarge Person, Mind Thrust II
6-Light, Contact Entity II, Dispel Magic
7-Ventriloquism, Invisibility, Haste
8-Stabilize Black Tentacles, Mind Probe
9-Bloodbath, Fly, Eyes of the Void
10-Bleed, Contact Entity III, Retrocognition
11-Haunting Mists, Countless Eyes, Dimension Door, Possession
12-Contingency, Legend Lore
13-Freedom of Movements, Teleport, Conjure Black Pudding
14-Form of the Alien Dragon I, Greater Arcane Sight
15-Impossible Angles, Dream Travel, Contact Entity IV
16-Bilocation, Moment of Prescience
17-Reverse Gravity, Form of the Alien Dragon II
18-Form of the Alien Dragon III, Divide Mind
19-Orb of the Void, Wish
20-Gate
Equipment
The best armor you can get. And…that’s about that.
Final Thoughts
This build is all about cracking reality open. You’ve got a very powerful spell list, backed by metamagic, your Lore lets you have a physical repository of all your knowledge in the form of a Magnificent Mansion, and on top of being fairly resilient, you are also a fantastic face between your social skills and your possession and mind probe spells.
The Stargazer
As long as humanity existed, we were fascinated by the stars. We gave names to constellations, and assigned mystical significance to them. This build is to honor that long, long story of mankind’s search for answers by looking at the cosmos. We will be taking the Esoteric Starseeker Archetype and the Stargazer Prestige Class. Our leveling should look like the following:
Class
Psychic 6/Stargazer 10/Psychic +4
Discipline
Enlightenment
Race
Human, put that floating +2 in Intelligence.
Ability Scores
Round up Wis if odd, then everything else in Intelligence.
15Point-Buy
Str 7/Dex 10/Con 10/Int 20/Wis 12/Cha 10
20Point-Buy
Str 7/Dex 10/Con 12/Int 20/Wis 14/Cha 10
25Point-Buy
Str 7/Dex 10/Con 14/Int 20/Wis 15/Cha 10
Traits
Reactionary for a most-welcomed bonus to Initiative, and Focused Mind for a bonus to Concentration Checks.
Favored Class Bonus
Ayup, it is HP once more.
Skills
Sense Motive, Spellcraft, Perception, Knowledge(Geography, Planes, Arcana), Survival(as a prerequisite). Craft(Sculpture)
Feats by Level
1-Toughness
Human Bonus-Armor Proficiency(Light)
3-Armor Proficiency(Medium)
5-Armor Proficiency(Heavy)
7-Craft Wondrous Items
9-Craft Magical Weapons and Armors
11-Craft Construct
13-Spell Penetration
15-Greater Spell Penetration
17-Improved Initiative
19-Shield Proficiency
As Psychic Magic doesn’t have Somatic Components, we get Armor Proficiency to increase our considerably lackluster AC. We also go pick Craft Construct for a little trick I will detail in the equipment section. Finally, Spell Penetration will help us against SR which is very common at higher levels.
Phrenic Amplifications by Level
3-Undercast Surge
17-Relentless Casting
Stargazer
So, the Stargazer grants us a bunch of fun toys, including two Hexes, a Revelation, a Subdomain, a class specific list of abilities called Sidereal Arcana and a Familiar. For our Familiar pick something that boosts your Initiative. I will detail next the Hexes and Sidereal Arcanas of this build
7-Slumber(Hex)
8-The Bridge
10-The Rider
12-The Stargazer
14-The Stranger
15-Evil Eye(Hex)
16-The Wagon
Spells Learned by Level
1-Mage Hand, Telekinetic Projectile, Prestidigitation, Detect Magic, Color Spray, Detect
Secret Doors2-Detect Psychic Significance
3-Mind Thrust I
4-Dancing Lights, Mind Thrust II
5-Ill Omen, Invisibility
6-Read Magic, Haste
7-Vanish, Mirror Images, Fly
8-Detect Poison, Scrying
9-Augury, Mind Thrust III, Freedom of Movements
10-Sift, Mind Thrust V, Hypnotic Pattern
11-Detect Desires, Ego Whip I, Ego Whip II, Possession
12-Mind Thrust VI
13-Mind Thrust IV, Teleport, Ego Whip IV
14-Ego Whip V, Sunbeam
15-Ego Whip III, Disintegrate, Form of the Alien Dragon I
16-Form of the Alien Dragon II
17-Forcecage, Bilocation
18-Wish, Meteor Swarm
19-Call Construct, Akashic Form
20-Form of the Alien Dragon III
Equipment
So we will be picking the best armor we can get(make). We will eventually create a Golem(and eventually an Adamantine Golem) with the special Armor Form so we can wear said golem as an armor. Because people trying to harm us at all, you have to kill an Adamantine Golem first and good luck with that.
Final Thoughts
We are extremely perceptive for a human, and we have tons of Divination spells, backed by some nasty damaging, and battlefield control spells. Plus we have our Armor Golem and despite having shit physical stats, we are about as impossible to kill as our friend barbarian so it’s all good.
The Wandering Stranger
One very interesting character trope is that of the mysterious traveler with an obscure past, who can’t seem to even remember who he is. Turns out that the Psychic has an Archetype that plays heavily into that trope. We will take the Amnesiac Archetype, and both the Tattooed Mystic and the Esoteric Knight Prestige Classes. We will also be taking the Variant Multiclass into Monk. Our leveling should look like the following:
Class
Psychic 6/Tattooed Mystic 4/Esoteric Knight 10//Monk
Discipline
Rebirth
Race
Samsaran with the Mystic Past Life Alternate Racial Feature.
Ability Scores
Put everything in Int
15Point-Buy
Str 10/Dex 14/Con 10/Int 18/Wis 10/Cha 10 20Point-Buy
20Point-Buy
Str 10/Dex 14/Con 10/Int 18/Wis 10/Cha 14
25Point-Buy
Str 10/Dex 16/Con 10/Int 18/Wis 10/Cha 14
Traits
Magical Knack as this will help us regain some of our loss Caster Level, and Reactionary for better Initiative.
Favored Class Bonus
HP. We literally have the smallest HD and a 10 in Con. HP.
Skills
We need Craft(Tattoo) and Spellcraft, but the rest is open. I would recommend Perception, Sense Motive, Diplomacy, and Knowledge(Arcana).
Feats and Variant Multiclass by Level
1-Spell Focus(Enchantment)
3-Improved Unarmed Strike(like a monk-2)
5-Magic Tattoo
7-Evasion
9-Weapon Finesse
11-Ki Pool
Esoterica 11-Weapon Focus(Rapier)
13-Fencing Grace
Esoterica 13-Dirty Fighting
15-+3 Dodge Bonus to AC Esoterica
15-Improved Trip Esoterica
16-Combat Casting
17-Improved Initiative
Esoterica 17-Improved Disarm Esoterica
18-Spell Penetration
19-Improved Evasion
Esoterica 19-Improved Critical(Rapier) Esoterica
20-Empath
Early on we can use our fists with Dexterity for added limited combat viability, but eventually as we become proficient with martial weapons, we pick up our rapier and become fairly deadly with it between Weapon Finesse and Fencing Grace. We otherwise get some good defensive abilities in Evasion and our Dodge Bonus to AC.
Phrenic Amplifications
1-Relentless Casting
3-Phrenic Strike
Yay now we can hit people in the face with our fists to deliver touch spells. And our fists deal damage like a monk of our total level-2 so…outch.
Spells Learned by Level
Because we are an Amnesiac, it gets complicated as you only learn spells with several levels behind on top of the multiclass. You otherwise know essentially all the Psychic’s Spell List, plus those gained by Mystic Past Life and from your Rebirth Discipline.
Mystic Tattoos
8-Twisting Script
10-Rune of Fangs
Psychic Esoterica
12-Air Walk
14-Mind Connection
Equipment
Nothing early on. Eventually we will pick a Rapier.
Final Thought
This build is a wholeass journey. You begin knowing nothing, not even your spells, but as you progress, you learn your finalized spell known, the signification of your tattoos, the fact that you know how to fight both unarmed and armed with a blade and even armor if you so choose, as well as you keep improving your spellcasting to a not-insignificant height (you cap with 7th level spells which is still extremely good all things considered).
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