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View Full Version : D&D 5e/Next Psionic Wizard Subclass. Critique wanted.



Durkoala
2023-03-29, 05:30 AM
So, this is my first homebrew class content. I found the psionic options in Tasha's intriguing, but most of the classes didn't do much with them as dice you can roll. So I decided to make some myself. Here's my attempt at a wizard that uses telepathy to learn spells and skills.

D&D 5e/5.5e Wizard Arcane Tradition:
School of Brockson (v.1)
A Tiefling keeps her gaze on her comrade, reading his memories of sneaking as they both blend into the shadows. A Gnome, watching the magicians’ contest, smirks as he adds spell after spell into his spellbook for a fraction of the cost and with their creators none the wiser. An elf sways from her wounds, but suddenly unleashes the necromancer’s own spell back into his shocked face.

The School of Brockson encourages the use of arcane study to awaken mental powers, or adapts mental powers to the arcane studies depending on student and teacher.

This School is named after Trifosus Brockson, a notorious planeswalker who was known for stealing and disrupting spells with the power of his mind. Many of the foundations of the tradition are said to have been developed from either his direct students or from records of his work that he left behind. Thanks to this disseminated body of learning, adherents of this tradition come from all walks of life and colours of morality, but all of them must battle with mistrust. After all, who can really feel safe in the presence of a wizard who has specialised in breaking into that innermost of sanctums: the mind?


Psionic Dice
When you take this tradition at second level, you gain a pool of psionic energy dice, which are used to power your psionic features. You have a number of these dice equal to twice your proficiency bonus, and use them to fuel psychic abilities that are separate from your spellcasting.
Some of your powers expend Psionic Energy Dice and you can’t use a power if it requires a die and you have none remaining. You regain all of your expended dice when you finish a long rest. As a bonus action, you can regain one expended die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The following powers use your Psionic Energy Dice:

Mind Bridge: You can form a mental connection with other creatures. To form a mind bridge, roll a psionic energy die and choose up to a number of creatures that you can see. For a number of hours equal to your proficiency bonus, the chosen creatures can speak telepathically with you and you can speak telepathically with them. Creatures don’t need to share a common language to understand one another; creatures that can’t speak any languages can still communicate emotions and impressions through the bridge.
Creatures linked by this power have mutual advantage on insight checks made against each other, as the mental connection makes it difficult to conceal information.
Any mind bridges can be closed by you at any time, but any creature wishing to close one against your will must make an intelligence save against your (spell save DC/Passive intelligence), which they can make as a free action once per turn. If you fall unconscious for any reason, all mind bridges end. If a creature is on a different plane of existence, you cannot form a mind bridge unless you have a direct line of sight on them through a planar gateway, and the link immediately ends if that gateway closes while you are on different sides, or if either of you are moved to planes without a connecting gateway.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Skill Cheat: You can use your mind reading to take advantage of the skills of those around you. Choose a creature you can see and roll a Psionic Energy Die. If it is willing, you succeed automatically; if not you must expend the Die to use this power. A resisting creature makes an intelligence or charisma saving throw against your spell save dc. If it succeeds, your attempt fails.
On a success, you gain proficiency in a skill, weapon or armour type that the creature is proficient in for a number of rounds equal to the number you rolled.

2nd level Feature: Psychic Scrutiny.
Adept at reading minds, you can predict the attacks of creatures whose mind you are reading or a linked to. There are many ways to read a mind, such as your mind bridge power, the Soulknife’s Psychic Whispers power or the spells Detect Thoughts, Telepathy or Beast Bond. Any creature whose mind you can read or are linked to has disadvantage on attack rolls against you and you have advantage on any saving throws its attacks require you to make.

2nd level Feature: Spell Study
Your Psionic powers and arcane learnings are a potent combination, able to take the knowledge of spells out from others’ heads. Immediately after a creature you can see casts a spell, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you successfully analyse the energy patterns of that spell. Roll a Psionic Energy die. For a number of minutes equal to your roll, that spell is stored in your mind and you may cast it using your spell slots as though you have prepared it even if it is a spell you cannot normally learn. Any Component requirements remain the same, and you are aware of what those components are and whether the spell consumes them.
You can store a number of spells equal to your proficiency modifier in this manner. You can add a stored spell to your spellbook: all normal restrictions apply, except that the gold and time you must spend to copy the spell into your spellbook is halved as long as it remains in your mind. (at the current level, this is functionally useless, but it’s easier to put it here than at a later level)
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

6th level feature: Psionic Disruption
Your growing arcane knowledge and psionic discipline allows you to directly affect the fabric of magic with your mind. When you see a creature that is either mentally linked to you and on the same plane of existence, or within 30 feet of you, cast a spell, you can cast counterspell on that creature/spell. If you must make an ability check to counter the spell, you may roll a Psionic Energy Die and add the result to the check. Casting this spell with this feature does not expend a spell slot (and at the GM’s discretion, may not count as magic!). The counterspell is cast at third level, unless you expend psionic energy dice. Every die spent in this way raises it by one level, up to the level of the highest spell you can cast.
The first time you use this power after every long rest, you don’t expend any Psionic Energy Dice. Otherwise, you must expend two dice to use it.

If you successfully counter a spell, you may choose to expend a die in order to attempt to use your Spell Study feature against the spell as part of this reaction. Even if this is the first time using Spell Study after a long rest, you must always expend a Psionic Energy Die to use it in this way.


10th level feature: Honed mind
Your mental abilities have risen to new heights. Your powers get the following improvements:
• Any creature you have a mental link with has disadvantage on any intelligence, wisdom or charisma saving throws against your abilities.
• Spells stored in your mind by your Spell Study feature can be stored for up to a number of hours equal to the Psionic Energy Die roll, instead of minutes.
• Proficiencies copied with Skill Cheat remain for a number of minutes, rather than rounds.
• If you have gained any proficiencies with Skill Cheat or spells with Spell Study, you may expend and roll a Psionic Energy Die. Add the result to your total count of time you retain them.

14th level feature: Psion Vortex
Your ability to manipulate energy with your mind has reached its zenith, allowing you to warp the fabric of space. By concentrating for two rounds, you tear open the barriers between planes at the end of your turn on the second round, allowing any of: yourself, a number of of creatures and unattended objects, equal to your proficiency bonus, to travel to a location on a different plane. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. An unwilling creature must make a charisma saving throw to avoid being transported: if it fails, it is sent to the desired destination along with any other creatures teleported, and it does not count as an unwilling creature for the purposes of transporting an item it is holding. All creatures and objects must be either physically touching you or another creature or object affected by the spell, or be mentally linked to you and within ten feet.
The location you are transporting to must be one you, or a willing creature being transported, has physically been to. Familiarity with the location determines whether you arrive there successfully. Roll on the Teleportation spell’s table: all creatures/objects share this result unless you alter it (see below). Use 5 X (your wizard level + your intelligence score + your proficiency bonus) as the distance you are travelling.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
When you successfully use this power, you must expend at least four Psionic Energy Dice. If you wish, you can roll all of them and add or subtract the total from the targetting roll of any individual object or creature being transported by this power.
When you gain this feature, your Mind Bridge power remains connected even if the linked creature is moved to another plane or any connecting portals are closed, assuming there are no other effects affecting it.

Any thoughts on what works and what doesn't are appreciated. Stuff I'm not satisfied with:

-I don't like having three second level features, even though I like all the effects and think it would weaken the class if I lost one.

-I don't like Honed Mind being just a bundle of upgrades to other powers rather than a discrete power of its own. Would it be better if all these abilities were at their full potential when you gain them? I'm also thinking of having each upgrade be attached to a lower level feature so that the wizard's mental powers increase as they learn new abilities.

-I don't like the Mind Bridge, Spell Study or Psionic vortex names.

-See how it looks if each feature gives a small improvement to an existing psion power.
-See if I can change Honed Mind for a different feature, prototyped below.
-Try to squash the second level features down to two.

Psychic Echoes/Minds of the Material (10th level?):
At 10th Level, your mental powers and sensitivity to magic have advanced to the point of being anle to decipher and manipulate the auras of magical items. As an action, you may make a spell attack against a magic item you are touching. If you succeed, expend and roll a Psionic Energy Die. You can use the item as though you were attuned to it for a number of rounds equal to your roll + your int modifier. You don’t gain any knowledge on the item’s properties, but you can make an arcana (int) check to discern facts about it as a bonus action.

Anymage
2023-03-29, 07:50 AM
Foresight is a ninth level spell that gives you advantage on all attacks/saves/checks and gives enemies disadvantage to hit you. A second level psi-wizard gets advantage on saves and disadvantage to be hit for a number of enemies equal to the roll of a psi dice. At tenth, they're also looking at disadvantage to some potentially hefty saves. That'd be really strong even if Mind Bridge offered a save and it's bonkers without one.

I get the fantasy you're going for with Skill Cheat. And in the case where you borrow a skill to improve the party's chance at a group check, that's actually pretty cool. However, the hypothetical case where you borrow a skill from a friend or passerby because the expert can't be on hand at the moment is unlikely, and opening up weapon and armor proficiencies opens up the degenerate case of walking around with armor so you can expect to borrow the fighter's armor proficiency for a fight. Boosting group skill checks can be a thing, the other uses I'm more skeptical. Plus, you leave out languages and tools when borrowing a tool/language could be a strong ribbon instead of the armor borrowing shenanigans.

Arcane Trickster gets to steal a spell at seventeenth level. Plus, they're MAD thirdcasters. You don't remove your enemy's ability to cast, but you're SAD and can permanently gain access to the spell and at a discount. Seven levels before the archetypal magic thief.

A twentieth level wizard gets to cast two different third levels once each per short rest. You get to cast Counterspell - a third level spell that's arguably gamewarpingly good - 2xPB times per day. (Okay, likely a little less since you're also mind bridging. It's still very likely to regularly come out to more than straight PB per day.). With flavor text that implies that you want these counters to be uncounterable.

Basically Plane Shift at fourteenth level is fine. Although it's most likely to just be a reserve panic button, because otherwise the opportunity cost in psi dice is really high.

Incidentally, your planned tenth level feature doesn't work. Spell attack rolls are about physically connecting with magical energy, and most magic items by virtue of being inanimate items are going to be easy to hit. There is no generic magic item resistance stat. On top of that, even if there were some item resistance stat, having bonus attunement slots is a significant chunk of the artidicer's shtick in double digit levels. Giving it out as one subclass feature to what's already a fullcaster would be tricky even if the rest of the subclass weren't so strong.

Basice I'm seeing a lot of strong, high level powers being hodgepodged together on top of what's already a wizard. That's going to be appreciably OP.

Durkoala
2023-03-31, 02:20 AM
Thanks for the criticism! Looks like I need to tone a lot of abilities down, but this is good, since at least I didn't bring it to a table for playtesting in this state.



I get the fantasy you're going for with Skill Cheat. And in the case where you borrow a skill to improve the party's chance at a group check, that's actually pretty cool. However, the hypothetical case where you borrow a skill from a friend or passerby because the expert can't be on hand at the moment is unlikely, and opening up weapon and armor proficiencies opens up the degenerate case of walking around with armor so you can expect to borrow the fighter's armor proficiency for a fight. Boosting group skill checks can be a thing, the other uses I'm more skeptical. Plus, you leave out languages and tools when borrowing a tool/language could be a strong ribbon instead of the armor borrowing shenanigans.

I'm a bit confused as to what you mean by degenerate case of borrowing armour. Is having 1-6 rounds of armour use really that game-breaking?

I was about to add ...'for as long as you have psi dice' but it looks like I forgot to include that this power doesn't work if you've expended all your dice. Oops. With that in mind, you could essentially gain unending proficiency in everything (except tools, which I definitely will be adding to the next version; and languages, which I'm less sure about) your party knows, which is obviously a serious problem.


A twentieth level wizard gets to cast two different third levels once each per short rest. You get to cast Counterspell - a third level spell that's arguably gamewarpingly good - 2xPB times per day. (Okay, likely a little less since you're also mind bridging. It's still very likely to regularly come out to more than straight PB per day.). With flavor text that implies that you want these counters to be uncounterable.

Fair enough, I'll think about what else I can put there. In my defence, I forgot that countering a counterspell was a valid tactic, and it's also just Proficiency Bonus + 1 casts per long rests, assuming that you aren't using any other powers.



Basically Plane Shift at fourteenth level is fine. Although it's most likely to just be a reserve panic button, because otherwise the opportunity cost in psi dice is really high.

Genuinely a big surprise, I just threw this one in because I couldn't think of a decent ability for this level.

Segev
2023-03-31, 10:41 AM
D&D 5e/5.5e Wizard Arcane Tradition:
School of Brockson (v.1)

Psionic Dice
When you take this tradition at second level, you gain a pool of psionic energy dice, which are used to power your psionic features. You have a number of these dice equal to twice your proficiency bonus, and use them to fuel psychic abilities that are separate from your spellcasting.
Some of your powers expend Psionic Energy Dice and you can’t use a power if it requires a die and you have none remaining. You regain all of your expended dice when you finish a long rest. As a bonus action, you can regain one expended die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Good so far, in line with other subclasses that grant psionic dice.


Mind Bridge: You can form a mental connection with other creatures. To form a mind bridge, roll a psionic energy die and choose up to a number of creatures that you can see. For a number of hours equal to your proficiency bonus, the chosen creatures can speak telepathically with you and you can speak telepathically with them. Creatures don’t need to share a common language to understand one another; creatures that can’t speak any languages can still communicate emotions and impressions through the bridge.This is already on par with the Soul Knife Rogue's similar ability. Better, even, because you don't give a range limit to how far away you can do it or how far away it can be maintained.


Creatures linked by this power have mutual advantage on insight checks made against each other, as the mental connection makes it difficult to conceal information.
Any mind bridges can be closed by you at any time, but any creature wishing to close one against your will must make an intelligence save against your (spell save DC/Passive intelligence), which they can make as a free action once per turn.Unwilling creatures should probably get a save when you try to initiate it or add them to this.


If you fall unconscious for any reason, all mind bridges end. If a creature is on a different plane of existence, you cannot form a mind bridge unless you have a direct line of sight on them through a planar gateway, and the link immediately ends if that gateway closes while you are on different sides, or if either of you are moved to planes without a connecting gateway.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.If you keep this as a telepathic hub feature, I would keep only that part of it, and model it on the Soul Knife's Psychic Whispers ability.


Skill Cheat: You can use your mind reading to take advantage of the skills of those around you. Choose a creature you can see and roll a Psionic Energy Die. If it is willing, you succeed automatically; if not you must expend the Die to use this power. A resisting creature makes an intelligence or charisma saving throw against your spell save dc. If it succeeds, your attempt fails.
On a success, you gain proficiency in a skill, weapon or armour type that the creature is proficient in for a number of rounds equal to the number you rolled.You don't even spend the die if the creature is willing? :smalleek: Also, just how useful is armor proficiency that lasts for at most 12 rounds?

Honestly, I would drop this one; it's more rogue-y than wizard-y, anyway, and you have a LOT you're piling onto 2nd level.


2nd level Feature: Psychic Scrutiny.
Adept at reading minds, you can predict the attacks of creatures whose mind you are reading or a linked to. There are many ways to read a mind, such as your mind bridge power, the Soulknife’s Psychic Whispers power or the spells Detect Thoughts, Telepathy or Beast Bond. Any creature whose mind you can read or are linked to has disadvantage on attack rolls against you and you have advantage on any saving throws its attacks require you to make.This feels more like a warrior-type thing than a wizard-type thing, and is also vague and powerful. I suggest narrowing it to fit within 5e style parameters. Perhaps "As a bonus action" or "As a reaction" you can psychically scrutinize one creature. If it's as a reaction, then when they attack you or force you to make a saving throw. Until the start of your next turn, any attacks they make against you (including the triggering one) are at disadvantage, and any saving throws they force you to make (including the triggering one) are at advantage, as you read their minds to see what they're planning.

If you get rid of Mind Bridge entirely, this might be okay, but I would consider why a wizard is doing this if you're keeping Mind Bridge in any form.


2nd level Feature: Spell Study
Your Psionic powers and arcane learnings are a potent combination, able to take the knowledge of spells out from others’ heads. Immediately after a creature you can see casts a spell, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you successfully analyse the energy patterns of that spell. Roll a Psionic Energy die. For a number of minutes equal to your roll, that spell is stored in your mind and you may cast it using your spell slots as though you have prepared it even if it is a spell you cannot normally learn. Any Component requirements remain the same, and you are aware of what those components are and whether the spell consumes them.
You can store a number of spells equal to your proficiency modifier in this manner. You can add a stored spell to your spellbook: all normal restrictions apply, except that the gold and time you must spend to copy the spell into your spellbook is halved as long as it remains in your mind. (at the current level, this is functionally useless, but it’s easier to put it here than at a later level)
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.I'm skimming back and forth a bit, here, so I might've just missed it, but what level and what feature makes it possible to retain the spell long enough to scribe it? That takes a half hour even with it halved, and you only have up to 12 minutes. Plus, you almost certainly didn't have your book and supplies out the moment you used this feature.

I think I would tie this to your Mind Bridge. It's not a "mimic what you see" feature, then, but rather something that allows you to act as if any spell known by others in your mind bridge is a spell you know.

So, then, here's my proposed Mind Bridge feature, to replace the whole Mind Bridge feature and the Spell Study feature:

Mind Bridge
2nd level Brockson School feature
Spend and roll a psionic die, and choose a number of creatures equal to the value rolled within 60 feet. You need not be able to see the creatures, but you must be able to identify them somehow. ("Bob the Baker" and "the creature that is standing behind that curtain" are valid identifications; "any creature hostile to me within range" is not.) Designated creatures must roll a Charisma save against your spell DC or be linked to you by a mind bridge for one minute. The save succeeds automatically if the creature is not in range, and creatures who are in range may choose to willingly fail the save. A creature's connection to the mind bridge is broken early if it leaves the plane you're on or goes more than a mile from you. Anything that would cause you to lose concentration on a spell without allowing a concentration saving throw will also break your mind bridge early.

All creatures linked via this mind bridge can understand each other regardless of the language in which they speak, though they must speak in a language they know to be understood and this does not grant any ability to speak to those who cannot.

At the start of each of your turns, you may designate a creature Mind Bridged with you, and choose to cast any spell it has prepared (or knows) as if it were one of your prepared wizard spells. You may alternately use any feature or ability it has which requires a spell attack to use it. At the DM's discretion, unique features that force a saving throw but are not physiological abilities inherent to the creature's body may also be copied. Copying non-spell abilities of this sort requires the expenditure of a psionic die; you may use those abilities a number of times before the Mind Bridge ends equal to the result rolled on the expended psionic die. Creatures unwilling to share these spells or abilities may make a new Charisma saving throw against your spell DC; on a success, you gain only one use of the ability, which you must use before the end of your turn or lose it entirely, and the creature is broken free from the Mind Bridge.

Mental Connection
Proposed 2nd level Brockson School feature
You learn the message cantrip, and may cast it without components.

Psionic Recovery
Proposed 2nd level Brockson School feature
When you use Arcane Recovery, you may choose to give up one or more spell levels of recovered slots to regain psionic dice equal to the number of spell levels given up.




6th level feature: Psionic Disruption
Your growing arcane knowledge and psionic discipline allows you to directly affect the fabric of magic with your mind. When you see a creature that is either mentally linked to you and on the same plane of existence, or within 30 feet of you, cast a spell, you can cast counterspell on that creature/spell. If you must make an ability check to counter the spell, you may roll a Psionic Energy Die and add the result to the check. Casting this spell with this feature does not expend a spell slot (and at the GM’s discretion, may not count as magic!). The counterspell is cast at third level, unless you expend psionic energy dice. Every die spent in this way raises it by one level, up to the level of the highest spell you can cast.
The first time you use this power after every long rest, you don’t expend any Psionic Energy Dice. Otherwise, you must expend two dice to use it.

If you successfully counter a spell, you may choose to expend a die in order to attempt to use your Spell Study feature against the spell as part of this reaction. Even if this is the first time using Spell Study after a long rest, you must always expend a Psionic Energy Die to use it in this way.This is probably too powerful, and even if it isn't, probably won't be as much fun as you might think it is. Counterspell is a great spell, but it also is a little boring, because what it does is make magic not happen. And DMs using it on players in return is often very annoying, too.

I suggest this, instead:

Psionic Disruption
Level 6 feature
When a creature in your Mind Bridge makes an attack roll, ability check, or saving throw, you may spend and roll a psionic die to disrupt his focus on the activity, subtracting the result of your die roll from his result. If a creature in your mind bridge forces other creatures to make a saving throw, you may spend and roll a psionic die to subtract its result from the save DC. You need not be able to perceive the creature to take this reaction; their presence in your Mind Bridge gives you enough awareness of what they're attempting as they attempt it to decide to inflict this psychic disruption on them.


10th level feature: Honed mind
Your mental abilities have risen to new heights. Your powers get the following improvements:
• Any creature you have a mental link with has disadvantage on any intelligence, wisdom or charisma saving throws against your abilities.
• Spells stored in your mind by your Spell Study feature can be stored for up to a number of hours equal to the Psionic Energy Die roll, instead of minutes.
• Proficiencies copied with Skill Cheat remain for a number of minutes, rather than rounds.
• If you have gained any proficiencies with Skill Cheat or spells with Spell Study, you may expend and roll a Psionic Energy Die. Add the result to your total count of time you retain them.This, too, is awfully powerful, but mainly because it wraps in all the powerful stuff that came before. I suggest a completely different direction with it.

Honed Mind
10th level feature
You've honed your mind into a weapon. When you expend and roll a psionic die for any reason, you may choose to have any number of creatures affected take the value rolled in psychic damage. Creatures that save against the triggering ability are not affected by this damage. In addition, when another creature causes you to take damage, you may use a reaction to force that creature to experience sympathetic pain. Spend and roll a psionic die; the responsible creature takes that much psychic damage. You recover the die if the psychic damage inflicted is less than the triggering damage your took.


14th level feature: Psion Vortex
Your ability to manipulate energy with your mind has reached its zenith, allowing you to warp the fabric of space. By concentrating for two rounds, you tear open the barriers between planes at the end of your turn on the second round, allowing any of: yourself, a number of of creatures and unattended objects, equal to your proficiency bonus, to travel to a location on a different plane. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. An unwilling creature must make a charisma saving throw to avoid being transported: if it fails, it is sent to the desired destination along with any other creatures teleported, and it does not count as an unwilling creature for the purposes of transporting an item it is holding. All creatures and objects must be either physically touching you or another creature or object affected by the spell, or be mentally linked to you and within ten feet.
The location you are transporting to must be one you, or a willing creature being transported, has physically been to. Familiarity with the location determines whether you arrive there successfully. Roll on the Teleportation spell’s table: all creatures/objects share this result unless you alter it (see below). Use 5 X (your wizard level + your intelligence score + your proficiency bonus) as the distance you are travelling.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
When you successfully use this power, you must expend at least four Psionic Energy Dice. If you wish, you can roll all of them and add or subtract the total from the targetting roll of any individual object or creature being transported by this power.
When you gain this feature, your Mind Bridge power remains connected even if the linked creature is moved to another plane or any connecting portals are closed, assuming there are no other effects affecting it.This feels semi-random, outside of flavor text. Why are psionics automatically casting plane shift before the spell comes online?

My proposal, based on the name alone, is to link it to Mind Bridge as follows:

Psionic Vortex
14th level feature
As an action, you may attempt to suck all minds within 300 feet into a Mind Bridge. This does not cost a psionic die; all creatures in range must make a Charisma saving throw against your spell DC or be forced into it. Creatures may still willingly fail the save. This mind bridge lasts for one minute. While this mind bridge is active, you gain one psionic die at the start of each of your turns, which vanishes if not used before the start of your next turn. This bonus die may cause you to exceed your normal maximum. You may initiate a psionic vortex once, regaining the ability after a long rest.



I don't know if this direction is where you want to go with the subclass, but I tried to center things around the Mind Bridge and the idea of psychic connection facilitating magical powers.


Possible Alternate Names for "Mind Bridge"
Psychic Network
Mind Web
Connection

I think "connection" might be a good core for it; you can then use "is connected" as a pseudo keyword for the "present in your Mind Bridge" type language.