Mindsmith
A Mindsmith is an Artificer that has unlocked a more forbidden branch of tinkering - tinkering with sentient creatures minds. With the right push, prod, and magical impulse, the Mindsmith has found how to change and warp the minds of other creatures.
Frequently such profound knowledge leads down a dark path as they start to view the world around them as mere puppets to manipulated by their power, viewing the knowledge of how to command minds as the inalienable right to due so, and of all the Artificers these tend to find themselves on the path of evil most often, either holding the reigns to society an aspiring overlord or seeking to expose the charade that is civilization by exposing the darkness just waiting to happen in the minds around them.
Even with the best of intentions, people view this sort of technology with suspicion at best and terror at worst. The most educated and wordly sort tend to fear it the most, seeing the fingerprints of the terribly creatures of beyond such as the illithid in your strange powers.
Mindsmith Proficiency
When you choose this specialization at 1st level, you gain proficiency in Deception skill, as well as proficiency with thinker's tools.
Mental Manipulator
At 1st level, you forge a potent device, capable of mental manipulation; this device can take the form of a circlet, a ring, or some other worn device.
Mental Manipulator
Requires Attunement (Creator Only)
While wearing this you can cast the friends cantrip and the psonic mind strike cantrip, using this device as your arcane focus.
While wearing this device, you also gain telepathy, and able to communicate to a creature within 30 feet telepathically. You do not need to share a language, but the target must speak at least one language to be able to understand you.
If you dominator device (whatever its form) is ever lost or destroyed, you can remake a new one over the course of a long rest.
Compelled Command
At 3rd level, you can have found the levers to a mind, and can attempt to issue commands directly, using your Mental Manipulator to ensure they are obeyed.
As an action, you can cast the command spell without expending a spell slot. when you cast command in this fashion, the creature does not need to share a language with you to be compelled to obey.
Calibrate Mental Frequency.
Starting at 5th level, you've learned to fine tune your Mental Manipulator to a particular target. If you target a creature that has already been effected by a function of your Mental Manipulator (other than telepathy), you can use your bonus action to calibrate it to that creature. The next time you target that creature with an ability or spell that triggers a Saving Throw using your Mental Manipulator, they have disadvantage on the saving throw.
You can do this a number of times equal to your Intelligence modifier. You regain all uses after you complete a long rest.
Total Control
Starting at 14th level, you can target a creature for complete take over. As an action, you can target a creature within 30 feet. They make an Intelligence Saving Throw against your Spell Save DC. A creature can choose to fail this saving throw. If they fail, you can immediately take a turn controlling them. While controlling them, you can use any ability you have seen them use so long as they could use that ability again.
Once you do this, you must take a short or long rest before you can do this again.
Mindsmith Upgrades:
Knowledge Extractor
You build a knowledge extractor. You can use this device to remove knowledge from a recently deceased or incapacitated target. You can either glean a one sentence answer to a question, or proficiency in one skill they had proficiency in. You can only have one skill proficiency from this method, and it fades at the end of your next long rest.
You once use this device, you cannot use it again on the same target. If you use this on target that is dying, they gained one failed death saving throw.
Command: Attack.
You can use your Compelled Command feature to force a creature make a Wisdom saving throw against your Spell Save DC. A creature can choose to fail this saving throw. If they fail they immediately use their reaction to make a single weapon attack. If they can attack multiple creatures, the target can choose whom to attack. If they can only attack one target, they attack that target. If there are no targets they can attack, the Compelled Command fails.
Command: Die. Prequisite: 17th level Artificer
You can use your Compelled Command feature to cast power word: kill by targeting an ally and commanding them to live. Once you use this ability, you cannot use it again until you complete a long rest.
Command: Live. Prerequisite: 11th level Artificer.
You can use your Compelled Command feature to cast death ward by targeting an ally and commanding them to live. Once you use this ability, you cannot use it again until you complete a long rest.
Crown of Control Prerequisite: 15th level Artificer.
You fashion a crown of control. When placed on a creature of CR 1/4 or less, they fall under your control as if under the effect of dominate monster until the crown is removed. A crown of control can only be placed on a willing, restrained, stunned, incapacitated, or paralyzed target.
You can have one crown of control at a time. If you build a new one, any previous crown becomes inactive and cannot be reactivated. You can build a new crown of control during a long rest.
Hypnotic Glasses
You build a set of glasses that bewilder and confuse anyone that meets your gaze. When a creature starts its turn within 30 feet of you and is able to see your eyes, it makes make a Wisdom Saving Throw against your DC. On a failed saving throw, the rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.
Once a creature makes a save against this effect, it is immune to it for 24 hours.
Inspire Zealotry. You configure your Mental Manipulator to target a friendly mind, driving them to fight beyond all reason. As an action, you can cause them fight with superhuman zealotry ignoring pain and fatigue. For one minute, the target suppresses the status effects of stun, charm, incapacitated, exhaustion, and slow. A creature will still die if it accumulates 3 death saving throws.
After this effects ends, the target gains one level of exhaustion and cannot be targeted again until they complete a long rest.
Induce Error. Prerequisite: 9th level Artificer.
You can use your mental manipulator to induce targets to behave strangely as you directly input bizarre mental signals into their heads. You can cast compulsion once without expanding a spell slot.
Once you've used this ability, you cannot use it again until you complete a long or short rest.
Inhibitor
You build a device that you wear that allows you remove certain influences on your mind. As an action, you can immediately end the Frightened or Charmed condition on yourself if you are aware you under the effects of the condition. When you use this device, you can make yourself immune to that effect by Concentrating as if Concentrating on a spell.
Input Directive Prerequisite: 9th level Artificer.
You can use your mental manipulator learn to implant a directive into a target creatures mind. You can cast geas using your device without expended a spell slot.
Once you've used this ability, you cannot use it again until you complete a long or short rest.
Mental Jamming
You build a defensive frequency into your Mental Manipulator to prevent you and allies from falling prey to people like you. As a reaction, you can counter any effect attempts to charm, control, read the mind of, or otherwise mentally interfere with a creature within 30 feet of you.
Mind Trap Prefrequisite: 17th level Artificer
You build a device capable of trapping a mind. By pointing it at a creature, you can cast the spell maze without expending a spell slot. Once you use this device, you cannot use it again until you complete a long rest.
Psychic Grenade
You build a device designed to output an enormous burst of psychic power. As an action, you can throw this device up to 30 feet and activate it. It casts synaptic static centered on where you threw it.
Once you use this device, it cannot be used until you complete a long rest during which you can recharge it (or rebuild it if it was lost).
Telepathic Amplifier
You build an amplifier into your Mental Manipulator, allow a greater range on your Telepathy. As long as you are aware of the presence of a creature, you can telepathically communicate with them up a one mile.
Telepathic Lure
You build a device that emits a strong subtle compulsion to approach. It can look like a small metal device or a gem stone with strange markings. Any creature that comes within 60 feet it of must make a Wisdom Saving Throw against your Spell Save DC or spend their movement moving towards the device. Once they have reached the device or passed the saving throw, they are no longer effected by the compulsion.
You can place this device on the ground, but you must be within 5 feet of it to activate it or deactivate it. Creatures that are aware of what it is are not effected. Creatures that are immune to charm are not effected.
Tormentor Prerequisite: 7th level Artificer
You build an unpleasant device that can beam horrifying and vivid imagery directly into a targets mind. As an action, you can use this device to cast phantasmal killer. Once you use this device, you cannot use it again until you complete a long rest.
Psionic Spells
Mind Strike*
Psionic cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You point at one creature you can see within range, and a psychic bolt pierces its mind. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
This spell's damage increase by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).