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# Rogue Subclass:The Mind Agent ## Mind Agents Mind Agents are the people who usually work for organizations and specialize in neutralizing people that sometimes poke their nose where they weren't supposed to by either killing them or erasing their memories. Their powers comes from psionics and training their mind to the extent that their mind become potent enough to affect others. Mind Agents usually enjoy toying with their enemies,playing tricks with their minds and only ending it all when they feel they are done with them. ### Intrusive thoughts Starting at 3rd level, you have realised that fear and doubt can sometimes hurt more than a dagger's point. As a bonus action, you can implant a thought into the mind of another humanoid you can see within 60 feet of you; that creature must make a Wisdom saving throw, which it can choose to fail. If it fails, for 1 minute it is affected by Thought Implant that you choose. A creature can only have one Thought Implant at a time, and must repeat its saving throw at the end of each of its turns, ending the effect on a success; if it chose to fail the initial save, the effect only ends if it fails the save. On a success the creature knows you attempted to manipulate its mind. Additionally, at the discretion of the DM or player controlling the targeted character, the humanoids actions and disposition may change after it is subject to a Thought Implant.
**Emotional save modifier** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
> ##### Optional Uses For Thought Implants > Implants can also have additional effects of the DMs choice if he/she thinks it is appropriate for the situation. Example- Sadness might make that person not talk too much, anger might make people cause a commotion by starting to yell at someone. ### Mind Devourer At 9th level, you have learned the forbidden art of consuming others memories and converting them into life force. As an action, you can make a melee spell attack against a creature within your reach. On a hit, roll your Sneak Attack dice. The creature you hit loses a number of minutes of its most recent memories, and you regain hit points, both equal to the result. Once you use this feature, you must finish a long rest before being able to do so again. \columnbreak ### Psychic infiltration At 13th level, you learn that, at times, hiding in others thoughts can be just as useful as trying to be forgotten. As an action, you can force a humanoid you can see within 60ft. to make an Intelligence saving throw. Once it succeeds on any saving throw against this feature, the creature is immune to your infiltrations for 24 hours; creatures immune to possession are immune to this feature. On a failed save, you discorporate and enter the creature's mind; while inhabiting its mind, you have full cover, are invisible, and creatures can't interact with you. If you were hidden from the creature when you infiltrated it, you can remain within it for 1 hour. If it was aware of your presence, you can only infiltrate it for 1 minute. While infiltrating you can't take any normal actions As an action while infiltrating a creature's mind, you can force the creature to make another Intelligence saving throw. On a failed save, it takes psychic damage equal to your sneak attack. Once the creature is damaged by this feature, it is aware of your presence and can start forcing you out of its mind. At the end of each of its turns, the infiltrated creature can repeat its saving throw, expelling you from it on a success. You are expelled, if the creature dies, or as a bonus action on your turn while infiltrating, you appear in an unoccupied space of your choice within 5 feet of the creature. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a long rest. ### Subjugate Mind At 17th level, you have mastered the ways of mental infiltration. While you are infiltrating a creature's mind, you can cast dominate person on it at will, without expending a spell slot and ignoring its components. A creature with immunity to the charmed condition only has advantage on its saving throws against the spell. When you cast dominate person using this feature, the spell's duration equals the duration of your infiltration. Once you use this ability, you regain its use after a long rest.
\pagebreak # Thought Implants #### Sadness Target's speed is reduced by 10ft. #### Anger Target has disadvantage on attacks made against any target except target friendly creature of your choice(you count as a friendly creature). #### Paranoia Target keeps atleast 10ft space between itself and its allies. #### Sympathy You have advantage on all Charisma(Deception) and Charisma(Persuasion) checks against that creature. #### Fear Target creature becomes frightened of you. #### Confidence Target goes to wherevever are the most enemies and attacks the strongest looking enemy. #### Joy Target's speed is increased by 10ft #### Pride Target creature gains Temporary Hit Points equal to your Intelligence modifier + Half your Rogue level. #### Envy Target gains advantage on attack rolls against a creature of your choice. #### Disgust Target has advantage on Charisma Saving throws against another target creature. #### Courage Target becomes immune to frightened condition. > ##### MTG Card Art:Notion thief > By Clint Cearley