Telepath Class 5e

by jjlockewrites

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Telepath

Telepath Class Table
Level Proficiency Bonus Features Psychic Scream Damage Telepathy Range
1st 2 Telepathy, Mental Messaging, Psychic Scream 1d10 30 ft.
2nd 2 Psychic Stun, Fighting Style, Detect Thoughts 1d10 30 ft.
3rd 2 Detect Lies, Mental Focus 1d10 30 ft
4th 2 Ability Score Improvement, Psychic Defenses 1d10 30 ft.
5th 3 Extra Attack, Brain freeze 2d10 30 ft.
6th 3 Brain Takeover 2d10 30 ft.
7th 3 Share Senses, Mental Focus Feature 2d10 30 ft.
8th 3 Ability Score Improvement 2d10 30 ft.
9th 4 Sense Intent 2d10 60 ft.
10th 4 -- 2d10 60 ft.
11th 4 Locate Mind 3d10 60 ft.
12th 4 Ability Score Improvement 3d10 60 ft.
13th 5 Create Thrall 3d10 60 ft.
14th 5 -- 3d10 60 ft.
15th 5 Manipulate Memory, Mental Focus Feature 3d10 4
16th 5 Ability Score Improvement 3d10 4
17th 6 Lobotomize 4d10 4
18th 6 Ultimate Insight 4d10 4
19th 6 Ability Score Improvement 4d10 4
20th 6 Mental Focus Feature 4d10 4

Telepaths have accessed some deep connection with the realm of thought and dreams. This allows them to gather information from and manipulate people in amazing ways, but their ability to sense other creatures' intentions can also turn them into impressive warriors.

Quick Build You can make a telepath quickly by following these suggestions. First, put your highest ability score in Wisdom followed by either dexterity, if you're making a ranged character, or strength, if you're making a melee character. Second, choose the sage background.

Class Features

As a telepath, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per telepath level
  • Hit Points at 1st Level: 8 + your Constitution modifier Hit Points
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per telepath level after 1st

Proficiencies


  • Armor: Light, Medium
  • Weapons: Simple weapons, hand crossbows, long swords, rapiers, scimitars, short swords, nets, whips
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a item1 or (b) item2

HP- d8 1st Level- 8+Constitution Modifier. Saves- Wisdom, Intelligence. Weapons- Simple Weapons.

1-

Telepathy

You are able to sense minds within thirty feet of you. You automatically sense and cannot be surprised by a creature within that range, unless their mind is shielded by some ability that does that, or they have an Intelligence score of 3 or less. You may also force a creature you can sense to make a wisdom saving throw against your telepath save DC of 8 + proficiency bonus + your wisdom modifier, and on a failed save, you automatically succeed on an insight check.

Mental Messaging

You can speak to creatures’ minds directly. You can also use this ability to link a number of creatures equal to your Wisdom modifier and allow them to communicate silently with each other and with you as long as you are within 150 feet of each other.

Psychic Scream

As an action, you can force a creature you can see within sixty feet of you to make a wisdom saving throw against your telepath save DC. On a failed save, they take 1d10 psychic damage. On a Success, they take none. This damage increases to 2d10 at 5th level, to 3d10 at 11th level, and 4d10 at 17th level.

Psychic Stun

You can use your action to force a creature you can see within sixty feet to make a wisdom saving throw. On a failed save, they take the Stunned condition and cannot move or take any actions until the end of their next turn.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Defense While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Blinding Fighting (UA) Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

  • Interception(UA) When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Thrown Weapon Fighting (UA) You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

  • Unarmed Fighting (UA) Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Detect thoughts

As a bonus action, for one minute, you are able to detect the surface level thoughts of any creature within thirty feet of you. You may use your action to delve deeper into one creature’s mind, forcing them to make a wisdom saving throw against your telepath save DC. If they succeed, you are pushed out. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). You cannot use this feature again until you complete a short or long rest.

Detect Lies

You automatically know when someone you are speaking to is lying.

Mental Focuses (Subclasses)-Coming Soon!

  • Illusionist
  • Psyblade

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Psychic Defenses

You gain advantage on saving throws against telepathic abilities and enchantment spells. You gain resistance to psychic damage.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brain freeze

When you reach 5th level, you can use an action to force a number of creatures up to your Wisdom modifier to make wisdom saving throws against your telepath save DC. On a failed save, a target is paralyzed for up to one minute as if under the spell hold person. They may use a bonus action on their turn to make the saving throw again, and if they succeed, they are no longer paralyzed. After you paralyze a creature with this ability, you cannot affect that creature with this ability again for one minute.

Brain Takeover

As an action, you attempt to beguile a humanoid that you can see within range of your Telepathy. It must succeed on a Wisdom saving throw against your telepath save DC or be Charmed by you for the Duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends. This lasts for one minute. You must finish a short or long rest before you can use this ability again.

Share Senses

You can see through the senses of any creature within 100 feet of you that you are aware of. An unwilling creature must make a wisdom saving throw against your telepath save DC to block you out.

Sense Intent

The range of your Telepathy ability increases to 60 feet. In addition, you gain the ability to sense when another creature intends to harm you. You gain advantage on initiative rolls.

Locate Mind

You may spend one interrupted minute of meditation trying to sense the mind of any creature whose mind you have sensed before. If they are on the same plane of existence, you may use any of your available telepathic abilities on them for that minute. You must take a long rest before you can use this ability again.

Create Thrall

You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Manipulate Memory

When you use your Detect Thoughts ability and successfully probe a creature’s mind, you may force the creature to make a second wisdom saving throw against your telepath save DC. If it succeeds, you are pushed out of the creature’s mind. On a failed save, however, you may choose one item, person, event, goal, or belief in the creature’s memory to erase or alter. You must finish a long rest before you can use this ability again.

Lobotomize

As an action, you can force a creature to make a wisdom saving throw against your telepath save DC. On a failed save, the target takes 10d10 + Wisdom modifier psychic damage and, if still alive, is knocked unconscious but is stable. On a successful save, the target takes half damage and remains conscious, but is dazed and has disadvantage on all attacks, saving throws, and ability check until the end of its next turn. You must finish a long rest before you can use this feature again.

Ultimate Insight

Attacks rolls against you by a target within range of your telepathy are made at disadvantage. Your also have advantage on saves against spells, abilities, items, or weapons used against you by creatures within range of your Telepathy. This feature does not apply to constructs or creatures that do not have minds, like oozes.

Mental Focuses

Illusionist

Coming soon!

Psyblade

Coming soon!

 

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