Ranger
Mind Reaper
Mind reapers are terrifying creatures, whatever the form they take. Most often they stalk stories to frighten children or ancient myths, some walk the material plane seeding fresh new tales of terror. A ranger that has developed psionic powers, becoming the ultiamte predetator of all thinking creatures.
Some use these powers spread fear, savoring the the terror of their victems. Other use their powers to dispense what they view as justify, stalking down and reaping only those they believe have earned such a grim fate.
Mind Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | cause fear |
| 5th | detect thoughts |
| 9th | fear |
| 13th | confusion |
| 17th | dominate person |
Psychic Reaper
At 3rd level, you learn to imbue your attacks with lingering psionic energy.
As a bonus action, you can deal 1d8 psychic damage to a creature you have hit with a weapon attack since the start of your last turn.
Telepathic Communication
Additionally at 3rd level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Reaper's Intrusion
Starting at 7th level, you gain the Telepathic Intrusion psionic power. You gain a number of psi points equal to your proficiency modifier, regaining them on a short or long rest. You can use these points to empower your Telepatic Intrusion or cast spells granted by the subclass.
When you take the Psychic Reaper bonus action, you can use Telepathic Intrusion as a bonus action in place of the usual effect.
Telepathic Intrusion
Psionic Power
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
You can spend psi points up to your Ranger Level divided by three (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Rending (1+ psi points): The target takes +1d8 psychic damage for each additional point spent.
Terrifying (1 psi point): The target is frightened of you until the end of your next turn if it fails its saving throw.
Meddling (2 psi points): You make one creature invisible to target creature or cause the creature to see something that is not there with the effect of minor illusion until the start of your next turn if it fails its saving throw.
Overwhelming (3 psi points): The target is stunned until the end of its next turn if it fails its saving throw
Reaper vs Intrusion
Psychic Reaper offers no saving throw, and consequently deals guarenteed damage in the cases you can use it. Telepathic Intrusion deals the same amount of damage and causes additional effects, but gives the target a saving throw. One is not always better than the other, though when spending psi points the Telepathic Intrusion can offer far more damage and utility at the corresponding higher risk that it might fail.
Amplified Anguish
Starting at 11th level, whenever you deal psychic damage to a creature, you deal an additional 1d8 psychic damage
Mind Hunter
Additionally at 11th level, when you've dealt psychic damage to a target, you gain the ability to see that target as if by blindsight as long as it is within 120 feet of you until the end of your next turn.
Taste of Fear
Starting at 15th level, you are have advantage on attacks against creatures that are frightened of you. You regain 1 expended psi point when a creature dies while frightened of you.
Psionic Adaptation
Additionally at 15th level, you can expend your spell slots in place of psi points when using a psionic power, with a spell slot counting as an equal number of psi points.