Druid - Circle of Mentalism

by jarrodgunn

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Druid Subclass

Circle of Mentalism

While many druids have a kinship and connection to the forests and the creatures that dwell within, some druids are more connected to the workings and pursuits of the the mind.

These druids dedicate themselves to the study of the differing psychologies that drive thinking beings. This study can become an obsession, and sometimes leads to a desire to control the minds of others. This type of druidcraft is especially popular among races with naturally occurring psionics.

Circle of Mentalism Features

Druid Level Feature
2nd Psionic Power, Mindscape, Circle Spells
6th Mind Field
10th Improved Mindscape
14th Mind Taking

Psionic Power

This feature replaces your Wild Shape Druid class feature.

You harbor a wellspring of psionic energy within yourself. At This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy 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 (dlO), and 17th level (dl2).

You gain access to the following psionic powers:

Psychic Whispers. You can establish telepathic communication between yourself and others by expending one Psionic Energy die. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll the Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 120 feet of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

Telekinetic Movement. You can move an object or a creature with your mind by expending a Psionic Energy die. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend another Psionic Energy die to take it again.

Mindscape

After gaining a deep understanding of a humanoid, you are able to take on its mental abilities. As an action, expend a number of Psionic Energy dice to shape your mind to a humanoid you have seen in the past (pending DM approval). The number of dice required is 2x CR of the creature (minimum one die) whose mind you are attempting to take on.

You can stay Mindscaped for a number of hours equal to half yolur druid level (rounded down). You then revert to your normal mind unless you expend another use of this power. You can revert to your normal mind earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to O hit points, or die.

While Mindscaped, the following rules apply:

  • Your Intelligence, Wisdom, and Charisma scores and saving throws are replaced by the statistics of the humanoid, but you retain your alignment and personality. Your language proficiencies are also replaced by those of the humanoid. lf the humanoid has any legendary or lair actions, you can't use them.
  • You gain the creature's features on its stat block and you may cast spells from its prepared spell list using its spellcasting modifier and spell slots.
  • You do not gain any physical features of a humanoid, and do not gain any senses, weapon attacks, reactions that require a weapon.
  • You cannot cast any of your own prepared spells or use your own spell slots while Mindscaped.

Circle Spells

Your deep study of the mind and its workings grant you access to certain spells. At 2nd level, you learn the Mind sliver cantrip.

At each odd-numbered level up to 17th, you gain access to the spells listed for that level in the Circle of Anthropology Spells table on the next page. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Mentalism Spells
Druid Level Spells Spell Level
2nd Mind Sliver Cantrip
3rd Detect Thoughts, Tasha's Mind Whip 2nd
5th Intellect Fortress, Enemies Abound 3rd
7th Compulsion, Charm Monster 4th
9th Dominate Person, Synaptic Static 5th
11th Mass Suggestion, Mental Prison 6th
13th Power Word Pain, Project Image 7th
15th Feeblemind, Mind Blank 8th
17th Psychic Scream, Time Stop 9th

Mind Field

Starting at 6th level, you have learned news ways of manipulating creatures and how they manipulate you. You gain access to new psionic powers.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1 ), as you create a momentary shield of telekinetic force.

Psi-boltered Will. When you or an ally within 10 feet fails a save against being charmed, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. At 17th level, the range of this psionic power extends to 30 feet.

Crisis of Will. When you or an ally within 10 feet are attempting to charm a creature, you can expend one Psionic Energy die and subtract the number rolled from the target's saving throw. At 17th level, the range of this psionic power extends to 30 feet.

Improved Mindscape

You have further probed the depths of the mind. You gain the following benefits to your MindScape feature:

  • You may now cast your own prepared spells and use your own spell slots while Mindscaped.
  • Your Intelligence, Wisdom, and Charisma scores and saving throws are now whichever is higher between you and the chosen humanoid mind. You gain their language proficiencies in addition to your own.
  • You can’t be charmed or frightened by humanoids while using the Mindscape feature.

Mind Taking

At 14th level, you have studied humanoid desires and fears to the point of taking a mind from its owner. You gain access to new psionic powers.

Consume Mind Choose one creature you can see within 30 feet of it that has an Intelligence of 3 or higher and expend a Psionic Energy die. The target must make an Intelligence saving throw. On a failed save, the target takes 10d6 psychic damage and its Intelligence score is reduced by the amount rolled on the Psionic Energy die. On a success, the target takes half damage and suffers no reduction to its Intelligence score. If its Intelligence score is reduced to 0, the target is incapacitated until it regains at least 1 point of Intelligence (either from completing a long rest or from a lesser restoration spell).

Mind Mirror If are are forced to make an Intelligence, Charisma, or Wisdom saving throw by a spell cast by a creature you can see, you can use your reaction to attempt to turn the spell back on its caster. Expend a Psionic Energy die by rolling it, adding the result to the saving throw. If you exceed the spell save DC by the spell's level, you can choose another creature (including the spellcaster) within 30 feet of you. The spell targets the chosen creature instead of you.

Credit

Created by Jarrod Gunn
Created using GMBinder

Druid Circle | Mentalism | Version 2.0
 

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