Mindhunter
Mindhunters—also called Ciphers—are rogues whose psychic powers allow them to seize the mind and rattle the spirit. As a cipher, you might use your abilities to be a brilliant spy, a sly political dissident, or a fearsome bounty hunter.
The power of a cipher is rare and often misunderstood. You might have grown up hiding your talents from those eager to keep their secrets, or maybe you only unlocked your abilities recently, and don't yet know the true dangers of using them.
Psychic Power
Starting at 3rd level, you can use your psychic power to cast a spell. The spell must be a divination or enchantment spell on the wizard spell list. The maximum level of spell that you can cast, as well as the level you cast it at, is determined by your rogue level as shown on the Psychic Casting table below. You can cast this spell without using any components.
Once you use this feature, you can't use it again until you finish a short or long rest. Starting when you reach 13th level, you can use this feature twice between rests.
Psychic Casting
Rogue Levels | Psychic Power Spell Level |
---|---|
3rd-6th | 1st-level |
7th-12th | 2nd-level |
13th-18th | 3rd-level |
19th-20th | 4th-level |
Intelligence is your spellcasting ability for these spells. You use your Intelligence modifier when setting the saving throw DC for these spells or making an attack roll with them.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Phantom Echoes
Also at 3rd level, you gain the ability to telepathically speak to any creature you can see within 60 feet of you. The target can understand you even if you don't share a language, as long as the target understands at least one language.
As a bonus action, you can trouble a creature that you can see within range of your telepathy with disturbing illusions. The creature makes an Intelligence saving throw against your spell save DC. On a failure, you can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute, or until you use this feature again.
Psychic Backlash
Beginning at 9th level, when a creature forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to force it to make an Intelligence saving throw if it is within range of your telepathy, even if you can't see it. If it fails, your save automatically succeeds, and you can roll the number of Sneak Attack dice for your level. The target takes an amount of psychic damage equal to the total.
Once a creature fails its save against this feature, you can't use it again until you finish a short or long rest.
Mindweb
At 13th level, you unlock the ability to extend your telepathy to others. As an action, you can link the minds of you and up to ten willing creatures that you can see within 60 feet of you. Linked creatures can communicate telepathically with each other whether or not they share a common language, as long as they both understand at least one language. This telepathy is possible across any distance, but not across planes.
The link lasts for 1 hour. It ends early if you use this feature again, if you die, or if you dismiss it (no action required).
Echoing Horror
Starting at 17th level, you can force a creature to feel the pain of its allies. Whenever you deal your Sneak Attack damage to a creature, you can cause one other creature that you can see within 30 feet of the first creature to take psychic damage equal to half the damage dealt by your Sneak Attack.
Credits
Created By: u/NotTheSmoooze. You can find more of my work here, and support me here
Created Using: GM Binder
Artwork By: Katorius