Nature of the Mind
Your hidden nature is that aberrant psionic gift that lies within your mind. This is a sinister and frightening power, and often warps the minds and bodies that carries it, but can be contained with a strong will and iron discipline.
Mind abominations gain a range of mental powers that allow them to influence others and the world around them with the touch of their mind, granting them ranged and control abilities that influence the battlefield in a wide sphere around them.
Telepathic Communication
2nd-level Nature of the Mind feature
When you gain this feature, 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. Creatures you communicate with can reply in kind.
In addition, when you use Sinister Influence for Mysterious Pain, the psychic damage is triggered by ranged attacks as well melee attacks.
Telekinetic Influence
2nd-level Nature of the Mind feature
Your reach for object interactions extends to 5 × your proficiency bonus, and when a creature hits an attack you grant with Channeled Curse, you can push the target 5 feet + an additional 5 feet per Frenzy Point expended.
Aberrant Revelation
2nd-level Nature of the Mind feature
When you activate your Fearsome Transformation, you gain the following abilities while transformed:
- Psionic Bolts. You gain a ranged spell attack you can make in place of an attack as part of the Attack action. This attack deals 1d8 psychic damage on hit and has a range of 60 feet. Wisdom is your spellcasting ability for this attack.
- Aberration. Your type is Aberration
- Unknown Terror. When you assume this form, a number of creatures up to the frenzy points spent on the transformation of your choice within 30 feet of you must make Wisdom saving throws. On failure, they become Frightened of you until the start of your next turn. Once a creature succeeds a save against this ability, they are immune to it for 24 hours.
Mental Levitation
6th-level Nature of the Mind feature
When you grant a creature an attack with Channeled Curse, you can levitate them up to 10 feet in any direction if they are willing. Alternatively, you can apply this to any allied creature or self as an action. The creature falls if it is unsupported at the end of the movement.
You can extend the distance of this levitation by expending frenzy points, at 5 × the frenzy points spent.
Mental Barriers
10th-level Nature of the Mind feature
You gain resistance to Psychic damage, and as a reaction to a creature within 10 feet of you taking Psychic damage, can share this resistance with all creatures within 10 feet of you against that instance of damage and to any additional Psychic damage until the start your next turn.
Additionally, when you make a Wisdom or Intelligence saving throw, you can expend 1 frenzy point to gain advantage on the saving throw. If other creatures within 10 feet of you are saving against the same effect, they also gain the advantage.
Frenzied Shockwave
15th-level Nature of the Mind feature
As a reaction to the Temporary Hit Points you gained from your Fearsome Transformation feature are depleted, you can emit a psionic shockwave. All creatures of your choice within 15 feet of you must make a Strength saving throw. On a failed save, it is knocked back 5 × the number of Frenzy points spent on the initial transformation, and takes 1d6 psychic damage for each frenzy point spent on the initial transformation.
Terror from the Beyond
You become an eldritch entity of terrifying power. Your Fearsome Transformation gains the following benefits:
- Eldritch Motion. You have a flying speed of 30 feet and can hover.
- Aberrant Energy. Any time you generate a frenzy point, you can deal 1d6 psychic damage to a creature of your choice within 30 feet of you.
- Touch of Terror. You can force any creature you damage to make a saving throw against Unknown Terror (they still gain immunity after passing their saving throw once).
Mind Mutations
Consuming Mind
Your psionic powers pray on the minds of others for sustenance.
At All Times. When you are within 10 feet of a creature that dies, as a reaction you psionically consume parts of their mind, gaining 1d4 temporary hit points and 1 frenzy point.
When Transformed.
Eldritch Tentacles
You gain a set of eldritch tentacles during your Fearsome Transformation. They are natural weapons with the Reach and Finesse properties that deal 1d6 on hit.
At All Times. You can briefly manifest them to make an attack or to extend the reach of a melee attack, grapple, or object interaction to 10 feet.
When Transformed. When you hit a creature with your Eldritch Tentacles, you can initiate a grapple against that creature as a bonus action.
Mind Blast
As an action, you can blast creatures with overwhelming amounts of Psionic energy. The Mind Blast targeting depends on if you are transformed or not. It forces targets to make an Intelligence saving throw against your Frenzy DC and deals 1d8 psychic damage + 1d8 psychic damage for each frenzy point spent.
When Not Transformed. The Mind Blast targets a single creature you can see within 60 feet.
When Transformed. The Mind Blast targets all creatures within a 20 foot cone extending outward from you.
Sinister Compulsions
The whispers of your mind befuddle enemies and guide allies.
At All Times. The target of your Sinister Influence can move up to 10 feet without provoking attacks of opportunity.
When Transformed. When you hit a creature with the ranged spell attack granted by your Aberrant Revelation, you can force the target to move 5 feet toward or away from you.
Warping Mind
Prerequisite: 9th level
You gain transpositional psionic powers.
At All Times. The levitation granted by Mental Levitation becomes teleportation.
When Transformed. When you initially transform, you can teleport up to 30 feet, and while transformed you can teleport up to 10 feet as a bonus action.
Mental Powers
You gain a limited ability to cast spells drawing on your hidden nature. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest.
When you cast one of these spells, you gain 1 frenzy point
Mental Powers Spells Table
| Abomination Level | Spell |
|---|---|
| 2nd | command |
| 5th | shatter |
| 9th | fear |
| 13th | compulsion |
| 17th | telekinesis |