Base Class: Rogue
Through intense mental, spiritual and physical training, some rogues achieve a form of espionage rarely ever seen: telepathy. These rogues, known as telepaths or mind readers can enter other people’s consciousness and extract information directly from their brains, or can sneak inside a person’s head to see through their eyes and hear through their ears things they could not be able to learn otherwise.
Many people consider these rogues to be the most dangerous and inconspicuous spies that can be employed, but their talents are rare and scarce.
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Telepath Spellcasting |
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Spell Slots per Spell Level |
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Rogue Level |
Cantrips Learned |
Spells Learned |
1st |
2nd |
3rd |
4th |
5th |
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3rd |
Message |
Calm Emotions, Cause Fear, Comprehend Languages, Detect Thoughts, Sleep, Zone of Truth |
2 |
1 |
- |
- |
- |
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5th |
Encode Thoughts |
Clairvoyance, Nondetection, Sending |
3 |
2 |
1 |
- |
- |
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7th |
Mind Sliver |
Arcane eye, Intellect Fortress, Locate Creature |
3 |
3 |
2 |
1 |
- |
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9th |
Friends |
Modify Memory, Rary’s Telepathic Bond, Scrying |
4 |
3 |
2 |
2 |
1 |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn cantrips as you gain levels in the rogue class as shown in the Telepath Spellcasting table.
Spell Slots
The Telepath Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, you can use either a 1st-level or a 2nd-level spell slot to cast Calm Emotions.
Spells Known of 1st Level and Higher
You know three 1st-level spells and three 2nd level spells as shown in the Telepath Spellcasting table.
The Spells Learned column of the Telepath Spellcasting table shows when, and which spells you learn as you level up.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since they rely on your ability to read other people. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Mind Parasite
Starting at 3rd level, you can creep into a creature’s mind and feel through it. As an action, you can send your spirit forward and attempt to introduce your consciousness into a creature within 100 feet of you that you can see if they fail a Wisdom saving throw against your spell save DC. If you are fighting the creature, it has advantage on the saving throw. If the creature succeeds, you are stunned until the end of your next turn, while waiting for your spirit to return.
On a failed safe, you infiltrate your target’s mind for up to 10 minutes. During this time, you experiment everything the creature does, being able to see, hear, smell, touch, taste, and feel any other type of sense the creature might have. No effect can tell you’ve infiltrated your target’s mind. While you’re inside the creature’s mind, you have no control over your own body or awareness of its surroundings. If your target receives damage while you’re infiltrated, you receive the same amount of damage as psychic damage, which can’t be reduced by any means, instantly ending your mind infiltration. This feature also ends early if the target moves further than 500 feet from you or if your body receives damage. Aberrations, Celestials, Constructs, Elementals, Fiends, Oozes, Plants, Undead, and any creatures with an Intelligence score of 3 or lower are immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier. You regain expended spell slots when you finish a long rest.
Mind Strength
Starting at 9th level, you can use the bonus action granted by your Cunning Action to grant yourself advantage the next time you’re forced to make a Dexterity, Intelligence, Wisdom, or Charisma saving throw before the start of your next turn.
Additionally, when a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses, and you can use this feature a number of times equal to your proficiency bonus.
Mind Transmission
Starting at 13th level, you can form a telepathic bond with another creature you are familiar with as an action and can speak telepathically with it for a number of minutes up to half your rogue level as long as you are within a number of miles equal to your Wisdom modifier. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language, and can’t be a Construct, Undead or have an Intelligence score of 3 or lower.
If the creature is unwilling, it can attempt to sever the connection making a Wisdom saving throw against you spell save DC as an action. On a successful save, the creature is immune to this feature for 24 hours.
You can use this feature a number of times equal to your Wisdom modifier, unless your target is within 60 feet of you, in which case you can use it unlimitedly. You regained all expended uses when you finish a long rest.
Mind Swap
At 17th level, your Mind Parasite feature becomes stronger. If the target creature fails the saving throw, you can choose to possess its body and be able to control it, pushing their own consciousness to the far end of their mind. The creature can repeat a Wisdom saving throw against your spell save DC after each minute passes or every time you attempt to do or say something that would go against their nature or knowledge. For example, if you attempt to read documents the creature doesn’t have permission to read and they respect this, or if they don’t have knowledge about these document’s existence and they wouldn’t search through the document’s owner’s possessions, the creature can roll a saving throw. On the other hand, if the creature has permission and knowledge about these documents, you can read them without triggering an early saving throw even if the creature doesn’t have an interest in the documents or wouldn’t have read them at that moment (the possible triggers for an early saving throw are largely up to the DM’s discretion). If you attempt to make the creature harm itself, they have advantage in the saving throw, and if you are fighting the creature, it also has advantage on all of its saving throws to attempt to end the effect.
Once the possession ends, the creature is aware it was controlled.
Additionally, you can now affect Aberrations, Celestials, Elementals and Fiends with an Intelligence score of 4 or higher with this feature.
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