Rogue
Base Class: Rogue

You focused on training and analyzing the metaphysical, having understood that there is something behind the abilities that others possess. You understand that all abilities are innate in usage from the psyche.  With this realization, you have begun studying the psyche, the nature of people themselves.  This studying led to an ability of your own, a development of your normal insight, to reach inside another psyche and take information directly from it. You can then take this information and create projections, the projections take forms based on the user.

Keen Analysis

When you reach the 3rd level, your studies have resulted in the manifesting of your own ability, and after a minute of interaction or a bonus action in combat, you can gain the ability to reach into other's souls and retrieve information. 

Psyche Points

Starting at the third level  You draw on the power of the psyche,  translating it into points that you can use to enhance your analysis of others. 

Projections

The amount of projections you can summon per bonus action is determined by your proficiency modifier. 

Base Benefits

You gain three benefits at the third level against analyzed targets, you gain an advantage on insight, perception, and persuasion checks.  

The abilities known column of the Psychoanalyst Spellcasting table shows when you learn how to gather more information from the soul. 

Wisdom is your ability modifier for your Psyche since you learned through dedicated study and memorization, or your interactions with others. You use your wisdom whenever an ability refers to your attack ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an ability use and when making an attack roll with one.

Save DC = 8 + your proficiency bonus + your Wisdom modifier

Attack modifier = your proficiency bonus + your Wisdom  modifier

Psychoanalyst Table

ROGUE

LEVEL

PSYCHE
POINTS

Abilities
Known

3rd

3

0

4th

4

0

5th

6

2

6th

7

2

7th

9

4

8th

10

4

9th

11

5

10th

12

5

11th

14

6

12th

15

6

13th

16

7

14th

17

7

15th

17

8

16th

18

8

17th

20

9

18th

21

9

19th

23

10

20th

25

10

 

 Ability tables

Level

Ability

Ability Description

3rd

Psyche Mirror

Sacrificing a Psyche point, you become a mirror of your target highlighting all their worst qualities. You cast Compelled Duel on the analyzed target.

5th

Half Truth

By sacrificing a psyche point, you gain advantage on deception checks against an analyzed target.

5th

Romantic Intuition

By sacrificing a projection point, you learn one thing that romantically attracts the analyzed target.

7th

 

Insecure Breach

Sacrificing a psyche points you to learn insecurity the analyzed has and can point it out, giving the analyzed disadvantage on all checks and saving throws that involve wisdom for a minute.

7th

Source of Power

Sacrificing a psyche points as a reaction when a spell is cast you can cast Counterspell at 3rd level. 

9th

 Fear Monger

Sacrificing two psyche points you can learn the analyzed's biggest fear. 

11

Meta-Analysis

 Sacrificing a psyche point you learn a bond the analyzed has whether to in inanimate object or another sentient creatures aswell as its hit points and level/CR.

13

Calm Presence

Sacrificing a psyche point the analyzed immediately feels calm and relaxed around you.  You gain advantage on stealth, sleight of hands, persuasion, and performance checks against the analyzed. The analyzed also suffers the Charmed condition.  You can expend three extra psyche points, to bypass Charmed immunity.

15

Unconscious Awareness

The analyzed can no longer hide from your presence, once you sacrifice a psyche point. You are always aware of where the analyzed and can't be surprised or flanked by them. You also have no disadvantage when attacking them in dim light. 

17

Psychic Nightmare

By sacrificing four psyche points you can implant an intrusive thought, inside the analyzed's head. You can at any point in the next 24hrs look through the analyzed's eyes and cast Psychic Scream. Those other then the analyzed treat the spell as normal, but the analyzed has disadvantage on the saving throw.

19

Absolute Analysis

By expending two psyche points, you can cast Foresight on yourself or any target you so choose.

 

 

Cognitive Resistance

Starting at third level your mind has been altered reinforced.  You gain the following benefits

  • You have advantage against being charmed
  • You gain resistance to psychic damage

Psychoabuse

Starting at 9th level, you can add psychic damage to your attacks equal to your proficiency modifier.  If you succeed in a sneak attack, you force the targeted creature to make a Wisdom saving throw.  If they fail, they suffer from the Stunned condition and the creature is no longer aware of the attacker's position till the end of its next turn.  If they succeed the saving throw the creature's movement Speed becomes 0 until their next turn.  

Dissimulation

At 13th level, you have become aware of the many lies of the world, you gain the ability of Truesight for up to 30ft in any direction. You also no longer need words to communicate able to communicate perfectly through the mind, with Telepathy.  You also gain the ability to cast Detect Thoughts and Zone of Truth a number of times equal to your proficiency modifier. 

True Analyst

At 17th level, you are now attuned to many minds, starting at the beginning of each day, you can choose up to 10 creatures to attune your mind with, and speak with telepathically no matter the distance. Your thoughts can't be read by telepathy or other means unless you allow it. You also are now immune to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you would of.

 Whenever a creature you've chosen to bond with, within 30 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +3 bonus to the saving throw. You must be conscious to grant this bonus.  You can then use a reaction (this can also be done as a bonus action, outside combat) on the creature that forced the save must now make a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you. 

You can use this feature a number of times equal to your proficiency modifier, After which you cannot use it again until after a long rest. 

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