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 |
Abilities |
|
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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