Base Class: Rogue
Some minds are sharper than swords, and the mind of a psion is the sharpest above all. Honed to a razor's edge, the Psion uses their mind to mentally obfuscate enemies from their assault. When faced with a Psion, most foes fall before their feeble minds can process the blood welling at their feet from wounds they didn't feel.
A Psion is never born, they are created. Most train relentlessly for their abilities, others have their psyches broken and re-arranged by aberrations seeking to exert their will on the material plane. In any case, the path to Psionic empowerment is gruelling. Typically an orphan with some preternatural affinity for Psionics is plucked up by a shadow organisation who trains them in droves until they either succumb to the torture or realise their potential.
Now, whether you hunt cloakers, criminals or corrupted organizations, one thing's for certain: they'll never see you coming.
Synaptic Dam
Starting at 3 level you learn how to blockade the mind of your foes with a reserve of psychic energy. As an action, target one creature you can see within 60ft to make a Wisdom saving throw (DC = 10 + your intelligence modifier + your proficiency bonus). The creature cannot be retargeted by this feature for 24 hours. On a failed save the target is dammed:
A dammed creature is unable to perceive pain or take reactions that trigger upon being hit. Roll your sneak attack die twice, if the dammed creature loses hit points equal to or greater than this amount: the dam dissipates. A dammed creature rationalises injuries as normal, is unable to perceive their own blood and does not notice the shunt of their body being attacked. You are always able to apply your sneak attack damage to a dammed target. Lasts 1 minute or until dismissed (no action required).
A dammed creature is aware of when it accrues a condition effect. You have two uses of this feature which you regain after a long rest.
Telekinetic
Also at 3rd level, you learn the Telekinetic feat.
Psychic Whispers
At 9 level you can open lines of telepathic communication to your allies. Up to 8 willing creatures you can see within 30 feet become connected via your psychic link. These creatures can communicate telepathically across the link provided they share a common language. Each can disconnect themselves at will. The effect lasts one hour unless you re-establish connection. Re-establishment requires the creatures to be visible within 30-feet. The effect ends early if you fall unconscious, or if you dismiss it (no action required).
Synaptic Dam Improvement
Also at 9 level you gain an additional use of Synaptic Dam. Additionally, you become perfectly imperceptible to a dammed creature, who automatically fails perception checks to see or hear you.
Unyielding Psyche
At 13 level your mind has become a force to be reckoned with. You gain resistance to psychic damage, and you have advantage on mental saving throws (Intelligence, Wisdom and Charisma).
Synaptic Dam Improvement
Also at 13th level, you gain an additional use of Synaptic dam. Additionally, when a dammed creature succeeds on a saving throw, you can use your reaction to turn that into a failure (no effect on legendary resistance). This feature can be used once per instance of Synaptic Dam.
Psychic Break
At 17 level, you learn how to exert your will through your dam. As an action, you can mentally command a dammed creature within 60 feet to undertake a course of action on its turn, even suicidal ones. Examples include: targeting itself with a spell, jumping into a chasm or turning its blade on itself. Any attacks it makes against itself critically hit, and any saves imposed on itself automatically fail. Upon issuing this command the creature repeats the save it failed when it was dammed, resisting the effect on a success. On a failure, the creature pursues your described course of action to the best of its ability. This feature can be used once per long rest.
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