Sorcerer
Base Class: Sorcerer

  You get your arcane abilities from your mind.  Your brain has inherited some understanding of the arcane and along with some psychic abilities, has been able to tap and control arcane energy.  Your mind has adopted and now controls how you see the world around you.  You see both the peaceful and the profound are a part of nature itself, and how despite how intelligent we think we are, are a basic part of us.  You are a master of tapping these forces within all of us.  Knowing and manipulating ones' desires, perceptions, and fears, are now second nature to you.

Fundamental Insight

1st level Mentalist feature

  Understanding other people's motives is now a fundamental part of how your mind works.  You gain Insight as a bonus proficiency.  If you are already proficient in this skill, you can substitute this skill for another.

Mind Magic

1st level Mentalist feature

  You begin at 1st level with Message and Vicious Mockery as a bonus Cantrips. At 3rd level you will also attain Detect Thoughts as a bonus 2nd level spell. These spells do not count against your known spells. 

  In addition to these bonus spells, when the mentalist uses their Vicious Mockery cantrip they can target up to two opponents within 5'-feet of each other instead of just one target.

Psychic Storm

6th level Mentalist feature

  At 6th level, you gain resistance to psychic damage. In addition, whenever you start casting a spell of 1st level or higher that deals psychic damage, psychic storm magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take psychic damage equal to half your sorcerer level (rounded down.)

Master Manipulator

14th level Mentalist feature

  You have gained great skill with mind-affecting magic.  This gives you the following benefits:

  • You now gain advantage to all saving throws involving mind-affecting attacks (fear, confusion, charm, etc.)
  • When you cast mind-affecting spells at others you can force one target per Master Manipulator point spent, to save at disadvantage. The sorcerer has one Master Manipulator use per level of proficiency.  Your Master Manipulator uses are in addition to your sorcery points but can only be used as described here.  You will restore all your Master Manipulator uses after a long rest.  
    If your spell can target more than one opponent, the spending of a a single Master Manipulator point will only force one target to make a save at disadvantage.  More than one point can be used in conjunction with a of a mind-affecting spell.  Each Master Manipulator point spent results in another disadvantaged target.  Once a target of this effect has missed their first saving throw vs. the spell, subsequent saving throws will return to normal.

Mind Over Body

18th level Mentalist feature

  You gain immunity to psychic damage.  You also gain the ability to use your mind to rapidly heal your body. When you do this you heal back a third of your hit points (rounded up) and remove any and all of the following conditions: disease, poison, blindness, deafness, reduced hit point maximum, exhaustion, enfeeblement, and ability score reductions. This power can be used once per long rest and requires a full action to use.

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