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
3rd 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
3rd level Mentalist feature
The mentalist gains Message and Vicious Mockery as bonus Cantrips, and Detect Thoughts as a bonus 2nd level spell.. These spells do not count against their total known 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. Lastly, when the Mentalist reaches a Sorcerer level, they will have access to the spells listed in the Mentalist's Spells Table.
| Sorcerer Level | Spells |
|---|---|
| 3 | Calm Emotions, Command, Dissonant Whispers, Tasha's Hideous Laughter |
| 5 | Sending |
| 7 | Compulsion, Phantasmal Killer |
| 9 | Modify Memory, Rary's Telepathic Bond |
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
The mentalist now has advantage to saving throws vs. all fear, charm, feeblemind, confusion, and dominance affects. Additionally they now have a number of master manipulator points per level of proficiency between long rests. These Master Manipulator points can be used in conjunction with any spell that either causes psychic damage, protects from psychic damage, or causes a mind-altering affect (fear, charm, etc.) Using these Master Manipulator points this way will allow them to add one of their choice of a Distant Spell, Extend Spell, Heightened Spell, Subtle Spell, or Twinned Spell, metamagic effect to the spell casting. They do not have to actually have these metamagic abilities to use them in conjunction with their mind-affecting magic. As a Mentalist they will now already know how to add these effects to these types of spells.
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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