Base Class: Wizard
Wizards of the School of the Mindlock specialize in controlling the battlefield through mental disruption. They manipulate memory, warp perception, and tether themselves to their enemies’ minds.
While evokers blast and diviners predict, Mindlock wizards unravel the psyche with unsettling precision: isolating targets, twisting intent, and erasing thoughts before they are fully formed. Their power lies not in what is said or done, but in what is forgotten.
Level 3: Mental Signature
You fine-tune your arcane focus to destabilize thought.
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When you cast a wizard spell that deals psychic damage or causes a creature to be charmed, frightened, or incapacitated, you can impose disadvantage on the first saving throw made against it (once per turn).
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You gain proficiency in Insight or Deception (your choice).
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You learn Minor Illusion and Message cantrips. You also learn the spell Dissonant Whispers. It counts as a wizard spell for you and doesn’t count against your spells known.
Level 6: Memory Tether
When you affect a creature with a spell that causes charmed, frightened, or incapacitated, you may establish a mental tether (no action). While tethered (1 minute max):
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You can see through the target’s eyes (no action, no concentration).
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Once per turn, when you deal damage to that creature, add your Intelligence modifier as bonus psychic damage.
You can have only one tether active at a time.
Level 10: Thought Shield
You deflect intrusive magic with sheer intellect.
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When you are forced to make a saving throw against a spell, you can use your reaction to:
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Gain advantage on the save, and
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If you succeed, the caster takes psychic damage equal to 2 × the spell’s level.
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You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 14: Mindwipe
Once per long rest, you can forcefully unravel a creature’s recent thoughts.
As an action, choose one creature you can see within 60 feet. That creature must make an Intelligence saving throw against your spell save DC.
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On a failed save, the target:
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Takes 4d10 psychic damage,
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Immediately loses concentration on any spell it is maintaining,
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Becomes incapacitated until the end of its next turn, and
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Forgets the last minute of events (at the DM’s discretion).
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On a successful save, the target takes half damage and suffers no other effects.
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