Base Class: Rogue
Through the study of the mind flayers, aboleths, and intellect devourers Telizar the Vexxed wanted to make the perfect assassin by manipulating the mind of humanoid creatures and trying to infuse them with psionic powers. He failed many, many times bodies of all races until finally a young elf child fell into the lap of Telizar and after he completed the infusion the boy still stood with life still in him. Telizar began studying and running experiments on the boy. After unlocking the boys power he began to train him as an assassin. Something was quite right though. The boy began to develop a fascination with playing cards, and was able to use them as a channel for his power.
Psionic Talent
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways.
To activate your abilities you consume a psychic talent point. Your total psychic talent points are equal to your rogue lvl + your INT modifier + your proficiency modifier.
This power is represented by your Psionic Talent die, the starting size of which is a d4. At lvl 9 the die increase to d6, and at lvl 15 the die increases to a d8, and at lvl 17 the die increase to a d10.
Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have expertise, consume a psionic talent point you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.
Psychic Whispers. Consume a psionic talent point you can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The Card of the Mind
Playing Cards
When you attack with "The Deck of the Psyche" you can chose to consume a psionic talent point, on hit roll a 1d4, the attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.
Wild Card Suit Table
| Damage die (d4) | Suit |
| 1 | Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. |
| 2 | Shackle. Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
| 3 | Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. |
| 4 | Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect. |
Psychic Teleportation.
Psychic Teleportation. As a bonus action consume a Psoinic Talent point, you can throw a card up to 120ft and magically transport yourself to another unoccupied location.
The Cards are Against You
Starting at 9th level, when finding yourself in a tight spot you find yourself able to escape by stunning your enemies with a display of cards. As a bonus action consume a Psionic Talent point, you target up to 5 creatures within 10 ft of you, they must make a dexterity saving throw (DC 8 + your proficiency bonus + your INT modifier). On a failed save the target is stunned until the beginning of your next turn and take 4d10 damage, on a successful save the targets are not stunned and take half damage.
Twisted Veil
At 13th level, as a bonus action consume 3 psionic talent points and gain the ability to make yourself invisible by twisting your psionic abilities to twist the veil around you making you invisible. You become invisible to 10 minutes and your movement speed is doubled.
After rolling initiative but before the first turn of combat, you can consume 2 Psionic Talent points and choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
Psionic Spirit
At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn consume 3 psionic talent points, you can take on an incorporeal form, during which you gain the following benefits:
- You regain all your spent psionic talent points for the day immediately
- Your movement speed is doubled.
- You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
- You can reach into a targets mind and read their immediate thoughts. Target makes a wisdom save (dc = 8 + proficiency mod + INT mod).
This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.
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