Base Class: Rogue
Mindblades are psionic rogues, trained in the use of their mind to confuse their foes and create openings for their deadly attacks. Their weapon of choice are usually knives, which they can use in both hand to hand and ranged combat with masterful skill.
As a mindblade, you will gain the mastery of throwing daggers, and the ability of using psyonic power to destabilize your foes and manipulate your blades.
Dagger Mastery
Starting at 3rd level, when you choose this archetype, you double the throwing range of daggers. In addition, after you throw a dagger as an attack during your turn and miss, you can use your bonus action to recall the weapon back. If you do so, you can make an attack with advantage against the same target. The dagger ends in your hand if you choose not to make the attack or miss again.
Mind Slash
At 9th level, when you attack with a dagger, your attacks deal additional psychic damage equal to your Intelligence modifier.
Mental Projection
At 13th level, you can project you mind into that of a creature within 30 feet of you as an action. That creature must make an Intelligence saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, that creature is stunned until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
Burst of Daggers
At 17th level, as an action, you can choose to throw a fan of psychic daggers in a 30-feet cone in front of you. All creatures in the area of effect must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, they suffer psychic damage equal to your Sneak Attack damage, or half as much on a successful one.
Before the end of your next turn, you can use your bonus action to pull the daggers back. All creatures in the area must make a Dexterity saving throw with the same DC as before. On a failed save, they suffer 5d6 psychic damage, or half as much on a successful one.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after you complete a long rest.
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