You have developed traits similar to those possessed by a Mindwitness, granting you the following benefits:
Telepathic Hub. You can speak telepathically with any creature within 120 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. If you speak to a creature telepathically or share a telepathic message with it, it can speak to you telepathically for 1 minute.
In addition, when a creature sends a message to you telepathically, you can share the message with a number of creatures within 120 feet of you. The number of creatures that you can share the message with is equal to half your level.
Eye Ray. As an action, you can fire a ray of magical energy from your eyes. Choose a creature you can see within 60 feet of you and roll on the Eye Rays table to determine the effect of the ray. The eye ray's DC is equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
|
d6 |
Effect |
|---|---|
|
1 |
The target must make a Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
|
2 |
The target must succeed on a Wisdom saving throw or be frightened by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
|
3 |
The target must succeed on an Intelligence saving throw or take 4d8 psychic damage. This damage increases by 1d8 when you reach 11th level (5d8) and 17th level (6d8). |
|
4 |
The target must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the target can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
|
5 |
The target must succeed on a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
|
6 |
The target must succeed on a Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or until you are incapacitated. |
Comments