Wizard
Base Class: Wizard

You have made an advanced study of psionic techniques and spells, specializing in telepathic communication. The disciplined mind required for a career as a wizard have provided a strong foundation for you to expand your psychic powers, and new vistas of enlightenment have opened before you. You’ve become a master of magic that allows mental contact and control of other sentient creatures. This allows mentalists like you to deceive or destroy the minds of their enemies with ease.

- From Ravenloft Players Compendium page: 152 

Mentalist Disciplines

When you choose this arcane tradition, you learn mage hand and your choice of one of the following cantrips: guidance, message, mind sliverTCoE, minor illusion, or vicious mockery. These are wizard spells for you, but don’t count against the number of cantrips or other spells you learn from your wizard class. Also, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If a creature can speak at least one language, it can respond to you telepathically as well. Once you successfully communicate with a creature using this feature, you cannot communicate in this way with any other creature until you use a bonus action to sever your telepathic bond with the first creature and move it to a new one.

 

Ego Whip

At 2nd level, you learn to augment your psychic attacks. When you deal psychic damage with a cantrip, you can add your proficiency bonus to the damage dealt to each target. In addition, when you cast a spell that deals psychic damage, it requires no verbal or somatic components, and it requires no material components unless they are consumed by the spell.

 
 

Telepathic Disruption

Starting at 6th level, while you are in telepathic communication with a creature, if you deal psychic damage to it during your turn, you can use a bonus action to force it to make an Intelligence saving throw against your wizard spell DC. On a failure, the target has disadvantage on the next Intelligence or Wisdom saving throw it makes before the end of your next turn.

 

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

 

Greater Telepathic Disruption

Starting at 14th level, when a creature fails the saving throw against your Ego Whip feature, it also suffers your choice of one of the following effects:

  • You immediately ask the target one question telepathically, and it must immediately answer you truthfully.
  • For the next 5 minutes, the target believes one statement of your choice that you communicate to it. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see.
  • You choose all of the target’s movement on its next turn.
  • The target is restrained until the start of your next turn.
 
 

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