Rogue
Base Class: Rogue

Some rogues learn the arts of thievery and death, some refine their talents of dueling, observation, and combat to an extreme, and yet others dabble in the arcane practices. Minkwalkers, however, sharpen their mind to the point of being able to see into others’. Mindwalkers fiddle with psionic powers, learning to enter the minds of creatures other than themselves and search and manipulate them, for good or evil. Some mindwalkers hire themselves out as master blackmailers, or near untraceable assassins, and yet others find a seat of power to squat in the shadows behind, and turn the owners of those seats into their own little puppets. Many Mindwalkers look out for themselves and themselves alone, but some dedicate themselves to a cause. Whatever your alignment, you are a Mindwalker, and that means you have power.

Telepethy

Starting when you choose this subclass at 3rd level, you can communicate telepathically with any creature within 60ft. The creature need not share a language with you, but it must know at least one language.

Mind Walker

At 3rd level, you have learned how to search the minds of others relatively unnoticed. You can choose one creature within your telepathic range, and may make a Deception check contested by an Insight check. If you succeed, you enter the mind of the creature unnoticed. Whether you succeed or not, you may make an Insight check contested by a Wisdom saving throw. The creature has advantage on the saving throw if you are noticed, and if the save succeeds, you are ejected from the creature’s mind and they are immune to this effect for 24 hours.

If you succeed on your Insight check, you are able to sift through the memories and thoughts of the creature. The DM determines just how much information you are able to find in the creature’s mind, depending on how much you succeeded.

This effect require concentration(as if you were concentrating on a spell.)

The DC for the eventually multiple saving throws equals 8 + your Intelligence modifier + your proficiency bonus.

Hemorrhage

By 9th level, you have learned how to tear apart the minds of those you infiltrate. As an action, once you have infiltrated a target with your Mind Walker feature, instead of gathering information, you can force the creature to make a an Intelligence saving throw. You do an amount of psychic damage equal to your Sneak Attack, and one half on a successful save.

The creature has advantage on the saving throw if you are known.

Once you use this feature, you must finish a short or long rest before you can do so again.

Unwitting Drone

By 13th level, you know how to use the senses of those you infiltrate as if they were your own. When you infiltrate a mind with your Mind Walker feature, you may adopt the senses of that creature. You are unaware of your own surroundings as this happens, but, while the creature is within 120 ft of you, you hear everything they hear, see everything they see, and feel everything that they feel. You can make Perception and Insight checks while using the creature’s senses, but they are at disadvantage once the creature is no longer within 60 ft of you.

Little Voice

At 17th level, you learn to control those you have infiltrated, posing as a voice in the back of the mind that influences them to do things they probably shouldn’t. Once you have infiltrated a mind with your Mind Walker feature, you may force them to make a Charisma saving throw or become charmed by you. The charmed creature follows your orders to the best of its ability, and, if you were unnoticed when you entered the mind, it is not aware of being charmed by you, even after the effect fades.

Whenever you force it to attack, cause an negative effect on, or force a friendly creature to make a saving throw, it may repeat the saving throw, and it may repeat the saving throw if it takes an damage.

The creature has advantage on the saving throws if you were noticed.

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