Base Class: Ranger
Through study and training, you have honed a natural ability to influence other people's minds. Usually from your character's race, telepathy has imbued itself into your powers, and with it, skills that enhance your power on the battlefield, becoming a warrior of the mind.
Mind Breaker
You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Celestial Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3 | dissonant whispers |
| 5 | detect thoughts |
| 9 | hypnotic pattern |
| 13 | Raulothim’s psychic lance |
| 17 | modify memory |
Psychic Link
At 3rd level, your psychic powers strength to create a link with your target. As a bonus action, you can cast Hunter's Link against a target. the target must succeed a Wisdom saving throw. If you succeed, you gain the following benefits for 1 minute or until you lose concentration.
- Your attacks deal an additional 1d6 psychic damage to the target.
- You know where the target is so long as it remains within 1 mile, and you ignore the benefits of invisibility on the target.
- You have advantage on Intelligence (Investigation), Wisdom (Insight), and Charisma (Persuasion) checks against the target.
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.
Mental Clarity
At 7th level, your mastery over the mental has reached new heights. You are now resistance to psychic damage, and have advantage on saving throws against being charmed and frightened. Additionally, enemies that would normally be able to read your mind must first make a Charisma saving throw against your spell save DC or take 2d8 psychic damage as they attempt to read your guarded thoughts.
Telekinetic Enhancer. Your continued use of your mental prowess continues to stretch into the physical realm. As a reaction, you can influence an ally's strike to grant them an extra 1d4 to their attack roll. This increases to 1d6 at 11th level and 1d8 at 17th level. Using this expends a Hunter's Link charge.
Introspective Focus
Your mental strength allows you to regain control over every part of your body, empowering you against enemy attacks. After a short rest, you can choose between either Constitution, Wisdom or Charisma saving throws and add your spellcasting modifier to their bonus. This wears off once you choose another saving throw, or complete a long rest.
Unwitting Drone
By 13th level, you know how to use the senses of those you infiltrate as if they were your own. When you successfully establish a Hunter's Link, 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.
Additionally, if you are hidden from your target and they fail the saving throw against your Hunter's Link, they are unaware the spell has taken effect.
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