Wizard
Base Class: Wizard

This is a modified version of user LordShadowthorn's The School of the Mind Mage subclass.

Mental Manipulator

At 2nd level, you know the cantrip vicious mockery.  Additionally, you can cast the spell command as a 1st-level spell once without material components or expending a spell slot.  You regain this ability after taking a short or long rest.

Psychic Insight

At 6th level, you can see a creature's weaknesses, strengths, greatest desires and greatest fears.  As an action, you can force a sentient creature you can see to make a Wisdom saving throw.  On a failure, you know one of the following things about the creature: any damage resistances or immunities, any damage vulnerabilities, its current goals/desires, or one creature, object, or idea that it truly fears or despises.  You can use this feature a number of times before a long rest equal to your Intelligence modifier + 1.

As a separate action, you can expend a spell slot to cast the detect thoughts spell without using material components. The spell lasts for 1 minute without requiring concentration, and you can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.

Tangible Illusion

At 10th level, any illusion you create that looks like it should deal damage deals 1d8 psychic damage.  A creature is not affected by this if it knows that the illusion isn't real.  For example, an illusory creature could attack a creature, and if that creature does not realize it's an illusion, it would take 1d8 psychic damage (no attack roll required). Additionally, when a creature fails a saving throw against one of your illusion spells, it has disadvantage on attack rolls against you until the end of your next turn.

The caster may have the illusion visible only to one target creature.

Master of Minds

At 14th level, you have attained mastery over the manipulation of thoughts and illusions. You gain the following benefits:

- You can cast modify memory once without expending a spell slot. You regain the ability to do so after finishing a long rest.

-Make a single, debilitating mental strike that bypasses any mental defenses.  As an action, choose one sentient creature you can see within 30 feet.  That creature must make a Wisdom saving throw.  On a failure, the creature takes 4d6 psychic damage and is stunned for 5 rounds.  They can repeat the saving throw at the end of each of their turns, ending the effect on a success.  If they fail by 6 or more, they instead take 48 psychic damage, and their Intelligence score is reduced to 1 until that creature is targeted by a healing spell of 5th level or higher.  While their Intelligence score is 1, they are paralyzed.  On a success, they take half damage and aren't stunned.  This damage bypasses all resistances and immunities.  This feature can't be used again for 1d4 days.

Psychic Overload

At 2nd level, you can augment your mental assaults with your psionics.  You can add your Intelligence modifier to any spell that deals psychic damage.

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