Rogue
Base Class: Rogue

The Mind Stalker is a master of psychological warfare, weaving illusions and planting seeds of doubt to unravel the minds of their enemies. Through subtle manipulations and terrifying whispers, they create an atmosphere of paranoia that leaves foes questioning their senses and fearing their allies. As a Mind Stalker, you are not only a deadly combatant but also a mental tormentor, breaking down the resolve and sanity of those who dare to oppose you. With every strike, you instill irrational fears, transforming the battlefield into a landscape of confusion and dread.

Mind Stalkers operate in the shadows, using their keen intellect and manipulative skills to destabilize and disorient their targets. They are adept at creating illusions that mimic their presence, causing enemies to waste their attacks on phantasms while the real threat lurks unseen. By exploiting the natural fears and insecurities of their foes, Mind Stalkers turn even the bravest warriors into quivering wrecks.

Paranoia is your weapon, and your enemies never know what is real and what is illusion. Your power over the mind is so profound that even those normally immune to fear find themselves susceptible to your manipulations. You excel in both direct combat and subterfuge, seamlessly blending your martial prowess with psychological assaults that leave lasting impacts.


Roleplaying the Mind Stalker:

As a Mind Stalker, you are the embodiment of fear and paranoia. You thrive on the psychological torment of your foes, making them question reality and fear the unseen. Your presence on the battlefield is not just a physical threat but a mental assault, breaking down the resolve and sanity of those who stand against you.

Suggested Characteristics:

  • Personality Traits:
    • "I find joy in the fear I can invoke in others."
    • "I am always calm and collected, even when chaos surrounds me."
  • Ideals:
    • Control. "Those who control the mind control everything."
    • Manipulation. "To bend others to my will is the ultimate goal."
  • Bonds:
    • "I once trusted someone who betrayed me. Now, I trust no one completely."
    • "There is a dark secret I must protect at all costs, even from my allies."
  • Flaws:
    • "I see enemies and betrayal everywhere, even where there are none."
    • "I sometimes get lost in my own illusions, unable to distinguish them from reality."

 

Seed of Doubt (Level 3)

  • Paranoia's Touch: When you choose this archetype at 3rd level, your attacks can instill irrational paranoia. When you deal Sneak Attack damage to a creature, you can choose to plant a stack of Seed of Doubt in their mind. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or gain a stack of Seed of doubt and become paranoid for 1 minute. A creature can have an amount of Seeds of doubt stacks equal to your Charisma modifier (Only one creature can be afflicted with seeds of doubt at a time)

    While paranoid, the creature has disadvantage on Wisdom (Perception) checks and attack rolls against creatures other than you. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature affected by Seed of Doubt is no longer immune to the frightened condition if it is caused by you or your allies.

    • (Paranoia and Frightened are two different conditions that can occur at the same time)
  • Eerie Presence: You gain expertise in the Intimidation skill.

  • Paranoia Exploitation: When you attack a creature afflicted with a Seed of doubt, you add your charisma modifier to your attack rolls and damage rolls, towards the creature (Per Seed of Doubt).

Shadowy Apparitions (Level 9)

  • Haunting Shadows: At 9th level, you can create illusory duplicates to stalk your enemies. As an action, you can summon an illusory double of yourself within 30 feet of you. The double lasts for 1 minute, and while it exists, you can use a bonus action to switch places with it. The double can be used to confuse your enemies and makes it harder for them to predict your movements. The double has an AC equal to 10 + your Dexterity modifier, and if it is attacked or subjected to an effect that requires a saving throw, it dissipates if it takes any damage or fails the save. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

  • Eyes Everywhere: While your illusory double is active, you can see through its eyes and hear through its ears as if you were in its space. You can switch your senses between yourself and the double as a bonus action.

Mind Shatter (Level 13)

  • Psychic Backlash: At 13th level, when a creature fails a saving throw against your Paranoia's Touch feature, they also take additional psychic damage equal to your Sneak Attack damage halved. If the creature succeeds on its saving throw, it takes no additional damage and isn't paranoid.

  • Disturbing Whispers: You can use your Cunning Action to whisper maddening phrases to a creature within 30 feet that can hear you. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. On a successful save, the target is immune to this feature for 24 hours unless they are affected by your Seed of Doubt.

Master of Paranoia (Level 17)

  • Aura of Madness: At 17th level, you can create an aura of intense paranoia. As an action, you can radiate an aura in a 30-foot radius around you for 1 minute. Creatures of your choice within the aura must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the start of each of their turns. On a failed save, the creature becomes paranoid and frightened of every creature it can see until the start of its next turn. On a successful save, the creature is not affected but must continue to make saving throws while it remains in the aura. You can use this feature once, and you regain the use of it when you finish a long rest. Should a creature carrying a Seed of doubt die, you regain your usage of Aura of Madness.

  • Twisted Perception: You have become a master at warping the reality around your foes. Whenever you use your Seed of Doubt feature, you can choose an additional creature within 10 feet of the original target to make the saving throw as well. If the additional creature fails, it becomes paranoid and suffers the same effects.

Previous Versions

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12/17/2024 8:59:47 PM
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