Bard
Base Class: Bard

Whether for their own personal gain, simple intellectual edification, or reasons unknown even to them, mentalists seek knowledge and delve deep into the unknown.  More over, they are often as passionate in studying an ancient artifact, some mysterious tomes in an ancient library, or even carefully observing the antics of patrons in a crowded bar.

Strangely, the cerebral nature of psionics makes adventuring an ideal environment for learning. The mind that studies mental repetition is particularly likely to be stifled by a dull, repetitive life after all. Furthermore, since the study of psionics is almost never as common as that of magic or the divine, finding resources to learn from is a constant struggle.

Often travelling in the guise of a scholar or bard, the Mentalist uses their curiosity, their empathetic nature, and will of persona to manifest their powers.  The Mentalist is able to use spells from the Bardic schools, however, their hidden strength lies in their mental powers.

 

Telepathy

At 3rd level you may begin to harness your latent mental energy to perform tasks in the world-  You can now communicate with psychic ability.

Telepathy with any creature within 30 feet. Sharing a language is not necessary, but they must understand at least one language.

Telekinesis

At 3rd level, you can use Telekinesis as an action to move items within 30 feet. Using telekinesis takes an action and allows you to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can only carry or move objects up to 10 pounds. Your influence is visible around any manipulated object as a shimmering, thin, silver mist. You must use a free hand to guide your mind to point in the right direction, though your hand does not have to mimic the actions of your telekinesis.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Guarded Thoughts

At 6th level you gain resistance to psychic damage. Additionally, you can guard yourself against mind-altering effects more effectively. Whenever you must make a saving throw against a mind-altering effect such as becoming charmed or frightened, you may use your reaction to give yourself advantage on the save. If you succeed on the saving throw, you can choose to immediately deal psychic damage equal to your Mentalist level to the creature that caused the effect.

Practiced Psionics

Starting at 14th level, you attain a finer control over your basic psychic powers. The range of all the powers given by your Minor Psionics doubles. Additionally, you can maintain up to three conversations at once. Only one may be verbal, and you may not engage in multiple conversations with the same creature. As an example, you may not have a separate mental conversation with a creature you are verbally speaking to. Another creature cannot respond to you mentally if it is verbally conversing with someone else.

The Mentalist Image

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