Base Class: Rogue
Most criminals are obsessed and only thrive for monetary and physical gain, with thieves and con-artists actively sterling coin and gold from unsuspecting victims.However some thieves that look in the shadows Have more mysterious in the intangible goals and objectives. These thieves are known as mind marauders and use psionics to steal and trade in peoples memories, thoughts, and emotions. These thieves are thought of as even larger parasites to society than regular thieves and
Psionic Save Dc
All saving throw made by your abilities go against your psionic save dc.
Psionic save DC= 8 + your wisdom modifier + your proficiency modifier.
Psionic read
Starting at 3rd level, you can use your psionic powers to expose your mind to the thoughts of a creature with an intelligence of 6 or higher. Any creature within 10 feet must make a charisma saving throw against your psionic save dc . If they fail you can skim the most immediate thoughts they have, for the next minute attacks against them have advantage and attacks from them against you have disadvantage.
You can use this ability once every short or long rest.
Thought spiral
Once you reach 3rd level, you can access the thoughts of creatures and send them into a debilitating spiral of paranoid and negative thoughts.When you make a successful sneak attack against a creature, they must make a charisma saving throw against your psionic save dc. If they fail they are stunned until the end of their next turn.
you can use this ability once a short or long rest.
Memory Thief
Starting at 9th level, You are able to reach your psionic powers into the mind of people and steal their memories. You can cast the spell modify memory(this counts as psionics) with the save dc equaling your 8 + wisdom modifier + your proficiency bonus. The spell also has the added effect of stealing any of the true memories that you modify with the spell. You hold these memories in your mind for a maximum of a week. You can spend 35 gold pieces to place the memory into a container or item. When a creature holds the container or item they experience the memory as if it were their own. If the container or item is broken or opened, the memory is lost and returns to its owner, if the owner is dead then the memory enters the mind of the one who opened or broke the container or item.
you are able to cast this spell once a day, it takes one hour and 35 gold pieces to infuse something with the memory.
Reverse Empath
By 13th level, You can suppress the emotions of a creature and take them for yourself, they must make a charisma saving throw equal to your psionic save dc. If they fail they are charmed and cannot process complex emotions. The creature has disadvantage on charisma checks and saves for the next minute.
you can use this times equal to your wisdom modifier.
Brain Fire
When you reach 17th level, you have perfected your use of psionics and have channeled them into your strikes.As a reaction to doing damage, you can send a psychic pulse of energy straight into your target’s brain. They take an additional 6d6 + your wisdom modifier psychic damage.
You can use this once per short or long rest.
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