Base Class: Wizard
Perception betrays self, making reality your plaything. On stage or in battle, friend and foe alike, a mentalist captivates their audience with spectacular performances. The power you possess as a mentalist manifests as the potential to turn the minds of others against themselves.
Inner Eye
Beginning when you select this school at 2nd level, you unlock the secret to reading minds!
You learn the spell "Detect Thoughts" and may cast it at no cost a number of times equal to your proficiency bonus before you must finish a long rest and it doesn't require components to cast. If you already know this spell, you learn a different wizard spell of your choice. The spell doesn't count against your number of spells known.
Mind Games
Also at 2nd level, you learn how to employ your psychic ability to ward against potential threats!
When you or another creature within 30 ft. are threatened by a creature you can see, you may use your reaction and expend a spell slot of 1st level or higher to designate the targeted creature to benefit from the effects of "Sanctuary" until the start of their next turn.
Noble Phantasm
Starting at 6th level, your prowess with the arcane arts empowers you to plant powerful phantasms within the minds of others!
You learn the spell "Phantasmal Force" and it doesn't require components to cast. If you already know this spell, you learn a different wizard spell of your choice. The spell doesn't count against your number of spells known.
When you cast "Phantasmal Force", both the level of the spell and the number of damage dice increase by 1 for each spell slot level used above 2nd.
Additionally, you may use a bonus action to change the phantasm's appearance and move the phantasm up to 30 ft. in any direction.
Mind Shield
Beginning at 10th level, you have trained yourself to resist mental attacks and stay focused!
When threatened, you may use your reaction and expend a spell slot of 1st level or higher to gain one of the following effects until the start of your next turn:
- Resistance to psychic damage
- Advantage on Wisdom saving throws
- Advantage on Charisma saving throws
- Advantage on Intelligence saving throws
- Advantage on Constitution saving throws to maintain concentration on a spell
Wonderland
By 14th level, you awaken, at last, to the staggering psychic potential you possess!
When you cast the spell "Phantasmal Force" you may target 1 additional creature and increase the size of the cube by 5 ft. for each spell slot level used above 2nd. You may also fashion the phantasm to appear different to each target.
Additionally, once per turn, you may use a bonus action to afflict any affected creatures of your choice with one of the following effects while they are within the phantasm's area until the start of your next turn:
- -1d4 to all ability checks and saving throws
- Restrained
- Silenced
- Deafened
- Blinded
Previous Versions
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Coming Soon
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