Base Class: Rogue
The Mind Breaker holds many weapons, such as the ability to control its mind and make it strike out in blades. It also has more subtle uses, as when it slowly erodes the mind, oblivious to its owner. However, When the rouge fails to restrain the powers from within, the mind itself might lash at its own body, wrapping it in psychic tendrils.
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Posted Feb 28, 2021Mind Tendrils
At 3rd level, the rouge can summon a grasping tendril to attack a creature's mind. The creature takes 1d8 psychic damage from the attack. At level 9, 13, and 17 you can target an additional creature, also you the damage increases. 9th 1d10, 13th 1d12, 17th 2d8. All creatures must be within 40 ft of you. You can use this a number of times equal to your Intelligence modifier. You regain all uses at the end of a short or long rest. Every 5 times you use it, you must make a DC 13 Intelligence throw or take 1d4 psychic damage, as the psychic power erupts from you.
Additional Proficiencies
You now are harder to read, as well as a better reader of emotions. You gain proficiency in Insight and Deception.
Psychic Resistance
You are now resistant to some of the effects of psychic energy at 9th level. You gain resistance to psychic damage and proficiency in Wisdom saving throws.
Psychic Drain
At level 13, you can now do more damage, at the cost of your own health. You can now activate this ability while using Seak Attack. When you use it, you can deal extra psychic damage equal to half the amount of damage. You then make a DC 18 Wisdom saving throw. On a success you take a quarter of the psychic damage dealt, on a fail, you take half. You have a number of uses equal to your Wisdom modifier. You regain all uses at the end of a short or long rest.
Intelligence Siphon
You can now take away the Intelligence of others with your attacks. When you hit with your Mind Tendrils, you can force the target to make a Wisdom saving throw ( 8 + Proficiency bonus + Intelligence Modifier) the target to lose 1d6 points of Intelligence for 10 minutes. You can use this a number of times equal to your Wisdom modifier. You regain all uses at the end of a short or long rest.
Psychic Spirit
At level 17, you have learned how to take the Intelligence of a dead body and transform it into a spirit. Whenever a creature dies of your psychic attacks, you can transform it into a spirit that uses the Specter stat block from Monster Manual. It remains for 10 minutes. Once you use this feature, you can't use it again until you finish a long rest. However, if you willingly take 2d12 psychic damage you can use it again. you can only take the damage once per long rest.