Disciple of the Telepath

Psion disciples of the telepath shed nearly all pretenses from themselves, focused on the machinery at work within the mind. Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. All telepathic powers are mind-affecting, and types such as charms and compulsions grant influence over a subjected creature.  

Disciple of the Telepath Manifestations

You can choose from the list of telepath manifestations, as well as psion manifestations, when you prepare manifestations.  

Psychic Pressure

At 1st level, you can telepathically assault the mind of a creature, bending it to your will.   As an action, you can overpower the mind of a creature you can see within range of your telepathy. The target makes an Intelligence saving throw against your discipline save DC, taking psychic damage equal to 1d8 plus your Intelligence modifier on a failure, or half on a success. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   If it failed the save, you can then spend 1 point of psionic power to telepathically speak a one-word command to the creature, which it must follow on its next turn. It does not follow the command if the command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the command is ignored.   Approach. The target approaches you via the shortest, most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops what it is holding and ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.  

Seeping Thought

Also at 1st level, when you are in close proximity with a creature, inklings of its thought leak out of its mind, which you can sense.   After each full minute you spend actively talking to a creature within range of your telepathy, the DM gives a one-word summary of its most prevalent thought.  

Seize Mind

Starting at 6th level, you can telepathically divert a creature's focus when it attempts to affect your mind, protecting yourself from the effect.   When a creature you can see within range of your telepathy forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to add your Intelligence modifier to the result.  

Mind-link

Starting at 10th level, you can create a telepathic link that persists over great distances.   Using your action, you create a telepathic link between you and a creature you can see within range of your telepathy. An unwilling creature can make an Intelligence saving throw to resist the effect. This link persists indefinitely and over any distance, but it ends if you use your action to break the link or if you are on different planes of existence.   While linked via this feature, you and the creature can communicate telepathically through the link, and you can use your action to see, hear, and smell through the other's senses. While using these linked senses, your body is blinded, deafened, your speed is set to 0, you can't use bonus actions or reactions, and you can use your action only to return to your own senses.   You can have a maximum of five creatures linked with you at a time via this feature.  

Dominate Mind

Starting at 14th level, you can embed a portion of your will into another creature's mind, allowing you to control it.   As an action, you can force a creature that you can see within range of your telepathy to make an Intelligence saving throw. On a failure, you gain an overwhelming influence over it while you concentrate (as if on a spell) for up to 10 minutes. You can only have one creature under this effect at any time.   While a creature is under this effect and within range of your telepathy, you can use your action to command it to take any action, general or specific, which it must follow. If you issue a command that is directly harmful to it, it ignores the command. If a target is not commanded on a turn, it will behave normally.   Each time the target receives a command from you, it makes a new Intelligence saving throw after following the command, ending the effect on a success. Creatures with telepathy have advantage on the saving throw.   Once a creature has succeeded on its saving throw or the effects of this feature have ended for the creature, it is immune to Dominate Mind for 24 hours.   Once you have used this feature, you can't use it again until you finish a long rest.  

Telepathic Field

At 18th level, your telepathic powers project even further, allowing you to reach distant minds.   The range of your telepathy increases to 90 feet.  

Unbreakable Will

At 20th level, your focus is so keen that you can have multiple creatures bend to your will at the same time.   Your Dominate Mind feature gains the following properties:   It lasts until the creature is killed or succeeds a saving throw against its effects, without requiring concentration. You can command any number of creatures under your control, instead of just one. You can have any number of creatures under the effect of Dominate Mind as long as the total CR of all affected creatures is 20 or lower. If you try to use Dominate Mind on a creature that would raise the total CR above 20, it fails, and all creatures currently affected by Dominate Mind can make an Intelligence saving throw to break free. The CR limit does not apply if you only have one creature under the effect of Dominate Mind.

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