Psychic Thief
Psychic Thief
Psychic Thieves are daring rogues who specialize in slipping between the cracks of reality, stealing from the corrupt, and vanishing before anyone realizes they were there. These thieves operate as masked rebels, lurking in the shadows and striking down oppressors with elegant precision. A Phantom walks the thin line between illusion and reality, able to manipulate the minds of enemies and inspire their allies with daring feats of rebellion. To a Phantom, every heist is more than a job—it’s a statement. Their masks conceal not only their identities but the raw power that lurks just beneath the surface.Alter Ego
At 3rd level, you craft a unique mask that channels your inner potential. As a bonus action, you can don or remove the mask, which grants the following benefits while worn:Cloak and Dagger
You’ve learned to turn surprise attacks into moments of overwhelming control. Once per turn, when you hit a creature with a sneak attack, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is either:Manifest Persona
At 9th level your rebellious spirit manifests as a shadowy projection of your inner self, giving you uncanny abilities. As a bonus action, you can summon your Persona, which lasts for 1 minute or until you dismiss it. The Persona appears as a dark, spectral figure resembling you or some facet of your personality. While your Persona is active, you gain the following benefits:Veil of Deception
At 13th level, your mastery over illusion and manipulation deepens. You can cast Invisibility on yourself without using a spell slot. While invisible, your footsteps, voice, and scent are masked by your Persona’s magic, making it impossible to detect you through non-magical means. Additionally, once per long rest, when you hit a creature with a Sneak Attack, you can erase all memory of the attack. The target must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature forgets you attacked them, believing instead they were harmed by a shadowy, unknown assailant.Heartbreaker
At 17th level, you’ve mastered the art of dismantling both minds and bodies with a single, decisive strike. Once per turn, when you deal Sneak Attack damage, you can force the target to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target becomes paralyzed for 1 minute as they are overwhelmed by the weight of their own regrets or emotions. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can’t use it again until you finish a long rest.Remove these ads. Join the Worldbuilders Guild
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