Order of the Open Mind (5e Subclass)
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Order of the Open Mind
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Mystics of this Order have the ability to read minds and bend them to their will. Art by Slawomir Maniak. [1] |
Mystics of the Order of the Open Mind have devoted their lives to enhancing their psychic abilities related to the mind. They seek to unlock the mysteries of consciousness and subconsciousness within them and within others. They gain abilities to infiltrate the minds of others, to learn their secrets and even control them to their whim. But be careful, knowledge is power and power corrupts absolute.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
Telepathic Network
Starting at the 1st level, you gain the ability to use your telepath class feature. Whenever you do this, you open a mental channel between you and the target allowing for telepathic conversation between the both of you. You can only open this channel with one creature.
Additionally, starting at the 10th level, you may use 1 psi point to add an additional person to the network up to your psi limit, allowing them to converse freely between you and each other. If you would do this, you are able to maintain the network up to 10 minutes as if concentrating on a concentration spell. Adding additional people to the network does not extented the duration of this feature.
Detect Thoughts
Starting at the 3rd level, you can cast Detect Thoughts (detect thoughts), without components, up to a number of times per long rest equal to your Psi Limit.
Psychic Bastion
Starting at the 6th level, you become resistant to psychic damage. If you are already resistant, you become immune to psychic damage instead. You also have advantage on saving throws against being charmed. If you already have advantage, you automatically succeed against the charm.
Psychic Stealth: Additionally, at the 6th level, whenever you probe into a creature's mind, if a creature would be aware of your presence, they must instead make a perception check against your Spell Save DC. On a failure they are unaware of your presence.
Mind Possession
Starting at the 14th level, as an action, your mind can leave your body and enter another target creature’s body within 60ft. While you are in a creature’s body, you are unconscious for the duration. The target must make an Intelligence saving throw against your spell save DC. Any creature with and Intelligence of 3 or lower automatically fails this saving throw. Creatures who are immune to being charmed are also immune to this ability. The ability automatically ends if you make the decision to have target self-harm in any way. You can use this ability once every short rest.
Outside of Combat: You can control the creature’s actions and movement but you still retain all your ability scores, modifiers, proficiencies and languages. You gain all physical abilities of the creature (blindsight, etc) but unless you know about them, you cannot use them (for example, you cannot use a creature’s venom spray if you don’t know they have it in the first place). The target can make the same saving throw every minute and after 5 minutes, they gain advantage on those saving throws.
Inside of Combat: You get to control the target’s action, bonus action and movement with the same restrictions as above except the target gets to repeat the saving throw at the end of each of its turns instead.
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