Autosarcophogy Mentalist (5e Class)

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Autosarcophogy Mentalist[edit]

In the course of your arcane and psionic research you have come across a secret long forgotten text that instruct you to draw power from your own body through your mind or your body. In doing so you defile your own body causing you to lose vitality, and has a risk of madness, but as you train your mind to accept the pain you are able to harness your body as a conduit of power, whereas the common defiler may drain the land, you preserve the land by defiling your own body and mind..

It is in essence the ultimate Preserver/defiler Tactic.. Dust to dust.. ashes to ashes..

Autosarco Mentalist[edit]

This class is basically a half caster wizard with Psionic abilities, that uses his/her own mind and body to power his/her spells. In the course of doing so you may damage yourself or cause yourself to gain a madness that is the risk of infinite power..

Creating an Autosarcophagy Mentalist[edit]

Quick Build

You can make a AutoSarco Mentalist quickly by following these suggestions. First, <Constitution> should be your highest ability score, followed by <Intelligence>. Second, choose a background that gives you literacy. Third, choose your equipment. You start with a Grimoire text that details the secrets on how to make you more powerful, You should use this every long rest to acquire spells to transcribe or cast.

Class Features

As a AutoSarcophogy Mentalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per AutoSarcophogy Mentalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per AutoSarcophogy Mentalist level after 1st


Armor: light
Weapons: simple
Saving Throws: intelligence and constitution
Skills: Choose 2 from Arcana, Medicine, Religion, Insight, Survival, Athletics, History


You start with the following equipment, in addition to the equipment granted by your background:

  • Spellbook
  • Simple Robe
  • Self-cannibal Grimoire.
  • 1 random 1st level Arcane scroll
  • If you are using starting wealth, you have 4d10 silver pieces. in funds.

Table: The AutoSarcophogy Mentalist

Level Proficiency
Features Cantrips Known Psi Points* Talents Known* Disciplines Known* Spell Slot Level
1st +2 Spellcasting Defilement, Psionics 2 4 1 1 1st
2nd +2 3 5 1 1 1st
3rd +2 Metamagic 3 9 1 1 1st
4th +2 Ability Score Improvement 3 11 1 1 1st
5th +3 3 17 2 2 2nd
6th +3 4 23 2 2 2nd
7th +3 Even more metamagic 4 30 2 2 2nd
8th +3 Ability Score Improvement 4 40 2 2 2nd
9th +4 4 50 2 2 3rd
10th +4 Double your pleasure/Pain.. 5 60 3 3 3rd
11th +4 5 60 3 3 3rd
12th +4 Ability Score Improvement 5 60 3 3 3rd
13th +5 Second Wind 5 60 3 3 4th
14th +5 5 60 3 3 4th
15th +5 5 60 3 3 4th
16th +5 Ability Score Improvement 6 60 3 4 4th
17th +6 6 60 4 4 5th
18th +6 Survivor 6 70 4 4 5th
19th +6 Ability Score Improvement 6 70 4 4 5th
20th +6 6 80 4 4 5th


You have access to all Arcane spells without class restriction, but you do not have any spell slots and must create a spell slot with your mind or body as defined below in the class feature Defilement.


At 1st level, you know any two Arcane cantrips of your choice. You learn additional Arcane cantrips of your choice at higher levels, as shown in the 'Cantrips Known'

Spellcasting Ability

The AutoSarco Mentalist table shows what level of spell slots you have to can create. Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher.

At the end of a long rest, you lose any temporary spell slots that you have created. You may keep any temporary spell slots you have created at the end of a short rest.

Intelligence is your spellcasting ability for your spells, your magic draws upon your own mind and body. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.

You prepare the list of spells that are available for you to cast, choosing from your own spell book. When you do so, choose a number of spells equal to your Intelligence modifier + your Gri-Gri level. The spells must be of a level for which you can create spell slots.

You don't know any spells other than cantrips when you start your character, you must transcribe spells in your spell book to be able to prepare them.

Transcription DC= 8+1 per spell level. You may use your proficiency bonus if you have the Arcana skill or proficiency in forgery tools.


The Grimoire that you have been studying seems to change at every moment.. sometimes it gives away secrets. During every long rest you may search the grimoire for secret knowledge. Roll a 1d6 to see what kind of knowledge the Grimoire will give you.

1-3 You gain a random Arcane spell of random level, determined by the DM. During your long rest you may choose to transcribe the spell into your spell book, even if you cannot currently cast it. After a long rest if the spell is of a level in which you can cast it, you gain a spell slot of that spells normal level and may cast it freely without damaging yourself, It may be upcasted if you create a spell slot that is higher, and you may defile yourself to empower the spell.
4 You have a vision that enlightens you granting you 4 temporary PSP after the long rest is over.
5 You have a vivid dream of a real place that grants you the ability to scry on the area for 10 minutes. The DM chooses the area that is seen.
6 You are immediately afflicted by a madness. Roll 1d20 on a roll of 1-5 it is a serious madness, 6-10 a medium madness, 11-20 a light madness Of the DMs choosing.


Starting at 1st level you may choose to defile yourself in order to gain spell slots and/or to empower spells. You create spell slots at the cost of 1d6 PSPs per spell slot level, and you may use your own hit points to make up a difference if you are short on Psi points. Creating a spell slot is a free action for you. There is no limit to the maximum number of spell slots you may have, as long as you can afford the cost of creating them. Any spell slots that your create are considered temporary spell slots and are not permanent. As described above, you lose your temporary spell slots you have created if you take a long rest.

Also starting at level 1 you may choose to roll a save to have a spell slot or defiling only cost half as much. You may choose to save using your Constitution or your Intelligence. If you fail a save using your Intelligence you are immediately afflicted with a madness. The madness' seriousness increases with the cost.

If you choose to empower a spell somehow the cost of defiling yourself goes up depending on how you empower the spell.


Starting at 1st level you are able to use Psionics as a half-trained Psion. From now on you are granted Psi points, talents, and Disciplines according the the chart above. Once you learn a talent or discipline refer to the rules of the ability when manifesting your powers, many powers have different rules, and it is up to you to know them.

If you are playing in the Dark Sun setting you may add 1 talent, 1 Discipline. If you are playing the Dark Sun setting, you also gain 2 extra psi points at each level, they are not cumulative they are just in addition to what you get that level. When using other materials like Korranberg primer, Discipline is a stand in word for Augment.

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Empowering your spells[edit]


Starting at 3rd level you gain the power to twist your spells with extra metamagic by using your mind or body.

Choose 2 Metamagics from the Sorcerer list. Whenever you use your metamagic you use your Hitpoints or your PSPs to power the metamagic. For every 1 sorcery point the ability normally costs you instead choose to expend either 1 Hitpoint or 1 PSP for this ability.

Even More Metamagic[edit]

Starting at 7th level you may use any other metamagic ability that a Sorcerer can use at double the cost of HPs or PSPs as stated above.

Double your pleasure, double your pain[edit]

Starting at 10th level you may expend 10 hitpoints or 10 PSPs to double the damage of your spell OR extend the distance the spell can be cast by double.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. You have trained your body and mind to ignore the pain and even to grow in power through the pain.

Starting at 13th level, on your turn, you may use a bonus action to regain hit points OR PSPs equal to 1d10 + your Autosarcophagy Mentalist level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.


At 18th level, you attain the pinnacle of resilience. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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Prerequisites. To qualify for multiclassing into the Autosarcophogy Mentalist class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Autosarcophogy Mentalist class, you gain the following proficiencies: Light armor, simple weapons.

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