Mindstalker (5e Subclass)
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Known as the Caradhaker in the dwarvish tongue and often mistaken for battleragers due to their intensity in combat, mindstalkers are Fighters who have trained themselves to battle mind flayers and to overcome the great threat the illithid present to all the good people of the Underdark and the World Above alike.
Known for their mastery with hand crossbows (and later flintlock pistols, once smokepowder became more commonplace in Faerûn), they are easily recognizable by their shaven heads and long, braided queue similar to the githyanki of whom they first learned the secrets of their art. More experienced members of their sect often wear mummified illithid heads on their harnesses as a mark of their dedication, and a warning to any mind flayers they come across. Regardless of their appearances, they are highly-skilled fighters who have unlocked the secrets of psionics—albeit only barely, but what they have learned is quite formidable in their hands... err, minds—to not only offer a helping hand in reloading their weapons, but to strengthen themselves against the fell attacks of their chosen prey.
Over the years, other races who have had encounters with the mind flayers have sought out the Caradhaker to teach them their ways. Despite the Stout Folk's traditionally stubborn and xenophobic ways, these dwarves have only been too happy to do share their secrets. It is far more important to them to see the illithids eliminated from the face of Toril, and they care not who's responsible for doing so as long as it gets done.
Special Note: This subclass has been updated to the 2024 One rules.
Two-Fisted 'Slinger[edit]
Beginning at 3rd level, mindstalkers are able to wield hand crossbows and pistols with unnerving skill in battle. If firearms are available in your campaign (ask your DM), you are proficient with them.
You can make an extra attack using either of these weapons as per the Light weapon property even if the weapon lacks this property or wouldn't otherwise qualify for two-weapon fighting. When you do so, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. You can make this extra attack as part of the Attack action you use to fire the weapon instead of as a bonus action. You can make this extra attack as part of any Attack action you perform, including your Extra Attack class feature.
Minor Psionics[edit]
At 3rd level, you develop a handful of minor psionic powers. You learn the message and mage hand cantrips. When you cast mage hand, you do so without verbal or somatic components, it does not have a visible presence (it's not even invisible; it is a purely intangible force), it can be cast as a bonus action, and its range increases to 60 feet. You choose the spellcasting ability you use with these cantrips when you take this subclass, choosing from either Intelligence, Wisdom, or Charisma.
In addition to its normal uses, you can also instinctively call upon your mage hand to reload your weapons as part of the same action you use to attack with them. This effectively allows you to ignore the loading property and the requirement to have one hand free for the ammunition property. When cast this way, your mage hand has a range of personal, a duration of Instantaneous, and it can only affect a hand crossbow or pistol that you are wielding or have equipped. You cannot use it for any other purpose.
Shielded Thoughts[edit]
At 7th level, you gain resistance to psychic damage, you are protected by a permanent nondetection spell, and your mind can no longer be read or communicated with via any means unless you wish it.
You also always have the shield spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a short or long rest. You can also cast the spell using any spell slots you have, should you have access to them through some other class. Your spellcasting ability is the same ability you chose for your Minor Psionics.
Rapid Shot[edit]
At 10th level, you can use your bonus action to attack twice, once with each of your hand crossbows or pistols. If fired at the same target, you have advantage on both of these attacks.
Greater Mage Hand[edit]
Beginning at 10th level, you always have the telekinesis spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a short or long rest. You can also cast the spell using any spell slots you have, should you have access to them through some other class.
The Will and the Way[edit]
Courtesy of your psychokinetic powers, you are able to subconsciously guide your hand crossbow or pistol shots with preternatural precision at 15th level. You deal a critical hit on a roll of 18-20 when attacking with these weapons, and critical hits with them deal one additional weapon damage die. Attacks with these weapons ignore half cover and three-quarters cover. If you have the Sharpshooter feat, they can also ignore total cover if there's so much as a one-inch opening available, though you have disadvantage on the attack roll.
You can also cause your hand crossbow or pistol shots to deal your choice of bludgeoning, force, or psychic damage instead of its normal damage by adding a small amount of psychokinetic "punch" to them. You make this decision each time you attack with one of these weapons.
Improved Rapid Shot[edit]
At 18th level, your Rapid Shot ability lets you fire three shots instead of two.
You can also use your Rapid Shot ability as part of any other Bonus Action you perform that does not already include an attack, such as when using your Second Wind fighter class feature.
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