Mindmelter (5e Class)
From D&D Wiki
- 1 Mindmelter
- 1.1 Mindmelter
- 1.2 Creating a mindmelter
- 1.3 Class Features
- 1.4 Archetypes
- 1.5 Mindbreaker
- 1.6 Siphoner
- 1.7 Multiclassing
- A human, glowing with mental energy, presses his hand to the forehead of a hobgoblin warchief, inhaling deeply as he drinks the foe's personality and memories.
- An elf manipulates a guard's mind, bending his vision around her as she erases all trace of her passing.
- A dragonborn locks eyes with his human foe and speaks a single word. The human lets out a brief cry of anguish before his sanity disintegrates, and he becomes a gibbering husk.
- A mindmelter is an unstoppable force, able to read, bend, or even completely shatter a person's psyche. Those who follow this path gain the skills required through a combination of an innate gift and long hours of disciplined practice.
Creating a mindmelter
|Jace (owned by WotC)|
To build a mindmelter, you must think about how your mindmelter character learned to utilise their skilll of telepathy. Were you born to it, with an inborn knowledge of how to dismantle personalities? Or was it foisted upon you, a curse that forced you to hear the thoughts of those nearby? Did you hone your talents as a swindler on the backstreets of a great city, or did you spend months in self-imposed exile, escaping distractions to sharpen your ability to a razor edge? Why did you take up an adventuring lifestyle? Was it to reap the knowledge of a thousand minds, or to learn ever more powerful mental techniques? Whatever your motive is, the powerful and versatile skill of telepathy is a tool that will shape itself to your needs.
- Quick Build
You can make a mindmelter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma or Dexterity. Second, choose the Charlatan or Criminal background. Third, choose
As a Mindmelter you gain the following class features.
- Hit Points
Armor: Light armour
Weapons: Simple weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 from Arcana, Deception, Investigation, Religion, Insight, History, Persuasion and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a whip or (b) a dagger
- (a) leather armour and a shield or (b) studded leather armour
- a burglar's pack
- If you are using starting wealth, you have 4d4 x10gp in funds.
|1st||+2||Psionic Strike, Mental Armour||1d4|
|3rd||+2||Psionic Strength, Psychic Communication||1d6|
|4th||+2||Ability Score Improvement, [[#|]]||1d6|
|5th||+3||Focus of the mind, Mind BLast||2d6|
|8th||+3||Ability Score Improvement, [[#|]]||2d10|
|12th||+4||Ability Score Improvement, [[#|]]||3d10|
|16th||+5||Ability Score Improvement, Archetype feature||4d12|
|19th||+6||Ability Score Improvement, [[#|]]||6d12|
The save DC for any of your Mindmelter features that require one is 10 + your proficiency bonus + your Intelligence modifier
Starting at 1st level, your weapons cut right to your target's mind, causing their psyche to recoil in pain. When you hit with a weapon attack using a mindmelter weapon (whip or dagger) you deal an amount of extra psychic damage depending on your level, as shown on the mindmelter table above. Additionally, it causes one of the following effects, depending on the damage type you dealt:
- Pierce the Soul (Dagger).
Your target recoils from your mental assault. It must succeed on an an Constitution saving throw or fall prone and be unable to get up until the end of your next turn.
- Rend the Mind (Whip)
You flay open a wound in your target's mind, letting its personality bleed out. It must succeed on an Intelligence saving throw or be subjected to the insane condition until the end of your next turn. While insane, its Intelligence score becomes 3 if it isn't already 3 or lower, it uses all its movement on each of its turns to move in a random direction, does not understand languages, cannot speak, and cannot take actions.
You instinctively throw up defenses around your mind upon detecting a psychic attack. Starting from 1st level, you have resistance to psychic damage, as well as advantage on saving throws against being charmed. Additionally, whenever a creature attempts to read your thoughts, they must attempt an Intelligence check, contested by your Intelligence score. On a failure, the creature takes 1d4 psychic damage, fails to access your mind, and may not attempt to read your thoughts again for 1 hour. You are aware of their attempt and whether they succeed or fail.
At 2nd level, you choose an archetype that embodies your skills. Choose between Mindbreaker and Siphoner, both detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level, and again at 6th, 10th, 14th, and 16th level.
At 2nd level you also gain a pool of points called Cerebral Points that is equal to twice your Mindmelter level. You regain these points after finishing a long rest.
At 3rd level, you are able to use your psionic abilities in place of your normal bodily strength. When you would perform a check of any Strength or Dexterity skill or saving throw, you may add your Intelligence modifier as well as your Streangth or Dexterity modifier to your roll. You may use this feature equal times your Intelligence modifier.
At 3rd level you may communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Ability Score Increase
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.
Focus of the mind
At 5th level, Mindmelters are well practiced in focusing their mental capabilities. You gain resistances to being frightened and charmed. You also become aware of how to identify different minds Psychic energies. You may spend two cerebral points to detect any creatures within 120 feet of You. You can detect any creatures on the same place of existence as you, even if they are invisible and you know their exact location. Also when rolling for Psychic damage you may re-roll any 1's or 2's. You may only do this equal to your Mindmelter level.
At 5th level, Mindmelters learn to execute the minds of their oppenents. You emit a Psionic blast in a 15 foot radius around yourself. Hostile creatures within that area must make an Intelligence saving throw against your spell save DC. Hostile creature take 4d10 psychic damage and are stunned until the end of your next turn if they fail an Intelligence saving throw. Those who succeed on the saving throw take half as much damage and are not stunned. For every 5 levels of Mindmelter above level 5 add 1d10 dice to the amount of damage. You may use this ability once per long rest and twice per long rest at level 15.
Paragon of Intellect
By 20th level, your mind is sharper than even the most accomplished wizard's. Add 6 to your Intelligence score, and your maximum intelligence score becomes 26. You also gain expertise in any two Intelligence-based skill checks of your choice.
As a mindbreaker, you have fine-tuned your skills to emphasise the assault of others minds by your superior intellect. You work to master the techniques of manipulating your opponent's thoughts, or simply crushing their personality and letting them die.
- Psychic Jab
You extend a tendril of thought that probes deep into your opponent's self, feeling out their weaknesses. Starting when you choose this archetype at 2nd level, you can use an action to force a creature that you can see within 30 feet to make an Intelligence saving throw. on a failure, the creature takes 2d10 psychic damage and is charmed by you. While charmed, the creature uses its action each turn to repeat the Intelligence saving throw, with the effect ending on a success. If the creature succeeds on the initial saving throw, it takes only half damage and is not charmed. You can use this feature a number of times equal to your Intelligence modifier + your mindmelter level (minimum of 1 use). You regain all expended uses when you finish a short or long rest. The damage dealt increases by 1d10 at 6th level, 10th level, 14th level and 18th level
- Mind Control
Starting at 6th level, you gain the ability to force a simple instruction into a creature's mind. You may cast command as a 1st level spell using this feature, ignoring components. Additionally, the target automatically fails the saving throw if you have eye contact with it or if it is charmed by you. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
As a siphoner, you have the ability to drain your opponent's mental energy to fuel your own psyche. You have mastered the talent of augmenting yourself with your opponent's skills and abilities.
- Skill Steal
Starting when you choose this archetype at 2nd level, you can drain your opponent's abilities for your own use. As an action, you extend your hand towards a creature you can see within 10 feet, and extract a glowing blue tendril of mental energy. They make an Intelligence saving throw. On a failure, you deal 2d8 psychic damage to the target, and may add their Intelligence modifier to the next attack roll or ability check you make within 1 minute, or to the save DC of the next feature you use within 1 minute, if it is positive. The psychic damage dealt by this feature increases by 1d8 at 6th, 10th, 14th and 16th levels.
Prerequisites. To qualify for multiclassing into the mindmelter class, you must meet these prerequisites: Int 15 or greater
Proficiencies. When you multiclass into the mindmelter class, you gain the following proficiencies: Insight, Stealth