Telepath (5e Class)

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[edit]

masters of the mind beguilers of will[edit]

Creating a telepath[edit]


Quick Build

You can make a telepath quickly by following these suggestions. First, intelligence should be your highest ability score, followed by charisma. while the acolyte background is recommended a custom background is advised to capture how you became a telepath. Third, choose a staff, a spell book, light armor and a dagger

Class Features

As a telepath you gain the following class features.

Hit Points

Hit Dice: 1d6 per telepath level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per telepath level after 1st

Proficiencies

Armor: n/a
Weapons: dagger, staff, wands, and rapier.
Tools: alchemist, cartographers tools.
Saving Throws: intelligence charisma
Skills: arcana and insight along with 2 of stealth deception intimidation perception or athletics

Equipment

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

  • (a) a magic staff of fire 1d6 burning or (b) a magic staff of ice 1d6 freezing or (c) a magic staff of electricity 1d6 stunning
  • (a) a spell book containing 3 first level druid spells or (b) a spell book containing 3 first level sorcerer spells or (c) a spell book containing 3 first level warlock spells
  • (a) dagger or (b) rapier or (c) crossbow and 30 bolts

Table: The telepath

Level Proficiency
Bonus
Features
1st +2 simple telepathy at first level you hear and can speak to the minds of others. said target must have intelligence greater than 5. unless the target has greater intelligence than your intelligence stat -3 then this ability instantly succeeds.
2nd +2 invisibility 3 times per day with your psychic prowess you can put into up to your level targets they no longer see you for as long as you maintain focus. they then must make a intelligence saving throw of your intelligence score -3, if they succeed the ability fails and they become aware of you.
3rd +2 implant calm 3 times per day you may quell the emotions a target player or creature. that player/creature must make a intelligence saving throw of dc14 or that creature/player become docile
4th +2 Ability Score Improvement, psy bolt 3X(level) times per day you may create a psychic bolt to shoot.
5th +3 mind shatter once per day target creature within 30 feet must make a intelligence saving throw. that creature takes (level)d6+int on a fail, and half as much on a success. if that creature fails they are immobile for 1d6 turns.
6th +3 mental shield your telepathy has reached the point of which only the best can infiltrate your mind palace. all targeted mental or psychic attacks are taken at a disadvantage.
7th +3 mind suggestion you have learned the secret of control. implanting simple thoughts which they believe to be their own. 3 times per day you may implant a simple order (see "command" spell) then that creature must roll a intelligence saving throw of dc15 to resist. this ability cannot be used to implant emotions.
8th +3 Ability Score Improvement, psychic shield you have learned how to use your mind to prevent bodily harm. 3 times per day you may increase your armor class by 2 for 15 turns
9th +4 psychokinesis your telepathy now not only applies to the mind. as and extra action you may move an object of less then 25 pounds 5 feet.
10th +4 <mind of madness the simple presence of your psychic prowess causes the feeble minded to quiver. once per day creatures with intelligence less than 12 within must make a intelligence saving throw or go insane.
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

As a telepath you have forsaken your physical abilities in favor of your mind. you gain a +3 to int while -1 str along with -1 to two others racial boosts are forsaken for these abilities.

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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