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What feats are "missing"?
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<blockquote data-quote="Khaalis" data-source="post: 6408902" data-attributes="member: 2167"><p>I would go with this for Feats, based loosely on my psionicist mixed with the ideas you posted.</p><p></p><p></p><p><strong>TELEPATHY</strong></p><p>You have the ability to touch others minds as a mentalist, granting you the following benefits.</p><ul> <li data-xf-list-type="ul"> You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This communication is two-way.</li> <li data-xf-list-type="ul"> You can read a creatures thoughts. You can use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your Psionic power save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you have finished a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. The effect lasts for 1 minute. During that time, you can use your action to end this effect and manifest the suggestion power on the creature without expending the power points. The target automatically fails its saving throw against the power.</li> </ul><p></p><p></p><p><strong>MINDBENDER</strong></p><p><em>Prerequisite: Telepathy feat</em></p><p>You are not only good as a mentalist but also as a controller, gaining the following abilities:</p><ul> <li data-xf-list-type="ul"> You gain proficiency in Persuasion if you do not already have it. If you are already proficient, you gain Expertise in it instead, applying double your proficiency bonus to Persuasion skill checks. </li> <li data-xf-list-type="ul"> As an action, you can cause each creature in a 10 foot cube originating from you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.</li> <li data-xf-list-type="ul"> You gain the ability to generate a telepathic field of white noise static that disrupts mind-influencing effects. As an action, you can manifest the field which lasts until the end of your next turn. During that time, you and any friendly creature within 30 feet of you have advantage on saving throws against being frightened or charmed. The field also ends if you are incapacitated or if you voluntarily end it (no action required).</li> </ul><p></p><p>I prefer the idea that non-casters can take these feats and use the abilities. If you want one that it purely caster we could try to work on that.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 6408902, member: 2167"] I would go with this for Feats, based loosely on my psionicist mixed with the ideas you posted. [b]TELEPATHY[/b] You have the ability to touch others minds as a mentalist, granting you the following benefits. [list] [*] You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This communication is two-way. [*] You can read a creatures thoughts. You can use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your Psionic power save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you have finished a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. The effect lasts for 1 minute. During that time, you can use your action to end this effect and manifest the suggestion power on the creature without expending the power points. The target automatically fails its saving throw against the power.[/list] [b]MINDBENDER[/b] [i]Prerequisite: Telepathy feat[/i] You are not only good as a mentalist but also as a controller, gaining the following abilities: [list] [*] You gain proficiency in Persuasion if you do not already have it. If you are already proficient, you gain Expertise in it instead, applying double your proficiency bonus to Persuasion skill checks. [*] As an action, you can cause each creature in a 10 foot cube originating from you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. [*] You gain the ability to generate a telepathic field of white noise static that disrupts mind-influencing effects. As an action, you can manifest the field which lasts until the end of your next turn. During that time, you and any friendly creature within 30 feet of you have advantage on saving throws against being frightened or charmed. The field also ends if you are incapacitated or if you voluntarily end it (no action required). [/list] I prefer the idea that non-casters can take these feats and use the abilities. If you want one that it purely caster we could try to work on that. [/QUOTE]
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