Mentalist
A Mentalist is an individual gifted with the ability to manipulate and perceive the world in ways far beyond ordinary human capabilities. Their powers are divided into three main categories: ESP (Extrasensory Perception), Psychokinesis, and Telepathy. These abilities allow the Mentalist to transcend normal limitations of sight, touch, and thought. Depending on their focus, a Mentalist can choose to specialize in one category, balancing or neglecting the others, or they can spread their abilities across multiple fields, becoming a well-rounded but less specialized practitioner of all three.
ESP grants a Mentalist the ability to perceive beyond the ordinary five senses. They can read minds, predict the future, or sense hidden truths. A focused ESP Mentalist might become adept at clairvoyance or precognition, making them invaluable for gathering intelligence or avoiding danger.
On the other hand, Psychokinesis is the manipulation of physical objects through sheer mental power. From lifting objects with the mind to controlling natural elements or creating force fields, a Psychokinetic Mentalist is a master of altering the physical world with their thoughts alone.
Finally, Telepathy enables a Mentalist to directly connect with others' minds. Whether communicating silently, reading thoughts, or even controlling actions, a Telepath has access to the inner workings of the mind. While Telepathy offers profound control over social situations and minds, it also presents a unique vulnerability, as it requires constant mental focus and can be detected by other Telepaths.
A Mentalist’s power comes with choices. They can specialize in one field, mastering one aspect of their abilities while neglecting the others, or split their efforts between two categories, gaining moderate proficiency in both. Alternatively, they can aim to develop all three areas, spreading their abilities thin but becoming versatile in how they approach problems. This choice shapes the Mentalist’s role in the world, whether as a focused powerhouse or a flexible problem-solver with a broad but shallow skillset.
Focus
The Discipline of Mentalism is broken into three categories: ESP (the ability to perceive beyond the limits of one's own senses); Psychokinesis (the ability to move or affect matter at a distance); and Telepathy (the ability to communicate mentally over distances). When you select Mentalist as your background, you must choose one of these for your initial focus.
Features
Stamina: A Mentalist begins play with 12 stamina, plus an amount equal to your Wisdom bonus. Even those who do not have Psychokinesis as their focus are able to use it to deflect attacks.
Recovery Dice: When you select Mentalist as your background, you gain two eight-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add two training ranks to your Will defence.
Skills
Place two training ranks in the spellcasting skill associated with your initial focus: ESP Spellcasting, Psychokinesis Spellcasting or Telepathic Spellcasting. In addition, place one training rank in the other two spellcasting skills. Finally, choose any two additional skills, and place one training rank in each of the selected skills.
Spells
You gain access to the Discipline of Mentalism, and your spellcasting attribute is based on the spell you are currently casting. Choose one Power 2 spell from your selected Focus, and add it to the list of spells you know. Then choose any four Power 1 spells and add them to the list of spells you know.
Mana
Like all spellcasters, you cast your spells using mana. The maximum mana that you can have is equal to the number of training ranks you have in your highest Spellcasting skill, plus half your level (rounded down). You recover an amount of mana equal to half your level whenever you complete a short rest.
If you select a spellcasting base class, you use its mana rules in place of these.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits.
The following traits are available to your character as Journeyman-tier traits.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.