Bender Nature: Mind

Focuses on the use of Psychic damage and changing the minds of others

## Features

### Insult

Starting at 1st level, when you deal psychic damage, you can add a bonus to the damage rolls equaling your Wisdom Modifier.

### Mind Block

Reaching 3rd level, you have resistance to psychic damage. This turns into immunity at 8th level.

Additionally, when you cast a spell or use an ability that deals psychic damage you can apply one of the following effects as a bonus action:

* The target treats normal sight as lightly obscured, and lightly obscured sight as heavily obscured until the end of your next turn
* The target cannot take reactions until the start of it’s next turn.

You can use this ability equaling your proficiency bonus per long rest.

### Psychic Ward

Upon reaching 6th level, once per long rest, as an action you can choose a number of creatures equal to twice your proficiency bonus within 30ft of you and grant them resistance to psychic damage for 1 minute. This turns to immunity at 14th level.

Additionally, when you deal psychic damage, you can ignore resistance to that type, and treat immunity as resistance.

### Additional Neurons

Upon reaching 10th level, You can bolster yourself or allies to have your brain work at a higher capacity. You can as an action target yourself or one willing creature within 30 ft of you. When you do so, your Intelligence, Wisdom and Charisma mental ability scores by an amount equaling your proficiency bonus for 1 minute requiring concentration. This can increase your scores to higher than 20. You can use this ability once per long rest.

Additionally, your immunity to psychic damage cannot be bypassed. You are immune to all effects that would reduce your psychic immunity in any way. This does not apply to the resistance/immunity you can grant allies.

### Concussion

Upon reaching 17th level, you can target the minds of others. You target one creature you can see within 15 feet of you that has a brain.

The target must succeed on an Intelligence saving throw DC 8 + your Intelligence modifier + your proficiency bonus against this magic. Upon a failure, the target takes 5d10 psychic damage. Additionally, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. With a successful save, the target takes half psychic damage and its intelligence score is not reduced. You can use this ability equaling your Intelligence modifier per long rest.

## Spell List

### Cantrips

* Message - You point your finger toward a creature within range and whisper a message.
* Vicious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range.

### 1st Level Spells

* Charm Person - You attempt to charm a humanoid you can see within range.
* Command - You speak a one-word command to a creature you can see within range.
* Compelled Duel - You attempt to compel a creature into a duel.
* Dissonant Whispers - You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
* Hideous Laughter - A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
* Sleep - This spell sends creatures into a magical slumber.
* Wrathful Smite - The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.

### 2nd Level Spells

* Calm Emotions - You attempt to suppress strong emotions in a group of people.
* Crown of Madness - One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
* Detect Thoughts - For the duration, you can read the thoughts of certain creatures.
* Enthrall - The target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.
* Hold Person - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Shadow Blade - You weave together threads of shadow to create a sword of solidified gloom in your hand.
* Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
* Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

### 3rd Level Spells

* Fear - You project a phantasmal image of a creature's worst fears.
* Motivational Speech - For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws.

### 4th Level Spells

* Compulsion - Each affected target must use as much of its movement as possible to move in that direction on its next turn.
* Confusion - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
* Dominate Beast - You attempt to beguile a beast that you can see within range.
* Ego Whip - You lash the mind of one creature you can see within range, filling it with despair
* Psychic Lance - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range.

### 5th Level Spells

* Dream - This spell shapes a creature's dreams.
* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
* Hold Monster - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Modify Memory - You attempt to reshape another creature's memories.
* Synaptic Static - You choose a point within range and cause psychic energy to explode there.
* Telepathic Bond - You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration.

### 6th Level Spells

* Eyebite - For the spell's duration, your eyes become an inky void imbued with dread power.
* Mass Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you.
* Mental Prison - You attempt to bind a creature within an illusory cell that only it perceives.

### 7th Level Spells

* Extrasensory Strike - All creatures you choose within range must make an Intelligence saving throw, taking 10d8 psychic damage on a failure

### 8th Level Spells

* Feeblemind - You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
* Glibness - Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
* Maddening Darkness - Shrieks, gibbering, and mad laughter can be heard within the sphere.
* Mind Blank - Until the spell ends, one willing creature you touch is immune to psychic damage
* Telepathy - You create a telepathic link between yourself and a willing creature with which you are familiar.

### 9th Level Spells

* Psychic Scream - You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.
* Weird - Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.