Mentalist

A human mentalist

## Resources

### Charges

Mentalist Charges: Equal to the amount of features picked in the mentalist archetype.

### Save DC

Mentalist DC: 8 + charisma modifier + Proficiency Bonus.

A psychologist or someone with an uncanny feeling for the human condition, this hero can guide or exploit any human using emotions and the power of words.

**Features**
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## Features

### Mentalist Training

Gain proficiency in *Insight*, if already proficient, gain expertise. You also gain the following ability:

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> ***Soul Search*** - You gain 1 free personality point when picking this feature.
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> ***Reassure Emotion*** (1AP) - Once per turn, you automatically succeed reading  a creature’s current emotion as long as you can see it, additionally  until the start of your next turn all the temporary hit points the creature gains are doubled.
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### Calm Emotions

You can calm the spirit of any distressed soul. You gain the following ability:

> ***Calm Emotion*** (3AP, 1 Mentalist Charge) - You plead to all creatures within a 15 ft radius that can hear you and understand your language and soothe their emotions. The creature must make a Charisma saving throw to your Mentalist DC; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects:
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> * The creature gains 2d4 temporary hit points and you can suppress any effect causing a target to be charmed, enraged or frightened. When this feature ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
> * Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
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### Psychotic Break

You can break or make the sanity of any man. You gain the two following abilities:

> ***Psychotic Break*** (2AP, 1 Mentalist Charge, Concentration) - You whisper to a creature affected by one of the following status effects: Frightened, Sadness or Enraged.  They are driven insane and as a result it must use all its action points to attack the nearest creature to it at the start of its turn. At the end of each of their turns, they may roll a Wisdom Saving throw to your Mentalist Save DC or this effect ends. The target creature must be able to understand your language and be able to hear you.
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> ***Psychotic Salvation*** (1 minute, 1 Mentalist Charge) - You remove 1 stack of insanity from the target creature.
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### Pathological Liar

Lying is second nature, or maybe your first. You gain the following ability:

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> **Liar** - You gain proficiency in *Deception*.
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> ***Pathological Liar*** -Whenever you charm a creature or succeed a Deception check on a creature that is not one of your allies, you gain inspiration of 1d6 which can be used before your next sleep rest. This bonus becomes a 1d7 on level 8.
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### Invoke Emotions

The human brain is a beautiful thing, a game of chess, waiting to be played by your words.

> ***Invoke Emotion*** (2AP, 1 Mentalist Charge, concentration 1 minute) - You can attempt to invoke a certain emotion in a target creature which can hear you and understands your language. The creature must either be charmed by you or you must have been talking to the creature for at least 1 minute, if they succeed their save this does not reset this 1 minute as long as you keep talking. You invoke the following emotions:
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> * ***Fear*** - The creature must make a Wisdom saving throw to your Mentalist DC or be frightened of a creature or object of your choosing. They then take 1d6 psychic damage.
> * ***Sadness*** - The creature must make Wisdom saving throws to your Mentalist DC or be overwhelmed by sadness.  They make any charisma, wisdom and intelligence skill checks with disadvantage. If you finish your concentration, this effect lasts for a week.
> * ***Enrage*** - The creature must make a Wisdom saving throw to your Mentalist DC or be overwhelmed by rage.  You must attempt to attack a creature using a weapon of their choice each turn until this effect ends. While active, they gain resistance to bludgeoning, piercing, slashing and ballistic damage, until the end of the rage. This rage lasts for 1 minute. It ends early if they are knocked unconscious or you lose concentration.
> * ***Dedication*** - The creature must make a Wisdom saving throw to your Mentalist DC or be overwhelmed by dedication.  They gain advantage on all skill checks while affected with this emotion.
> * ***Zeal*** - The creature must make a Wisdom saving throw to your Mentalist DC or be overwhelmed by zeal. They gain temporary hit points at the start of their turn while active, up to the amount of Mentalist features picked.
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