Telepath
A Psion Path of communication: silent two-way speech, thought reading, a planted suggestion, a lasting mental bond, a group link and a shared mind at 18th level.
Identity
The Telepath is the Psion Path of spies, negotiators and priests without a pulpit. The work leaves no visible trace: a sentence delivered into the back of someone's head from across a hangar, the certainty that the merchant is lying, an idea the people in the room cannot explain having had. Militaries treat Telepaths as confessors, courts treat them as ambassadors and as threats, and syndicates fence them to whoever is paying more that quarter. Most Telepaths develop a strict private ethic about consent, because the alternative erodes the self.
Features
- L3 Mind Link
You can establish silent two-way mental communication with any creature you can see within 120 feet. If you share no language with it, you can exchange only feelings and images. The link lasts 1 hour or until you end it as a free action. You can hold links with a number of creatures equal to your spellcasting ability modifier at once, and opening a new link beyond that limit ends your oldest active link. You can also concentrate for 1 minute on a creature you can see within 30 feet to read its surface thoughts, the language-shaped layer of its conscious mind. The target makes a Wisdom saving throw against your spell save DC. On a success, it is aware of the intrusion, and Telepath-trained creatures, devices and certain cybernetics register the attempt automatically. On a failure, you perceive its current language-formed thoughts for 1 minute, and it remains unaware of this unless told.
- L7 Whisper
As an action, you can spend 1 Psionic Point to plant a short suggestion of no more than 12 words in the mind of a creature you can see within 60 feet. The target makes a Wisdom saving throw against your spell save DC. On a failure, it perceives the sentence as its own thought and weighs it accordingly for 1 minute. The suggestion does not compel action. The target rejects any suggestion that is obviously self-destructive or against its deep convictions. Creatures with magical or technological mental wards, such as Halcyion neural lattices, make the save with advantage. Once per long rest, you can use Whisper without spending a Psionic Point.
- L11 Psychic Tether
As a 10-minute ritual completed during a short or long rest, you can bind a Psychic Tether link to one willing creature you can touch. The link lasts 24 hours and holds across any distance on the same plane, though the GM can degrade its clarity over interplanetary distances. You can renew it during any later short or long rest. While the link holds: You and the bound creature can exchange thoughts and images at will as a free action. You can sense the bound creature's emotional state and rough physical condition (uninjured, hurt or dying). Once per long rest, the bound creature can borrow your proficiency in one skill of your choice for a single roll, treating the skill as one it is proficient in. Once per long rest, you can cast a Psion spell of 2nd level or lower with the bound creature as its target, regardless of distance, as long as you are on the same plane. You can have a number of Psychic Tether links active at once equal to your proficiency bonus.
- L15 Mass Link
As an action, you can spend 4 Psionic Points to establish a Mind Link-style link between yourself and up to 12 willing creatures within 120 feet for 1 hour. Linked creatures can communicate freely with each other and with you and know each other's approximate positions. They can also share targeting information: for attack rolls and spell targeting, a linked creature can use any other linked creature's vision to see the target directly. Linked allies have advantage on initiative rolls while the link lasts. When you cast a spell that requires a willing creature you can see while Mass Link is active, you can target any willing creature in the link even if you cannot see it.
- L18 Confluence of Minds Capstone
Once per long rest, as an action, you can merge the minds of up to six willing creatures within 30 feet into a temporary shared mind, called a Confluence, that lasts up to 10 minutes. For the duration: All participants share each other's senses, knowledge and memory access at will. A participant can use any other participant's languages, proficiencies in Intelligence-, Wisdom- and Charisma-based skills, and recalled facts as if they were its own. Each participant adds your spellcasting ability modifier (minimum +1) to all Intelligence, Wisdom and Charisma saving throws and ability checks. If any participant is targeted by a spell or ability that requires a Wisdom or Charisma saving throw, all participants can make that save, and the best result is used. As an action, you can attempt a deep-memory extraction on one unwilling creature within 30 feet. That creature makes a Wisdom saving throw against your spell save DC with disadvantage. On a failure, all participants observe a 1-minute memory segment of your choosing from the target's last 24 hours, or one specific named memory the target consciously holds. When the Confluence ends, participants keep anything they learned, and each gains one level of exhaustion that only a long rest can remove.