Telepath
It could be that you always had a knack for sensing the feelings and thoughts of people around you. Then again, you might have possessed psychic powers all along. In either case, you have found the key you need to unlock the vault of your mind. And upon opening that door, the flood of your hidden potential rushes free, enabling you to cast your thoughts far and wide. Your ability to communicate with your allies extends to incredible distances, while your thoughts themselves become weapons you can use to pierce the minds of your enemies. You can invade the thoughts of others, compel them, and burn out their brains. You direct your efforts to mastering your mental powers and opening your mind to new possibilities, until few can withstand your psionic assaults.
Level 7 Telepath
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Psychomancy, Spells: One master
Greater Telepathy: You gain the Telepathy talent from the Psychomancy tradition. If you have this talent already, you gain a different one from the same tradition. In either case, you can use an action to telepathically communicate with any creature you can see within 1 mile until the end of your next turn.
Mindbend (Magical): You can use this talent at the start of your turn if you are not injured and you lack the confused, controlled, stunned, and unconscious afflictions. Target one creature within 10 yards. Make an Intellect roll against the target’s Will. On a success, the target takes 1d6 damage and grants 1 boon on rolls you make against it for 1 minute. On a critical success, the target also becomes controlled by you until the start of your next turn. On a failure, you become vulnerable until the start of your next turn. Once you use this talent, you lose access to it (luck ends).
Level 8 Telepath
Health: +6
Spells: One master
Confusion Field (Magical): You can use this talent when you are not injured and you cast a Psychomancy spell, but before you resolve the spell’s effects. Each enemy within 5 yards of you becomes Intellect impaired and Will impaired until the end of your next turn.
Mind Block (Magical): When you make an attribute roll to dodge or withstand, you can roll Intellect or Will in place of the attribute roll that enabled the use of that reaction.
Level 10 Telepath
Health: +6
Spells: One master
Psychic Scream (Magical): You can use this talent when you become injured or are harmed while you are injured but lack the confused, controlled, stunned, and unconscious afflictions. You release a violent wave of psychic energy that spreads through a Size 20 space centered on you. Each enemy in the space takes 5d6 damage and makes a Will roll. On a failure, the enemy takes an extra 10d6 damage and becomes confused and vulnerable (luck ends both). Once you use this talent, you lose access to it until after you rest.