Order of the Mentalist

Those who choose to enter the Order of the Mentalist are mistrusted. They're known for tricking anyone who even speaks to them, and turning innocent people against each other. Mentalists can just as easily use their powers to convince someone to help a stranger as they can convince someone to kill a stranger. Free will isn't always so free when a Mentalist is around.

Expanded spell list Psions of the Mentalist order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels. Psion Level Expanded Spell List 1 charm person, sleep 3 phantasmal force, suggestion 5 enemies abound, hypnotic pattern 7 confusion, dominate beast 9 mislead, modify memory

Convincing Persona At 1st level you can use your psionic powers to influence how others think of you. You learn the friends cantrip and can cast it without any components. If you already know this cantrip you learn a different psion cantrip of your choice. The cantrip does not count against your number of cantrips known. When you cast friends, once the spell ends, the target doesn't become hostile to you.

Perception Filter Beginning at 2nd level you can manipulate the subconscious blindspot in the mind of others. As an action spend 2 psi points and choose one creature within 120 feet of you. You become invisible to that creature. This lasts up to 1 hour, or until you attack that creature or force them to make a saving throw.

Call to Action/Inaction Starting at 6thnd level you can uses subtle suggestions in your ideas to convince a creature of a compelling idea. After spending 1 minute talking to a creature you can force it to make a Wisdom saving throw against your spell save DC. If it fails the saving throw the creature is charmed by you for up to 10 minutes requireing your concentration. In addition you may choose one of the following options: The target sits and is incapacitated until your concentration on this effect ends.

The target regards one creature that you named as its worst enemy. It becomes hostile to that creature until your concentration on this effect ends. Being attacked by or taking damage from that creature does not end this effect. Either effect ends early if you or any of your companions do anything harmful to it. If the target succeeds on its saving throw, the target has no hint that you tried to affect it. Once you use this ability you cannot do so again until you complete a short or long rest.

Mental Reflection At 14th level you can reflect back attempts to break into your mind. You are immune to being charmed and frightened. When another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened of you, whichever the creature was originally trying to do to you. This effect lasts for 1 minute or until the creature takes any damage.