Ranger: Mind Hunter

At a point during the Gith rebellion, the Illithid ranks began to dwindle. Once defeat was foreseeable, the remaining Illithid empire scattered, sulking in the shadows taking residence in the dark unseen corners of the multiverse. Secluded away they began to subjugate the lesser races of the underdark bolstering their ranks. A countermeasure was needed to root out the parasitic menace: The Mind Hunters. A conclave of Gith rangers developed a new sect dedicated to advancing their psionic gifts, focusing on detecting thoughts. Having an intellect rivaling that of Gods, becomes somewhat of a negative in this case. Illithid’s brilliant minds caused them to appear as bright as a firefly in the night. Once located, Mind Hunters close in on their prey, continuing to track them by their brainwaves until in range to employing attacks like mind spike. Mind Hunters can discern the exact location of a target no matter where they hide, allowing them to easily hunt down prey or tracking them for reconnaissance. If a large group of Illithids is found, a Mind Hunter will send in for an organized strike. The primary function of a Mind Hunter unit is to locate Illithid bases and ensure that no Illithid survivors make it after an assault.

Mind Hunter

Ranger Level Feature 3rd Third Eye, Thought Tracker 7th Sensitive Mind 11th Psionic attunement 15th Global Mind Spike

Mind Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mind Hunter Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Mind Hunter Spells

Ranger Level Spell 3rd Shield 7th Levitate 11th Psionic Blast 15th Dimension Door 17th Scry

Third Eye

Starting at 3rd level, you become taught how to locate intelligent creatures by focusing on their brainwaves. Once you have located your target, you can mark making it impossible for your prey to hide. Through your third eye feature you can cast the spells detect thoughts and mind spike once per long rest. You add both these spells to your spells known and can expend a spell slot to cast them as normal.

Illithid Are Prey

Starting at 3rd level, you add Illithids to your list of favored enemies. Illithid don't have a spoken language, therefore you learn deep speech. Learning to hunt Illithid has taught you how to influence the thoughts of intelligent creataures. When you make a deception, intimidation, or persuasion skill check against a creature with an intelligence of 5 or greater you can use your wisdom modifier instead of charisma.

Sensitive Mind

At 7th level, you begin to sense the thoughts of others with greater ease. You can use your Third Eye feature to cast detect thoughts or mind spike an additional time per long rest, when you do they gain an additional feature:

When you cast detect thoughts it its range increases to 60ft and to 120ft at level 11.

When you cast mind spike you no longer need to concentrate.

Psionic Resistance

Beginning at 11th level, you learn how to shrug off psionic attacks and mind affecting spells. Once per long rest when you are targeted with a spell that deals psychic damage or is aa mind-affecting spell you can use your reaction to gain advantage on the spell save roll. Additionally, if you fail the save any mind affecting spell automatically ends at the end of your next turn and any psychic damage you received is halved. You can use this feature once per short or long rest.

Global Mind Spike

Starting at 15th level, once per long rest, you can cast mind spike at any range as long as you and the target are on the same plane. When you cast it this way treat it as if it was casted by your Third Eye class feature but does not count against the number of times you can cast it a day. Additionally, when you use your Third Eye class feature to cast mind spike, you can cause the target to take 1d6 psychic damage from your weapon attacks once per turn.