Telepaths are humans born with an abnormal power of the mind. Whether by hereditary factors, magical influence, or pure chance, some humans simply have the gift. Telepaths posess the power to influence the world around them with only their strength of mind.

A Telepath is blessed with an innate ability that enables them to use mental power to affect the world around them. They are also able to use this power to project their mental energies into the minds of others nearby. Mostly useful for communication, this energy can also be a dangerous force in times of great stress. The residual energy from using these abilities, however, can also make the telepath a target for certain creatures who prey on such minds. Left untrained or unguarded, a telepath may be a danger to their community.

Telepath Traits

Your telepath character has the following racial traits:

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Like other humans, telepaths reach adulthood in their late teens and live less than a century.

Alignment. Telepaths tend toward no particular alignment, but are rarely Neutral. Their abilities might cause them to favor any one extreme.

Size. Like other humans, telepaths vary widely in physical stature. Your size is medium.

Speed. Your base walking speed is 30 feet.

Mental Fortitude. You have advantage on saving throws against the charmed and frightened conditions, and you have resistance to psychic damage.

Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the unseen servant spell at will. The spell ends if you cast it again or dismiss it as an action. When you reach 5th level, you can use the Mind Blast ability once, and you regain the ability when you finish a long rest.

Mind Blast: As an action, you release a wave of psychic energy. Each creature within a 10ft. radius must make an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 3d10 psychic damage and be stunned for 1 round. On a successful save, a creature takes half damage and is not stunned.

Languages. You can speak, read, and write Common and one extra language of your choice.

Telepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time, and the creature cannot reply telepathically unless it otherwise could.