Mind Jammer (5e Feat)
Mind Jammer
Prerequisites: Intelligence and Wisdom 17 or higher, and 12th level or higher
Through intensive training, or borne of the hardships of your adventures, your mind has become incredibly honed like a bastion, and you have become able to detect - and prevent - attempts to invade into it. You gain the following benefits:
- Your Intelligence or Wisdom score increases by 1, to a maximum of 20.
- When a creature attempts to read your mind with an effect or spell (such as with detect thoughts), or attempts to form a telepathic link with you through an effect or spell (such as with telepathic bond or telepathy), you are immediately aware of the attempt without needing to make a check or saving throw. Additionally, before any link or information can be gleaned, you may choose to deny the creature access to your mind; if you do this, and the effect's duration is not permanent, then the invading creature must succeed on a DC16 Wisdom saving throw or have the effect immediately end. You may still willingly allow creatures to read your mind or form telepathic links with you.
Variant: No Level Requirement
For DMs that do not allow level requirements on Feats, this Feat does not require the character be 12th level or higher.
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gollark: Or something like that.
gollark: Huh. It looks like it just evaluates moves by... seeing how many randomly played games starting from that move end in a win for it?
gollark: I do kind of want to know how the AI works, actually.
gollark: Maybe I should try and actually win the beaste game.
gollark: I see.
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