Mind Sculptor (5e Subclass)
Mind Sculptor
Mind sculptors are an elite specialization of mind mages, casting enchantments and illusions to fool the enemies they fight. These mages usually reside on blue leylines where mind magic is very prevalent.
- Mind magic Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Illusion or Enchantment spell into your spellbook are quartered.
- Mind Altering
Starting at 2nd level, when you choose this subclass you may learn 2 additional Enchantment or Illusion spells. Whenever you cast a spell that is not an Enchantment or Illusion spell you can make a DC 20 Arcana check if you succeed you may cast an additional spell this turn if it is an Illusion or Enchantment spell. On a failed check your original spell has no effect. If you succeed you cannot use this feature until you finish a short or long rest.
- Memory adept
Starting at 6th level, you can use your enchantments to remove memories and inflict a psychic pain to others. When you cast an Enchantment spell on a creature you may subject it to a Wisdom saving throw or take Xd4 psychic damage where X is half of your wizard level, and have disadvantage on the next attack roll it makes before the end of its next turn.
- Architect of Thought
Starting at 10th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one creature, you can alter that creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of minutes of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
- True Mind Sculptor
Starting at 14th Level you have achieved such mastery over certain mind-bending Spells that you can cast them at will. Choose 2 1st-level Illusion spells and 2 1st level Enchantment spells in your Spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange as many of the Spells you chose for different Spells as long as you have 2 of each type of spell.
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