Back to Mentalism Magic Users

A mentalist is a magic-user focused on the mind and perceptions.

Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Power Points
Power Point Dice: 1d8 per level
Power Points at 1st Level: 8 + your Charisma modifier
Power Points at Higher Levels: 1d8 (or 5) + your Charisma modifier per level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose four from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, and Religion

Mentalists choose 3 base lists and 6 open or closed Mentalism spell lists at Level 1. They learn 1 extra spell list every level until Level 10, then every odd level thereafter. They also gain 3 cantrips from the Bard Spell Lists and 1 additional cantrip at every 5 levels thereafter.
Mentalists cannot become proficient in more Closed Spell Lists than Open Spell Lists; they must know at least as many Open Spell Lists as Closed.

They can cast any spell up to their level in their own base and open lists, but are only proficient in the chosen lists.

Table: Class Level Progression
  Lv    Prof    Cantrips    Feature  Notes 
1 +2 3   3 base lists, 6 open / closed lists
2 +2 3   +1 spell list 
3 +2 3   +1 spell list
4 +2 3   Ability Score Improvement, +1 spell list 
5 +3 3   +1 spell list
6 +3 4   +1 spell list 
7 +3 4    +1 spell list
8 +3 4   Ability Score Improvement, +1 spell list 
9 +4 4    +1 spell list
10 +4 4 +1 spell list   


Kal Level 1 Halfling Mentalist