Trained to traverse the web of the mind, shadowminds make for potent spies and saboteurs. They use their skills as rogues to handle the mundane, and leverage their psychic powers to manage the extraordinary. Like a ghost, a shadowmind can slip through the most secure of bastions and vanish without a trace.

Shadowmind Features
Rogue LevelFeaturePowers KnownPower Points
3rdPower Manifesting, Shadows of the Mind11
9thCloud Mind, Shadows of the Mind (Enhanced)35
13thPsionic Ambush510
17thMind Stab, Cloud Mind (Mass)512

Power Manifesting

3rd-level Shadowmind feature

You gain the ability to manifest psionic powers. See the Power Mechanics section for the general rules of power manifesting.

Powers Known. You know one power of your choice from the following list: apopsi, chameleon, control light, dislocation, ego whip, enveloping darkness, extrasensory perception, glimmer, harmonics, hypercognition, id insinuation, mental barrier, mind probe, mind spear, mindlink, muddle, precognition, psychic crush, psychic domination, puppetry, remote sight, speed of thought, telekinetic fight, telempathic projection.

The Powers Known column of the Shadowmind Power Manifesting table shows when you learn more psionic powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from this class’s power list.

Power Points. The Shadowmind Power Manifesting table shows how many power points you have to augment your psionic powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than one third your level in this class (rounded up) on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability. Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Intelligence modifier

Power attack modifier = your proficiency bonus + your Intelligence modifier

Shadows of the Mind

3rd-level Shadowmind feature

You gain the shadow shape power. If you already know shadow shape, you may choose another power from the Shadowmind power list.

Starting at 9th level, when you manifest the shadow shape power, you gain a number of extra power points equal to half your proficiency bonus to augment it. These extra power points don’t count against the number of power points you can spend to augment a power.

Cloud Mind

9th-level Shadowmind feature

You make yourself completely undetectable to a creature by erasing all awareness of your presence from its mind. The Cloud Mind feature acts like a psionic power manifested by you, but it doesn’t expend power points. You can maintain this power for 1 minute per level you have in this class.

You can use your action to target one creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw against your power save DC. On a failed save, your target is completely unaware of your presence. You are invisible and inaudible to the creature and you can’t be detected by it even through means such as blindsight, tremorsense, or truesight.

The target also remains unaware of your actions, provided you don’t make any attacks or cause any obvious or directly threatening changes in its environment. For instance, you could open a door and slip out without notice, but if you opened a door and let in allies that the target can detect, it would note the arrival of those allies.

You can remove a handheld, unattended object from the target’s presence without risking notice; moving a larger object or an attended object risks ending the power early. If you do so, or if you take an action that creates a sustained and obvious change in the target’s environment, such as attacking another creature the target can sense, the target makes a new Wisdom saving throw, ending the effect on a success. An ally of your target that can sense you can also alert it to your presence during its turn to grant your target a new save as well.

If you attack the target, the effect ends.

You can use this feature once. You gain one additional use when you reach 13th (two uses) and 17th level (three uses). You regain all expended uses when you finish a long rest, unless you spend 4 power points to use it again.

Starting at 17th level, you can use your Cloud Mind feature against each creature you choose within range that you can see.

Psionic Ambush

13th-level Shadowmind feature

If you are hidden from a creature when you manifest a power or use your Cloud Mind feature on it, the creature has disadvantage on its saving throw against that power this turn.

Mind Stab

17th-level Shadowmind feature

You can remove your presence from a creature’s mind when you attack it. When you deal sneak attack damage to a creature, you may take a bonus action to use your Cloud Mind feature against it.