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View Full Version : D&D 5e/Next The Egotist: A Psionic Summoner (PEACH)



Hmnhntr
2016-09-10, 06:50 PM
Egotist
A gnome stands unfazed as the orc screams angrily into his face. Suddenly, a colorful figure bursts forth from him, shoving the orc back several feet. The gnome chuckles amusedly to himself as the figure pummels the orc with monstrous strength.
An elf sits at the tavern table, seemingly occupied by her drink. Meanwhile, an imp-like figure lifts the coin purse off the innkeeper across the room. The creature silently floats back to the elf, almost see-through and unnoticed by the other patrons, and she counts through her score.
Egotists are individuals gifted with special psionic powers, which allow them to manifest their personality as a psychic construct. They channel their will through these constructs, called Egos, manifesting their power as spell-like abilities and strength.

My first big attempt at homebrew with my brother. A minion based light caster, with psionic flavor, intended to be highly customizable. Any suggestions, especially balancing/readability ones, are very much appreciated.

Saves: Constitution and Intelligence

Armor: None

Weapons: All simple weapons

Skills: Choose 2 from Investigation, Perception, Insight, Deception, Sleight of Hand, Persuasion, Stealth, and History

Tools: One gaming set and one set of artisan’s tools

Hit Die: 1d8
Health at first level: 8+constitution modifier
Health at later levels: 1d8 (or 5) + constitution modifier


Ego
At 1st level the player gets the ability to summon their Ego as a bonus action. Commanding the Ego takes the player’s action. The Ego appears in a square adjacent to the player and has a movement speed equal to the player’s speed. The range of the Ego is dependent on the type, but all Egos ignore terrain and can fly. A Ego has
AC equal to 10 + your Wisdom modifier + your Charisma modifier. The Ego’s physical stats are equivalent to the user’s mental stats as follows: your Ego’s Strength is equal to your Intelligence score, its Dexterity is equal to your Wisdom score, and its Constitution is equal to your Charisma score. Any damage dealt to the Ego is dealt to the egotist instead. It requires concentration to control, but does not require concentration checks unless the Egotist takes a direct hit. Withdrawing the Ego is a bonus action and the Ego must be in an adjacent space. The Ego disappears if the user goes unconscious or is forced to move outside their Ego’s range. Spell affects targeting the Ego affect the user. The Ego has no mind of its own and mental saves are made by the user. Physical saves are still made by the Ego though the user suffers any effects. The Ego can make any skill check using a physical stat and uses the Egotist’s proficiencies. Choose a damage type from bludgeoning, piercing, or slashing. Your Ego’s attacks deal damage of that type.

Ego Ability
At 1st level the player can choose one cantrip from the Egotist spell list to be their Ego’s ability. The Ego can cast the spell as a normal character would. Your Charisma is its spellcasting ability for the Ego abilities. If the spell requires concentration and the Ego is hit, the Ego makes its own constitution save to retain concentration on the spell. Spells that target self affect the Ego not the user. The player may choose to change one of their spells known each level up. If the spell requires line of effect it must be from the Ego and if the spell requires line of sight it must be from you. Your Ego does not interrupt your line of sight. The spell does not require verbal, somatic, or material components to cast. You have a number of spell points equal to your level, and casting a spell consumes a number of spell points equal to its level. Spells that can be cast at higher levels are still prepared at their normal level, but expend more points if cast at a higher level.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Ego Type
At 1st level the user selects an Ego type. It can either be Tenacious, Adroit, or Proteus. The Egotist gets class features based on this type at 1st, 5th, 10th, and 16th level.

Ego Defence
At 2nd level as long as your Ego is within five feet of you or not summoned you can use your reaction to increase your AC to your Ego’s AC against a single attack.

Ego Properties
At 2nd level the Ego begins to gain unique properties. Choose an Ego property whose prerequisites you meet. You may pick a new property or change out a current property at 5th, 8th, 11th, 14th, 17th, and 20th level. You cannot have more than five properties at a time.

Ability Score Improvement
At 4th level, you may increase one of your ability scores by 2 or two ability scores by 1, to a maximum of 20. You gain this again at 8th, 12th, 16th, and 19th level.

Expanded Ego Ability
At 7th level your Ego’s abilities increase. You may choose a second spell for your Ego to cast. The combined spell level of your chosen spells cannot exceed half your Egotist level rounded down.

Ego Sight
At 8th level your Ego gains senses of its own. You may use your Ego’s senses for line of sight. You may make mental checks from the location of your Ego as if you were doing it yourself. You may speak and emote through your Ego as well. It’s voice is your own voice.

Expanded Ego Ability
At 13th level your Ego grows in complexity and gains a new ability. You may choose a third spell from the Egotist spell list. The combined spell level of your chosen spells cannot exceed half your Egotist level rounded down.

Ego Movement
At 18th level you may move yourself with your Ego. Your Ego may pick you up and carry you, but it’s speed is reduced by half when doing so.

Under Pressure
At 20th level, once per long rest, you may increase your Ego’s stats by 2 each and remove any caps on their modifiers for one minute.

Subclasses


Tenacious Egotists are defined by their stubborn natures and incredible toughness. Their Egos fight more aggressively and can have strength, speed, or toughness that rivals the strongest of monsters.

Bonus Proficiencies
When you choose this Ego type at 1st level, you gain proficiency in light armor.

Range and Power
Your Ego cannot go more than five feet away from the user. Additionally, your Ego uses its Dexterity bonus instead of your Wisdom bonus for AC and uses its Constitution bonus instead of your Charisma bonus for its casting stat. Your Ego’s attacks deal 1d8 + Ego’s strength modifier for damage.

Fighting Style
Your Ego is adept at combat. You may choose one of the following fighting styles for your Ego. Any weapons selected for a style do not affect your Ego’s damage unless stated.

Defense:
Your Ego appears as though it is wearing armor. It gains a +1 bonus to AC.

Dueling:
Your Ego appears to be wielding a one handed weapon of your choice. It gains a +2 bonus to damage rolls.

Flurry of Blows:
Your Ego appears to attack with martial arts. If you used your action to attack with your Ego, you may make an additional attack with your Ego as a bonus action.

Vicious:
Your Ego appears to attack with claws and bites. Whenever you roll your base damage die, roll twice and take the better.

Protection:
Your Ego appears to be wielding a shield. When a creature you can see attacks a target other than the Ego that is within 5 feet of it, it can use it’s reaction to impose disadvantage on the attack roll.

Increased Ability
At 5th level, your Ego’s physical ability can become far greater than normal people. Whenever you choose spells you may choose to forgo a single spell slot to instead add half your Egotist level rounded down to one of your Ego’s physical stats. This can only be taken once. At 16th level, you may forgo a second spell slot to increase a second physical stat in the same way. Treat the spell level of this ability as the highest known spell level.

Magical Attacks
At 10th level, your Ego’s physical might becomes mystical in nature. Your Ego’s attacks now deal force damage or your original damage type; whichever is superior for that attack. Increase the damage die from a d8 to a d10.


Adroit Egotists excel at many things, and pride themselves on their skill. They manifest this nature in their Ego’s expanded abilities.

Bonus Proficiencies
When you select this ego type, you gain proficiency in two skills or tools of your choice.

Range and Power
Your Ego cannot go more than 30 ft away from the egotist. Your Ego’s attacks deal 1d6 + it’s strength modifier damage. Additionally, your Ego’s physical stat modifiers are capped at 2.

Extra Ability
At 1st level your Ego gains more complexity. You can choose one more cantrip from the Egotist spell list to act as an extra Ego power. This does not count towards the combined spell level known. At 5th level this may be a 1st level spell from the Egotist spell list. At 10th level this may be a 2nd level spell. At 16th it may be a 3rd level spell.

Proteus Egotists are often indecisive, bordering on split personality. As they delve deeper into this part of themselves, they learn to partition their mind, giving their Ego a life of its own.

Range and Power
Your Ego may not go more than 120 ft away from the user. Your attacks deal 1d4 + it’s strength modifier damage. Your Ego’s physical stat modifiers are capped at 1.

Autonomous
At 1st level, due to the Ego’s ability to significantly detach itself from you, your Ego gains a mind of its own. It’s mental stats are equal to 10 + your mental stat’s modifier. It may make mental skill checks with your proficiencies. It may aid in any mental skill check. Mental effects targeting your Ego will now affect your Ego instead of you and it makes its own mental saves.

Quick Return
At 5th level, your Ego can be withdrawn more easily as an adaptation for it’s range. Your Ego no longer has to be adjacent to you for you to withdraw it as a bonus action.

Separation
At 10th level, the separation between you and your Ego increases. You now only take half the damage your Ego takes. You can give your Ego an action and bonus action as a bonus action as it possesses the intelligence to execute commands on its own without direct control. You no longer require concentration to control your Ego.

Automation
At 16th level, once per long rest, you can decrease your Ego’s mental complexity to increase your range. You can give your Ego a simple command that it will execute. It cannot go beyond its range from it’s location at the time the command was given. You lose the ability to use the Ego sight class feature and it’s mental stat modifiers are capped at 0, but the cap on its physical ability score modifiers increases to +3. You may move up to a mile away from your Ego before it will be forced to return to you. Otherwise, it will not return until the command given is completed or you go retrieve it by returning to be within your original Ego range.

Other Things


This spell list is intended large to give lots of options, because the egotist can learn so few spells.

Level 0
Acid Splash
Blade Ward
Chill Touch
Eldritch Blast
Firebolt
Mending
Minor Illusion
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Sacred Flame
Shocking Grasp
Spare the Dying
Thorn Whip

Level 1
Arms of Hadar
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Command
Cure Wounds
Detect Magic
Ensnaring Strike
Entangle
Faerie Fire
Fog Cloud
Grease
Guiding Bolt
Hail of Thorns
Hellish Rebuke
Inflict Wounds
Magic Missile
Ray of Sickness
Shield
Sleep
Speak with Animals
Tasha’s Hideous Laughter
Thunderwave

Level 2
Alter Self
Barkskin
Blur
Calm Emotions
Cloud of Daggers
Cordon of Arrows
Darkness
Enlarge/Reduce
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Magic Mouth
Melf’s Acid Arrow
Mirror Image
Misty Step
Moonbeam
Phantasmal Force
Ray of Enfeeblement
Rope Trick
Scorching Ray
Shatter
Silence
Spike Growth
Suggestion
Zone of Truth

Level 3
Call Lightning
Conjure Barrage
Dispel Magic
Elemental Weapon
Fear
Fireball
Hunger of Hadar
Hypnotic Pattern
Lightning Arrow
Lightning Bolt
Major Image
Meld into Stone
Protection from Energy
Sending
Slow
Speak with Dead
Speak with Plants
Wind Wall

Level 4
Compulsion
Control Water
Dimension Door
Evard’s Black Tentacles
Fabricate
Fire Shield
Giant Insect
Grasping Vine
Ice Storm
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire

Level 5
Animate Objects
Antilife Shell
Bigby’s Hand
Cloudkill
Cone of Cold
Conjure Volley
Destructive Wave
Dominate Person
Dream
Geas
Greater Restoration
Mass Cure Wounds
Modify Memory
Scrying
Seeming
Telekinesis
Wall of Force
Wall of Stone



This section is still fairly incomplete, mostly because it feels the most difficult to balance. So any suggestions for these is especially appreciated.

Self Immunity
Prerequisites:
You Ego does not take damage or suffer negative effects from its own spells.

Expanded Self Immunity
Prerequisites: Self Immunity, level 5
You do not take damage or suffer negative effects from your Ego’s spells.

Ego Expertise: Stealth
Prerequisites:
Your Ego adds double the proficiency modifier to stealth checks. Additionally, it does not require any form of cover and can hide in plain sight by reducing its own opacity.

Ego Expertise: Sleight of Hand
Prerequisites:
Your Ego adds double the proficiency modifier to sleight of hand checks. Additionally, when you summon your Ego specifically to do sleight of hand, observers must see through the sleight of hand to notice that you used your Ego.

Become Power
Prerequisites: level 5
When your Ego casts a spell of duration more than an action it may disappear for the duration of the spell. It reappears at the center of the spell’s effect or a square adjacent to that if the space is occupied.

Ego Assistance
Prerequisites:
As long as your Ego is not already summoned or is adjacent to you, you may use your Ego to gain advantage on athletics and acrobatics checks.

Assisted Dodge
Prerequisites: Ego Assistance, level 5
As long as your Ego is not already summoned or is adjacent to you, you may use your Ego to gain advantage on dexterity saves.

Assisted Strength
Prerequisites: Ego Assistance, level 5
As long as your Ego is not already summoned or is adjacent to you, you may use your Ego to gain advantage on strength saves.

Extended Range
Prerequisites: level 11
Your Ego’s movement range is doubled.

Increased Speed
Prerequisites:
Increase your Ego's movement speed by 10'. You may take this property as many times as you wish.

Enchantment Ability
Prerequisites:
Choose an object your Ego touches and declare you have used one of your spells. You may trigger that spell targeting someone touching that object or use an area of effect spell originating from the object at any point within your Egotist level minutesrounds after the Ego touched the object. You cannot use that spell for that duration.

Ego Expertise: Perception
Prerequisites: 8th
Your Ego adds double the proficiency modifier to perception checks. Additionally, it does not take disadvantage for perceiving far distances and gains advantage when perceiving movement.

Charger [Unfinished]
Prerequisites:
Your Ego can act as though it had parts of the charger feat.

Elemental Adept
Prerequisites:
Your Ego can act as though it had the elemental adept feat.

Flexible Element
Prerequisites: Elemental Adept
Once per short rest, your Ego can use any spell that deals damage as the chosen type for elemental adept as long as the spell level is lower than the spell level of the highest spell known by the Ego. This counts towards the max spells per day.

Resist Element
Prerequisites: Elemental Adept
Your Ego resists attacks of the element chosen for elemental adept.

Absorb Element
Prerequisites: Resist Element, level 11
Your Ego is immune to the element chosen for elemental adept. Additionally, if your Ego is hit by an attack of that element, your Ego gets a +1 bonus to the damage of its next attack. This bonus increases by 1 for each multiple of ten in damage absorbed by the Ego.

Grappler [Unfinished]
Prerequisites:
Your Ego can act as though it had parts of the grappler feat.

Great Weapon Master [Unfinished]
Prerequisites:
Your Ego can act as though it had parts of the great weapon master feat.

Finesse Ego [Tentative]
Prerequisites:
Your Ego’s attacks count as a finesse weapon.

Ranged Ego
Prerequisites: Proteus or Adroit Ego
Your Ego can make a ranged attack instead of a melee attack. This attack still does your Ego’s normal damage, but uses your Ego’s dexterity for attack and damage rolls. The range on this attack is your Ego’s range/double your Ego’s range.

Sharpshooter [Unfinished]
Prerequisites: Ranged Ego
Your Ego can act as though it had parts of the sharpshooter feat.

Shield Master [Unfinished]
Prerequisites: Protection Fighting Style
Your Ego can act as though it had the shield master feat.

Self Affect
Prerequisite:
When your Ego is not summoned you can use known spells with a range of self on yourself.

Champion Ego
Prerequisites: Close Range Ego, lvl 11
You may choose a second fighting style for your Ego.

Increased Power
Prerequisites: Level 10
Increase the damage of your Ego’s attacks by one die step (so d10 becomes d12, d8 becomes d10, etc).

Magical Attacks
Prerequisites: lvl 11
Your Ego’s attacks deal force damage, unless its original damage type would be superior.

Deflect Missile
Prerequisites: level 5
You can use your reaction to decrease the damage on one projectile targeting your Ego by making an attack roll and subtracting the value from the projectile’s damage.

Deflect Attack
Prerequisites: Deflect Missile, level 11
You can use your reaction to decrease the damage of one non-magical attack targeting your Ego by making an attack roll and subtracting the value from the attack’s damage.

Improved Deflect Missile
Prerequisites: Deflect Missile, level 8
You may use deflect missile against projectile’s targeting creatures adjacent to your Ego or yourself if your Ego is not summoned yet.

Improved Deflect Attack
Prerequisites: Deflect Attack, level 14
You may use deflect attack against attacks targeting creatures adjacent to your Ego or yourself if your Ego is not summoned yet.


Signature Attribute
Prerequisites: Proteus or Adroit Ego, level 11
Choose one of your Ego’s physical stats. Increase the cap on that stat’s modifier by 1. You can take this multiple times, but it must always be for the same stat.

Surprise Attack
Prerequisites: level 11
If your Ego attacks in the same round it is summoned without moving it has advantage on attack rolls for that turn. You can only use this the first time you summon your Ego each combat encounter.

Rapid Attacks
Prerequisites: level 8
When you use your action to attack with your Ego, you may attack one extra time.

Blocking Summon
Prerequisites: level 5
You may summon your Ego in an occupied space adjacent to you, pushing the creature occupying that space back one square. Maybe a strength save or athletics check

Ethereal Ego
Prerequisites: level 11
Your Ego gains resistance to bludgeoning, piercing, and slashing from nonmagical weapons.

Incorporeal Ego [Unfinished]
Prerequisites: level 17, Ethereal Ego
Your Ego can move through solid objects but not creatures. If it ends its turn inside an object, it is pushed to the nearest unoccupied space and takes 1d10 force damage.

Ego Mind
Prerequisites: Tenacious or Adroit Ego, level 14
Your Ego gains a mind as per the Autonomous Proteus Ego feature.

Ego Expertise: Athletics
Prerequisites:
Your Ego adds double your proficiency modifier to athletics checks. Additionally, it may pick up objects twice its carry weight and throw them a number of feet equal to 5 times its strength modifier.

Attack Rush [May turn into capstone]
Prerequisites: Rapid Attacks, level 20, Tenacious Ego
Once per long rest your Ego may use its action and bonus action to make attacks until it fails to hit. After the normal number of attacks your ego could make with its action and bonus action, attacks are made at disadvantage and no longer add your Ego’s modifier to damage.

True Autonomy [May turn into capstone]
Prerequisites: Extended range, level 20, Proteus Ego
When using the automation class feature, your Ego can keep full mental ability, may be issued a complex command instead of a simple command, and may return at any time as a bonus action.

Ego Adaptation [May turn into capstone]
Prerequisites: Adroit, level 20, (one more)
Your Ego has the ability to adapt to the situation. Once per short rest, you may cast a spell from the Egotist spell list of a lower level than the bonus spell you have chosen for the extra ability class feature.

Kryx
2016-09-11, 08:11 AM
Naming complaint: you've chosen a slight variation on a named used in 3.X psionics: an "Egoist". That type of psionic in 3.X did not summon. A shaper summoned.

Hmnhntr
2016-09-11, 09:39 AM
Naming complaint: you've chosen a slight variation on a named used in 3.X psionics: an "Egoist". That type of psionic in 3.X did not summon. A shaper summoned.

Hmm. I can't believe I overlooked this actually. I was basing the naming flavor off of 3.X psionics. I was thinking flavor-wise it was because their summoned minion is an extension of themselves, rather than a typical lackey. Any naming suggestions?

The Zoat
2016-09-12, 08:42 AM
What I don't like about this class is that it's ridiculously MAD all 3 mental stats? It would be better IMO if you could just pick one stat and have everything scale off that, but also fine tune the ego's stats with properties (and maybe add more properties)?