PDA

View Full Version : Custom subclass idea: psionics



TheManicMonocle
2017-11-16, 07:43 PM
So, I have an idea for a kind of psychic/telekinetic subclass for 5e. The details are a little fuzzy but here's what I'm thinking; it would be for sorcerer

Improved Mage hand: the weight limit for mage hand is increased by five pounds per level in this class

Proficciency: one weapon of your choice, light armor

Strength of the mind: When weilding a weapon, you may add your charisma modifier in place of your strength or dex modifier.

Improved strength of the mind: starting at level 5, you may fight foes farther away. When using a melee weapon, you can strike foes ten feet away. This increases to fifteen feet at level eight.

Flight: At level ten, you gain a flying speed of ten feet. This increases to twenty feet at level 15, and thirty feet at level 20.

Instead of a spell list, this subclass would learn one spell at each level.

Level 1: Feather fall, mage hand.
Level 2: tenser's floating disc
Level 3: hover
Level 4: crown of madness
Level 5: Fly
Not sure what they can learn after this, thoughts?

That's about all I got, I know it can be improved in the syntax, but what do you think of the power level? Is it good as a sorc subclass or should it be it's own class? Got any suggestions to balance or improve this?

Longman
2017-11-16, 09:51 PM
My main problem with psionics as a concept is where they totally duplicate normal spellcasting but with a different MO.

Does counterspell or detect / dispel magic work on such effects? Is it still basically magic, or not?

If it's just a rebadge of sorcerer with all normal rules applying, I can dig it. The only thing I'd say is that your class gets Fly by level 5 anyway, so how does the level 10 ability work in conjuction with the spell?

Millstone85
2017-11-17, 05:14 AM
Are you aware of the mystic (https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf) from Unearthed Arcana?


My main problem with psionics as a concept is where they totally duplicate normal spellcasting but with a different MO.

Does counterspell or detect / dispel magic work on such effects? Is it still basically magic, or not?The current UA version is that "psionics is a special form of magic use, distinct from spellcasting".

There are cases where psionics is used to cast a spell, in which case a spell is a spell and all normal interactions apply.

Otherwise, psionics uses "talents" in place of cantrips, "disciplines" in place of other spells and "psi points" in place of spell points (no slot version). Yeah, it is quite redundant, but I like how each discipline is actually this package of effects spanning the equivalent of 1st to 9th level spells. Plus, just knowing the discipline gives you an at-will stance called a "psychic focus".

So, detect magic would detect an ongoing psionic discipline, but there would be no school to reveal. Perhaps it could reveal its "order" instead. That would require an addendum, but it is a small one.

As for dispel magic, I think this one is really meant to work against spells only.

TheManicMonocle
2017-11-17, 09:39 PM
My main problem with psionics as a concept is where they totally duplicate normal spellcasting but with a different MO.

Does counterspell or detect / dispel magic work on such effects? Is it still basically magic, or not?

If it's just a rebadge of sorcerer with all normal rules applying, I can dig it. The only thing I'd say is that your class gets Fly by level 5 anyway, so how does the level 10 ability work in conjuction with the spell?

Well, my idea was that instead of using the sorcerer spell list, they just get those spells. And more spell slots, so it's like a highly specialised sorc.

As far as fly and the ability goes, I suppose you would use fly if you wanted to go faster.