Ninjadeadbeard
2018-07-06, 05:47 PM
So a while back I came up with an archetype meant to emulate the flavor of the old Psionic classes, the Wilder (http://www.giantitp.com/forums/showsinglepost.php?p=21664545&postcount=1) for 5e. It got some attention, but in short order I found myself more and more unsatisfied with it. So this will be a V.2 of the Wilder Sorcerous Origin, and I want to emphasize that I want/NEED any criticism you wonderful people have. How does this stack up to the rest? Does it feel like a Psionic class?
Sorcerous Origin: The Wilder
Psionic Bloodline
Your innate magic comes from a mysterious source. Perhaps you were subjected to strange energies in the womb? Perhaps a genetic defect in your brain granted you mutant powers? Or perhaps you were merely the one in a million born with the innate discipline and resolve to hone your mind into a weapon itself, tapping into the magical energies of the world through sheer force of will alone. Whatever the source of your Psionic abilities, it has marked you. For good or ill, you are a Wilder.
Psionic Powers
Your force of will and mental acuity allows you to draw from many pools of knowledge. Starting at 1st level and whenever you would select a new spell to learn through leveling up you may select from the Wizard spell list as well as the Sorcerer’s, barring Conjuration and Necromancy spells. Summoning spirits and other beings requires mystical rites that the Wilder does not learn, and Necromancy involves the Soul, while your expertise lies in the Mind and the Body.
Psychic Shield
Also at 1st level, your psionic energies react subconsciously, granting you a kinetic barrier that shields you from danger. Your Armor Class while unarmored is calculated as 10 + your Dexterity modifier + your Charisma modifier.
Wild Surge
Starting at 6th level you are able to inflict nearby foes with your psychic presence with a surge of sorcerous might. Whenever you spend Sorcery Points in order to apply Metamagic, all enemies within 15 feet suffer Psychic damage equal to your Sorcerer level.
Kinetic Flight
At 14th level gravity becomes merely an inconvenience. Your gain a flight speed equal to your current speed. You must concentrate to maintain this flight, like you would with a spell, but it does not take up your Concentration on a spell. You cannot fly while encumbered. You may also, using an Action every round, carry a single object, bag, or backpack whose contents weight a number of pounds up to your Charisma times 15. The object or bag being held aloft must remain within 5ft of you while in flight. Losing concentration on your flight causes you and your carried object(s) to fall.
Mind Break
Your psionic power becomes such that you can dominate the minds of lesser foes. As an Action you may select one creature you can see that has an Intelligence of 6 or greater, does not have the Mind Blank spell cast on it, and is not a construct or undead. That creature must make an Intelligence save against your Spell Save DC. On a successful save, the creature knows what you tried to do and becomes an enemy if it wasn’t already. On a failed save, the creature loses all its personal memories and becomes your friend and ally, willing to go to any lengths to aid you. You also have Advantage to any check used to make the creature do your bidding. It makes a new save to end the effect at the end of every Long Rest and whenever it takes damage from you or one of your allies, and whenever someone attempts to remind the creature of its true past or allegiance. They have advantage on this save if presented with evidence of your deception.
This ability can be used once before requiring a long rest to use again.
Sorcerous Origin: The Wilder
Psionic Bloodline
Your innate magic comes from a mysterious source. Perhaps you were subjected to strange energies in the womb? Perhaps a genetic defect in your brain granted you mutant powers? Or perhaps you were merely the one in a million born with the innate discipline and resolve to hone your mind into a weapon itself, tapping into the magical energies of the world through sheer force of will alone. Whatever the source of your Psionic abilities, it has marked you. For good or ill, you are a Wilder.
Psionic Powers
Your force of will and mental acuity allows you to draw from many pools of knowledge. Starting at 1st level and whenever you would select a new spell to learn through leveling up you may select from the Wizard spell list as well as the Sorcerer’s, barring Conjuration and Necromancy spells. Summoning spirits and other beings requires mystical rites that the Wilder does not learn, and Necromancy involves the Soul, while your expertise lies in the Mind and the Body.
Psychic Shield
Also at 1st level, your psionic energies react subconsciously, granting you a kinetic barrier that shields you from danger. Your Armor Class while unarmored is calculated as 10 + your Dexterity modifier + your Charisma modifier.
Wild Surge
Starting at 6th level you are able to inflict nearby foes with your psychic presence with a surge of sorcerous might. Whenever you spend Sorcery Points in order to apply Metamagic, all enemies within 15 feet suffer Psychic damage equal to your Sorcerer level.
Kinetic Flight
At 14th level gravity becomes merely an inconvenience. Your gain a flight speed equal to your current speed. You must concentrate to maintain this flight, like you would with a spell, but it does not take up your Concentration on a spell. You cannot fly while encumbered. You may also, using an Action every round, carry a single object, bag, or backpack whose contents weight a number of pounds up to your Charisma times 15. The object or bag being held aloft must remain within 5ft of you while in flight. Losing concentration on your flight causes you and your carried object(s) to fall.
Mind Break
Your psionic power becomes such that you can dominate the minds of lesser foes. As an Action you may select one creature you can see that has an Intelligence of 6 or greater, does not have the Mind Blank spell cast on it, and is not a construct or undead. That creature must make an Intelligence save against your Spell Save DC. On a successful save, the creature knows what you tried to do and becomes an enemy if it wasn’t already. On a failed save, the creature loses all its personal memories and becomes your friend and ally, willing to go to any lengths to aid you. You also have Advantage to any check used to make the creature do your bidding. It makes a new save to end the effect at the end of every Long Rest and whenever it takes damage from you or one of your allies, and whenever someone attempts to remind the creature of its true past or allegiance. They have advantage on this save if presented with evidence of your deception.
This ability can be used once before requiring a long rest to use again.