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View Full Version : D&D 5e/Next The Psion Class for D&D 5e



Nutmeggnog
2019-06-26, 11:39 PM
A custom class created for use in my homebrew campaign! I've just posted it here for a bit of feedback, and would absolutely love any and all feedback you may have. Thank you in advance! :smallbiggrin: I could not, however, get an image of the table in. The information is presented here however:

Power Points: Double the Psion Level
Spells Known: As a Sorcerer
Cantrips Known: As a Cleric
Fullcaster Progression in terms of Spell Slots, as a Cleric

Psion

With a smirk, an Unspoken man quickly sits down before his puzzled Orcish foe in a chant, and but moments later, the Orc bows down to him in service and understanding.
Feeling her energy reserve being expended more quickly than she expected, a young Human woman releases a blast from her fingers so powerful that she struggles to stay on her feet. She falls to the ground, exhausted, with singed corpses lain all about her after only a moment.
A Dwarf draws energy from all around him to form a suit of armour as a legion of small Goblins fast approach. Now standing well over them in his suit, the huge and fast Dwarf barrels through the horde, knocking many creatures out of the way as he makes his brutal escape.
Psions are potent Spellcasters that harness the power of mental and physical energies to manifest incredible effects. Able to manifest these powers in many forms, Psions are able to fill many niches. They’re no mere Fortune Tellers or tricky Showmen, they’re manipulators of reality and of the mind.

Sappers and Users of Power
Psions are users of Psychic Magic, a type that’s not quite Arcane nor is it Divine. It is the power of energy, manifestations of unseen forces unto the world. Psions are those who harness the energies all around them, channeling it unto magic effects, forms, and abilities. It is a difficult task, the harnessing of unseen forces, but Psions have managed it on account of their innate talent, intellect, force of will, or understanding.
Harnessing Psychic Magic may require ample training, but it is always present within the individual, and is unlockable without study.
The magic of Psions is able to heal, inspire, transport, or change, but it is most apt at the rending of minds and bodies. Their spells are inspiring and fearsome, and few things can be more powerful in a short moment than a Psion who chooses to be. They can blast their enemies with fire and necrotic energy, enthrall those weaker of mind, mend objects and wounds, change reality, and move things without laying a finger upon them.

Mastery of the Mind
The Mind is a place yet unexplored by most, and the allure of harnessing the power of one’s own body and mind to become a better self is undeniable. While nobody truly knows how the Psychic Magic of energy functions, it is known that it is distinct from all other forms. Psions come close to understanding this magic, but they too can suffer from their ignorance by burning through all of their energy more quickly than should be possible.

Creating a Psion
When making a Psion, consider how your character had come into contact with Psionic energy. Was he taught by a mentor? Or perhaps a traumatic event awakened latent Psionic prowess? Did your Psion learn his power whilst adventuring, did he train himself in Psionics, or was he cast out from his home after the ability ceased to slumber? How do you treat your ability? Are you attempting to discipline yourself to maximise control over your body and mind? Maybe you revel in the raw energy that you seem to be able to manifest, letting the wild power flow free? Perhaps you view your power as an apparition of something greater, some God, force, or willpower that you follow or manipulate.

Quick Build
You can make a Psion quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background. Third, choose the chill touch, light, and mage hand cantrips, along with the 1st-level spells mage armour and hex.




Class Features
As a Psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Psion Level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion Level after 1st

Proficiencies
Armor: Light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidate, Medicine, and Perception

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a rapier (if proficient)
(a) a light crossbow and 20 bolts or (b) two daggers
(a) a scholar’s pack or (b) an explorer’s pack
Leather armour and an arcane focus

Spellcasting
You harvest the incredible power of your own mind to cast your spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the Psion Spell List.

Cantrips
At 1st level, you know three Cantrips of your choice from the Psion Spell List. You learn additional Psion Cantrips at higher levels, as shewn in the Cantrips Known column of the Psion Table.

Spell Slots
The Psion Table shows how many spell slots you’ve to cast your Psion Spells of 1st Level and higher. To cast one of these Psion Spells, you must expend a slot of that spell’s level or higher. You do not need to prepare your spells, you can cast any spell that you know using a Spell Slot.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the Psion Spell List.
You learn an additional Psion spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you’ve spell slots.
Additionally, when you gain a level in this class, you can choose one of the Psion Spells you know and replace it with another spell from the Psion Spell List, which also must be of a level for which you’ve spell slots.

Spellcasting Ability
Wisdom is your Spellcasting Ability for your Psion Spells. Your magic comes from the mental and bodily energy that is housed in every being. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom Modifier when setting the saving throw DC for a Psion Spell you can cast and when making an Attack Roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier
Spell Attack Modifier = your Proficiency Bonus + your Wisdom Modifier

Ritual Casting
You can cast any Psion Spell you know as a ritual if it has the Ritual tag.

Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Psion Spells.

Collective
You link your allies together through a Psionic Web spun from the energies of each member. As an action, you can join any number of willing target creatures within 60 feet of you unto your Collective for 8 Hours. A Psion is aware of the status of his Collective and can sense the presence and location of each member. If a creature who’s a member of your Collective moves more than 120 feet away from you or loses consciousness, it is removed from your Collective.
You are able to cast spells with a range of Touch or greater on members of your Collective, regardless of your actual distance from them.
Any healing that a member of the Collective receives can be redistributed to another member of the Collective. You choose how this healing is redistributed. A member of the Collective at full health can still receive the benefits of healing for the purposes of redistributing it. A member of your Collective can leave as an Action.

Psionic Path
Choose from a Psionic Path, that describes the focus of your powerful Psionics. Your choice grants you features when you choose it at 1st Level, and again at 6th, 10th., 14th, and 18th Level.

Powershifting
At 2nd level, you tap deeper in your mind to manipulate and control how powerful your spells are, and how many resources are spent to use them. This mental manipulation of energy is represented by a well of Power Points, that allow you to produce a variety of augments for your spells.

Power Points
At 2nd Level, you’ve 4 Power Points, and gain an additional two points every time you level up, to a maximum of 40 at 20th Level. You can never have more Power Points than shown on the Table for your Level. You regain all spent Power Points when you finish a Long Rest.

Manifesting
You can use Power Points instead of Spell Slots to cast your Psion Spells. You can spend a number of Power Points equal to thrice the spell you’re intending to cast’s Spell Level instead of a Spell Slot to cast a spell. You can cast spells no higher than 5th Level with this ability.

Overcasting
You can cast spells more strongly than you’d normally be able to, but at a much greater cost. When you cast a spell, you can choose to empower it by spending more Spell Slots in order to add to its effect. You’re able to spend a total level of Spell Slots equal to your Wisdom Modifier on a spell you cast to treat that spell as that many levels higher (for example, Markicus the Great is a 3rd Level Psion with a Wisdom Modifier of +3. He chooses to cast a blindness/deafness spell. Before the effects of the spell resolve, he chooses to empower his spell with three of his 1st Level Spell Slots. blindness/deafness is a 2nd Level overcast to a 5th Level spell, so is therefore treated as if it were cast using a 5th Level Spell Slot.). A spell can be cast as a Spell Level higher than 9th Level with this ability.

Psicrystal Affinity
You gain the aid of a sentient magic Psicrystal that you’ve formed from energy at 3rd Level. A Psicrystal is a Construct with a number of Hit Points equal to your Psion Level. If your Psicrystal drops to 0 Hit Points, it disappears until your next Long Rest. Your Psicrystal acts independently of you, but it always obeys your commands. You can communicate telepathically with your Psicrystal to a range of 120 feet. You can choose for any spell that resolves on you to also affect your Psicrystal. Although it has no physical sensory organs, your Psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even Magical Darkness) is irrelevant, as are areas of Magical Silence, though your Psicrystal still can’t discern invisible or ethereal beings. A Psicrystal’s sighted range is 30 feet, and it has a Flying Speed of 30 Feet.
When you cast a spell with a range of touch, your Psicrystal can deliver the spell as if it had cast the spell. Your Psicrystal must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack Roll, you use your Attack Modifier for the roll.
Your Psicrystal rolls its own Initiative in combat and takes its own turns. Your Psicrystal can’t take any actions on its turn except for the following:

Sacrificial Nova
As a reaction on your Psicrystal’s turn, you can cast a spell on the Psion Spell List that is up to one level higher than the casting Spell Level you can cast. You must spend a number of Power Points equal to the Level of the spell you’re casting (. If the spell is of a Level that you’re unable to normally cast, you must instead spend a number of Power Points equal to half your Psion Level (rounded up) + the Level of the spell you’re casting. Your Psicrystal then spends its action to instantly destroy itself and cast the spell, centred on the Psicrystal if the range is Personal. This spell must have a Casting Time of 1 Action or less.

Beam
Your Psicrystal can make a Ranged Spell Attack that deals Force Damage equal to your Proficiency Bonus on hit using your Spell Attack Bonus.

Mage Hand
Your Psicrystal knows the mage hand cantrip and can use it on its turn in combat.

Ultimate Psionics
At Level 20, you’ve no limit to the amount of Spell Slots you can consume to augment a spell you’re about to cast with Overcasting.

Nutmeggnog
2019-06-26, 11:40 PM
Psionic Paths

Different Psions specialise and harness the power of the mind in different ways, leading to them following different Psionic Paths. Psionic Paths include the Path of the Aegis and the Path of the Dread.

Path of the Aegis

You harness the energy of your body in a very specific and special way. Your specialisation in defensive psionics are represented extremely well by Astral Armour, which the Aegis has mastered the art of manifesting and changing to their will.

Astral Resilience
Your more up-front disposition in combat has rendered you less fragile than your other Psionic kin. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Astral Suit
At 1st Level you gain the ability to form an Astral Suit of armour to protect you. As an Action, by spending a Power Point, you can summon this armour being worn on your person. You cannot have multiple instances of Astral Suits manifested with this ability, and this armour lasts 1 minute. When you manifest this armour on your person, your AC equals 13 + Your Dexterity Modifier. You can’t receive the benefits of armour while wearing your Astral Suit.
After a Long Rest, you can choose one energy type from Cold, Fire, Thunder, and Lightning. Until your next Long Rest, you have resistance to the chosen energy type when you’re wearing your Astral Suit.

Customisation
At 6th Level, you can begin to tap your mental energy to manifest changes to your Astral Suit. As a bonus action, you can spend a certain number of Power Points to temporarily alter your armour with certain modifications listed below. You can initiate any number of Customisations during this bonus action, provided you pay for each of the Power Point Costs. The Power Point Cost section of each Customisation describes how many Power Points must be initially spent to add the modification to the suit. The Customisation lasts until the end of your next turn, at which point you must either pay the Power Point Costs of all your active Customisations again or allow the effects to dissipate. You can choose to pay for certain Customisations and allow others to dissipate.
At 18th Level, your customisations grow immensely in power and amplitude. You receive the benefits of an Augmented Effect when you use your Customisation ability, in addition to the normal Effect of a Customisation. Members of your Collective using your Customisations do not gain the benefits of Augmented Effects.


Astral Suit Customisations

Absorption
Power Point Cost: 4
Effect: You gain advantage on all Saving Throws against magic.
Augmented Effect: You gain advantage on all Saving Throws.

Clarity
Power Point Cost:5
Effect: Your Wisdom score increases by 2 as does your Wisdom maximum.
Augmented Effect: Your Wisdom score increases by 2 as does your Wisdom maximum.

Claws
Power Point Cost: 3
Effect: Your Unarmed Strikes deal 1d6 Slashing Damage.
Augmented Effect: Your Unarmed Strikes deal 1d10 Slashing Damage, instead of 1d6.

Climbing
Power Point Cost: 2
Effect: You gain a Climb Speed equal to half your Base Walking Speed.
Augmented Effect: Your Climb Speed increases to your Base Walking Speed.

Darkvision
Power Point Cost: 1
Effect: You gain Darkvision out to 60 feet.
Augmented Effect: You gain Blindsight out to 60 feet.

Extra Armour
Power Point Cost: 2
Effect: Your Armour Class increases by 1.
Augmented Effect: You have resistance to Piercing, Slashing, and Bludgeoning damage.

Extra Arms
Power Point Cost: 1
Effect: Your Astral Suits grows an additional pair of arms which can hold items.
Augmented Effect: The extra arms on your Astral Suit that function as normal arms for any purpose except making attacks.

Extra Attack
Level Requirement: 8
Power Point Cost: 5
Effect: You can attack twice whenever you take the attack action on your turn.
Augmented Effect: You can now attack thrice, instead of twice, whenever you take the attack action on your turn.

Extra Brain
Power Point Cost: 4
Effect: Your Intelligence score increases by 2 as does your Intelligence maximum.
Augmented Effect: Your Intelligence score increases by 3 as does your Intelligence maximum.

Extra Brawn
Power Point Cost: 4
Effect: Your Strength score increases by 2 as does your Strength maximum.
Augmented Effect: Your Strength score increases by 3 as does your Strength maximum.

Extra Briskness
Power Point Cost: 4
Effect: Your Dexterity score increases by 2 as does your Dexterity maximum.
Augmented Effect: Your Dexterity score increases by 3 as does your Dexterity maximum.

Extra Brutishness
Power Point Cost: 4
Effect: Your Constitution score increases by 2 as does your Constitution maximum.
Augmented Effect: Your Constitution score increases by 3 as does your Constitution maximum.

Fast Healing
Level Requirement:8
Power Point Cost: 3
Effect: You recover 2 hit points at the beginning of your turn.
Augmented Effect: You recover 4 hit points at the beginning of your turn.

Increased Size
Level Requirement: 12
Power Point Cost: 6
Effect: Your size doubles in all dimensions, as per enlarge.
Augmented Effect: Your Size doubles in all dimensions, as per enlarge.

Speed
Power Point Cost: 1
Effect: Your Base Walking Speed increases by 5 feet.
Augmented Effect: Your Base Walking Speed increases by 15 feet.

Water Breathing
Power Point Cost: 1
Effect: You can breathe water as well as air.
Augmented Effect: You gain a Swim Speed equal to double your Base Walking Speed.

Collectivist Customising
At 10th Level, you’re able to give your allies bonuses as you would your Astral Suit. When you take a Bonus Action to initiate Customisations for your Astral Suit, you’re also able to’ve them affect any members of your collective. Any given member of your collective can receive the benefits of no more than one Customisation.

Summon Astral Construct
At 14th Level, you’re able to manifest your Astral Suit in the form of a powerful, hulking, behemoth. As an action, you’re able to summon your Astral Construct (uses the stats for a Stone Golem) in an empty space within 5 feet of you. When your Construct is summoned, it is added as a member of your Collective automatically. You cannot receive the benefits of your Astral Armour while your Astral Construct is active. You can communicate telepathically with your Astral Construct to a range of 120 feet. Your Astral Construct rolls its own Initiative in combat and takes its own turns, but obeys your commands. You can use this ability once, and regain the ability to do so when you finish a Long Rest.



Path of the Dread

While all Psions manipulate mental energies around them to some extent to cast their spells, the Dread takes his manifesting and casting to a deeper level than the rest, deeply manipulating the minds of his enemies to cause extraordinarily terrible effects.

Bonus Spells
At 1st Level, you gain access to an expanded number of Spells Known. You add all 1st Level Path Spells (detailed below) to your list of Spells Known. These spells do not count against the number of spells you can know, and they are considered to be Psion spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the Psion class, you add the 2nd, 3rd, 4th, and 5th Level Path Spells, respectively, to your Spells Known.

Path Spells Table
1st
Hex, Tasha’s Hideous Laughter
2nd
Blindness/Deafness, Ray of Enfeeblement
3rd
Fear, Slow
4th
Confusion, Otiluke's Resilient Sphere
5th
Contagion, Destructive Wave

Devastating Touch
At 1st Level you gain the ability to touch a creature to painfully invade its psyche. As an Action, by spending a Power Point, you can make a melee Spell Attack against creature within 10 feet of you. On hit, the creature takes (1d8 + your Wisdom Modifier) Psychic Damage.
When a creature takes damage from your Devastating Touch ability, it must make a Wisdom Saving Throw against your Spell Save DC. If it fails, it is added to your Collective against its will. It must take an Action to leave, as normal, and you choose how healing it receives is distributed while it is a part of your Collective. In addition, all other members of your Collective who joined it willingly know the location and presence of the unwilling creature.

Devastating Jinx
At 6th Level, you can apply terrible effects to creatures that’ve already suffered at your hand. As a Bonus Action, you can spend a number of Point Powers to affect a creature that has taken damage from your Devastating Touch ability this turn with a Devastating Jinx, which are listed below. The Power Point Cost section of each Devastating Jinx describes how many Power Points must be initially spent to afflict the creature. If the Jinx is an ongoing effect, it lasts until the end of your next turn, at which point you must either pay the Power Point Cost of your Jinx again or allow it to dissipate. While you can affect as many creatures as you’d like with Jinxes, any given creature cannot be suffering from more than one ongoing Jinx. You make the choice to pay for each active Jinx individually at the end of your turn. The DC of a Saving Throw against your Jinx is equal to your Spell Save DC. A Jinx marked with the Instantaneous tag only affects a creature once, they’re not ongoing. You can always apply Jinxes to members of your Collective, whether or not they’ve taken damage from your Devastating Touch ability this turn.

Devastating Jinxes


Agony (Instantaneous)
Power Point Cost: 1 per point of Damage.
Effect: Your target takes 1 point of Psychic Damage for every Point Power you spend.

Babbling Curse (Instantaneous)
Power Point Cost: 3
Effect: Your target makes a Wisdom Save. If it fails, it loses its next Action on its next turn.

Evil Eye
Power Point Cost: 2
Effect: Your target takes a -2 Penalty to their AC for as long as it’s affected by this Jinx.

Psionic Infiltration
Power Point Cost: 4
Effect: Your target has disadvantage on Saving Throws against spells as long as it’s affected by this Jinx.

Sicken
Level Requirement: 12
Power Point Cost: 5
Effect: Your target’s Constitution Score and Constitution Maximum decrease by 4 as long as it’s affected by this Jinx.

Weaken the Flesh
Level Requirement: 8
Power Point Cost: 4
Effect: Your target make a Constitution Save. If it fails, it gains vulnerability to your choice of Piercing, Slashing, or Bludgeoning Damage for as long as it’s affected by this Jinx.

Effortless Concentration
At 10th Level, you gain the ability to split your attention among more of your spells. You’re able to concentrate on two spells at once, provided both of them are on the following list: bane, bestow curse, blindness/deafness, confusion, detect thoughts, dominate beast, dominate monster, dominate person, eyebite, fear, gate, hex, hold person, otiluke's resilient sphere, otto’s irresistible dance, phantasmal force, ray of enfeeblement, reverse gravity, slow, tasha’s hideous laughter, wall of force. When you take damage while concentrating on two spells, you must make a Concentration Check for each of the two spells you’re concentrating on individually.

Improved Psicrystal
At 14th Level, your Psicrystal becomes more powerful in all of its functions. Its Flying Speed increases to 60 Feet, and the range at which it’s sighted increases to 120 Feet. You can communicate with your Psicrystal telepathically as long as you’re on the same Plane of Existence. Your Psicrystal gains the ability to cast greater invisibility only on itself at will, without consuming any spell slots. Finally, you’re now able to crush your Psicrystal to refuel your Power Points. As a Bonus Action, you can destroy your Psicrystal if it’s within 100 Feet of you to regain a number of Power Points equal to you Psion Level.

Mind Twist
At 18th Level, you can enter a creature’s mind and attempt to annihilate it, completely and totally. When a creature fails a Saving Throw against one of your spells or Devastating Jinxes, you can choose for it to immediately make a Wisdom Saving Throw against your Spell Save DC. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 Psychic Damage. You can use this ability a number of times equal to your Wisdom Modifier, and you regain the ability to do so when you finish a Long Rest.

Nutmeggnog
2019-06-26, 11:41 PM
Psion Spell List

Cantrips (0 Level)

Chill Touch
Dancing Lights
Friends
Guidance
Light
Mage Hand
Mending
Message
Minor Illusion
Sacred Flame
Spare the Dying
Thaumaturgy
True Strike

1st Level

Bane
Bless
Charm Person
Colour Spray
Command
Cure Wounds
Detect Magic
Disguise Self
Entangle
Feather Fall
Fog Cloud
Hellish Rebuke
Heroism
Hex
Identify
Inflict Wounds
Mage Armour
Ray of Sickness
Sleep
Sleet Storm
Thunderwave
Unseen Servant

2nd Level

Aid
Augury
Barkskin
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Misty Step
Nystul’s Magic Aura
Phantasmal Force
Scorching Ray
See Invisibility
Shatter
Silence
Suggestion
Zone of Truth

3rd Level

Bestow Curse
Blink
Call Lightning
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fly
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Slow
Speak with Dead
Spirit Guardians
Vampiric Touch
Water Walk

4th Level

Arcane Eye
Banishment
Blight
Compulsion
Confusion
Divination
Dominate Beast
Freedom of Movement
Greater Invisibility
Ice Storm
Locate Creature
Phantasmal Killer
Stoneskin

5th Level

Animate Objects
Bigby’s Hand
Circle of Power
Cloudkill
Commune
Contact Other Plane
Dominate Person
Geas
Hold Monster
Modify Memory
Planar Binding
Rary’s Telepathic Bond
Scrying
Telekinesis
Teleportation Circle
Wall of Force

6th Level

Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
True Seeing
Word of Recall

7th Level

Etherealness
Forcecage
Plane Shift
Prismatic Spray
Reverse Gravity
Simulacrum
Symbol
Teleport

8th Level

Antipathy/Sympathy
Dominate Monster
Feeblemind
Mind Blank
Power Word Stun
Telepathy

9th Level

Astral Projection
Foresight
Gate
Imprisonment
Prismatic Wall
Time Stop
Weird