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.
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.