PDA

View Full Version : D&D 5e/Next Psion; Mystic Rewrite (PEACH)



sandmote
2019-08-03, 11:38 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/Bymnm_fBqV)

This is probably the last part of me attempt at 5e psionics, removing any need for the UA wilder. The powers list for this psion is here (http://www.giantitp.com/forums/showthread.php?584600-Mystic-Psionics-Disciplines-Rebalance-(PEACH)).

This version is not really meant to remove the higher power from 5th through 11th levels and drop off after that. Rather, it is meant to bring the subclasses into line with each other and the overall class with full casters. Between most of the larger disciplines being cut and half and the number of disciplines a psion knows being reduced slightly, I hope their massive flexibility will be brought down to slightly below the wizard's.

To increase the psion's power at higher levels, I've increased their psi limit. I will not be introducing additional powers at these higher costs, but I plan to have powers scale to to 10 as part of version 1.2 of my psionic disciplines rebalance.



Level
Proficiency Bonus
Features
Talents
Disciplines
Psi Points
Psi Limit


1st
+2
Psionics, Mystic Order
2
1
4
2


2nd
+2
Mystical Recovery, Telepathy
2
1
6
2


3rd
+2
Mystic Order Feature
2
2
14
3


4th
+2
Ability Score Improvement
3
2
17
3


5th
+3

3
2
27
5


6th
+3
Mystic Order Feature
3
3
32
5


7th
+3

3
3
38
6


8th
+3
Ability Score Improvement, Potent Psionics (1d8)
3
3
44
6


9th
+4

3
4
57
7


10th
+4
Consumptive Power
4
4
64
7


11th
+4
Psionic Mastery (9, 1/day)
4
4
73
7


12th
+4
Ability Score Improvement
4
5
73
8


13th
+5
Psionic Mastery (10, 2/day)
4
5
83
8


14th
+5
Mystic Order Feature, Potent Psionics (2d8)
4
5
83
8


15th
+5
Psionic Mastery (11, 3/day)
4
6
94
9


16th
+5
Ability Score Improvement
4
6
94
9


17th
+6
Psionic Mastery (12, 4/day)
4
6
106
9


18th
+6
Potent Psionics (3d8)
4
7
113
10


19th
+6
Ability Score Improvement
4
7
122
10


20th
+6
Twin Powers
4
7
132
10




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 armor

Weapons: Simple weapons

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Perception, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a spear or (b) a mace
(a) leather armor or (b) studded leather armor
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

Psionics
Starting with 1st level, you augment your martial prowess with the ability to use powers.

Psionic Talents
You learn 2 psionic talents of your choice. You learn additional psionic talents as shown on the psion table.

Psionic Disciplines
At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Psion class table shows when you learn more disciplines. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psi Points
The Psion table shows how many psi points you have to manifest your powers. To manifest a power, you must spend a number of psi points equal to the cost of the power and no higher than your remaining psi points and psi limit. You regain all expended psi points when you finish a long rest.

Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline Attack Modifier = your proficiency bonus + your Intelligence modifier

Mystic Order
At 1st level, you choose a Mystic Order. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mystical Recovery
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.

Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Strength of Mind
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. When you reach 18th level, this extra damage increases to 3d8.

Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

Psionic Mastery
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. Once, when you are concentrating on a power, you can choose still be able to concentrate on additional powers. All of the powers you are concentrating on must require an action or a bonus action to cast, and you cannot use your Consumptive Power class feature when you manifest them. Once you have manifested powers up a maximum of 9 psi points when using this feature, any the powers you have been concentrating on end if you attempt to maintain a number of powers with a combined cost higher than 9.

You gain one additional use of this feature at 13th, 15th, and 17th level, and the combined maximum cost of the powers you can maintain while using this power increases by 1 at the same levels. You regain any expended uses of this features at the end of a long rest.

Twin Psionics
At 20th level, your mastery of psionic power causes your mind to transcend the body. Once per day, when you manifest a power, you can manifest it twice as part of the same action, without needing to spend additional psi points. You make separate constitution saves for each instance of the power, but otherwise count as concentrating on a single power.

You cannot use your Psionic Mastery class feature while manifesting a power in this way.Changes:

psions start with two talents to the mystic's one, and gain additional ones as normal.

The number of disciplines known has been reduced by 1 starting at 8th level. The jump in power is also reduced at 5th level, when psions also have one fewer disciplines than mystics.

Psionic Mastery uses your normal psi points, making it slightly easier to use and more flexible.

The number of psi points you have at higher levels has been increased to fit with psionic mastery not granting additional psi points.

Potent psionics gets a buff at 4th tier.


Orders:
Psions of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these Psions vary from tyrants to inspiring leaders who are loved by their followers.

Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.

Armor Training
At 1st level, you gain proficiency with medium armor and shields.

Avatar of Battle
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

At 14th level, the +2 bonus increases to +3

Avatar of Healing
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally you heal using a psion power regains an additional number of hit points equal to your Intelligence modifier.

Avatar of Speed
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. Each time an ally does this, you lose 1 psi point (no action required). Changes:

Avatar of Battle gets buffed at 14th level.

Avatar of Speed has a psi point cost.

Psions dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.

The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.

Awakened Talent
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Psionic Surge
Starting at 6th level you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you don't have an active psychic focus.

Spectral Form
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest. Changes:

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals.

They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.

Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per mystic level.

Calculating Defence
While you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Psionic Resilience
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can reduce that damage to 1 per damage die (or to one tenth, for flat damage). Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

Immortal Will
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to half your mystic level + your Constitution modifier. Changes:

Adds Int to AC instead of Con.

Psions of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.

Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.

Breadth of Knowledge
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain one proficiency of your choice: a tool, a skill, or a languange. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps
At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Superior Teleportation
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

Effortless Journey
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. Changes:

Breath of knowledge is reduced to one proficiency

The Order of the Soul Knife sacrifices the breadth of knowledge other psions gain to focus on a specific psionic technique. These psions learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Martial Training
At 1st level, you gain proficiency with medium armor and martial weapons.

Soul Knife
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

Hone the Blade
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.

Psi Points Attack and Damage Bonus
2 +1
5 +2
7 +4

Consumptive Knife
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.

Phantom Knife
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.

The Order of the Wu Jen features some of the most devoted psions. These psions seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these psions cast their minds into the world, seize control of its fundamental principles, and rebuild it.

In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.

Hermit’s Study
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Elemental Attunement
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.

Starting at 14th level, you can treat your psi limit as 8 when using this feature.

Arcane Dabbler
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.

Spell Slot Level Psi Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
The spell slot remains until you use it or finish a long rest. You cannot create a spell slot with a clost greater than your psi limit using this feature. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

Elemental Mastery
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.