PDA

View Full Version : D&D 5e/Next Dumping out the cluttered contents of my head regarding psionics



Maat Mons
2019-10-21, 10:39 PM
IntWisCha
BasePrestigeBasePrestigeBasePrestige
Full CasterPsionConstructor
Crystal Master
EruditeArdentAberration Slayer
Precipient
WilderAnarchic Initiate
Flayerspawn Psychic
Metamind
Sangehirn
Half CasterLurkBody Leech
Cerebral Assassin
Shadow Mind
UncarnatePsychic WarriorBalisteer
Elocator
Psionic Fist
War MindSoulknifeIllumine Soul
Pyrokineticist
Soulbow


Base Classes

ArdentPsionPsychic WarriorLurkSoulknifeWilder
1Spellcasting, Mantle???Archetype???, Sneak Attack 1d6Mind Blade (can summon weapon made of energy; still deals damage as normal weapon, but counts as magic)Archetype, Surge 2/day (for 1 min. gain spellcasting-related benefits)
2Mantle FeatureDisciplineFighting Style, Psionic Weapon (expend spell slot for extra damage)ArchetypeArchetype, Fighting StyleElude Touch (+1 AC when wearing light armor)
3--Archetype FeatureLurk Augment (spend spell slot to add extra effect to Sneak Attack?), Sneak Attack 2d6Improved CriticalSurge 3/day
4Ability Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score Improvement
5--Extra AttackNondetection (continuously in effect), Sneak Attack 3d6Psychic Strike +1d8 (increase damage of Mind Blade)Archetype Feature
6Mantle FeatureDiscipline FeatureArchetype FeatureArchetype FeatureArchetype FeatureEnervation Endurance (immune to stunning)
7Stillness of Mind-Psionic Body (gain proficiency in Con saves?)???, Sneak Attack 4d6Body Feeder (gain temp HP on critical hit)Surge 4/day
8Ability Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score Improvement
9---Sneak Attack 5d6--
10Purity of BodyDiscipline FeatureExtra AttackArchetype FeatureArchetype FeatureArchetype Feature
11Mantle Feature-Archetype FeaturePower Drain (can cause enemy spellcaster to lose spell slot; doing so replenishes one of your spell slots), Sneak Attack 6d6Psychic Strike +2d8
12Ability Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score Improvement, Surge 5/day
13---Sneak Attack 7d6Knife to the Soul (can add ability damage to Mind Blade attack)-
14Mantle FeatureDiscipline FeatureDeep Impact (expend spell slot to gain advantage on attack roll)Archetype FeatureArchetype FeatureVolatile Mind (on successful Int, Wis, or Cha save vs. spell, deal psychic damage to attacker)
15Timeless Body-Archetype FeatureSneak Attack 8d6, Stygian Weapon (can make weapon attack inflict penalties)Superior CriticalArchetype Feature
16Ability Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score Improvement
17---Sneak Attack 9d6Psychic Strike +3d8Surge 6/day
18Mantle FeatureDiscipline FeatureArchetype FeatureArchetype FeatureArchetype FeatureSurging Euphoria (advantage on attack rolls during Surge, 1/Surge reroll save)
19Ability Score ImprovementAbility Score ImprovementAbility Score ImprovementAbility Score Improvement, Sneak Attack 10d6Ability Score ImprovementAbility Score Improvement
20??????Extra AttackGreater Power Drain (some kind of improvement to Power Drain?)Soulbreaker (inflict penalties on critical hit)Archetype Feature


Ardent Subclasses

Aberration SlayerPrecipient
1proficient with martial weapons and heavy armor, Aberration Sense (similar to Divine Sense)proficiency in perception
2Lucid Buffer (advantage against charm)advantage with perception
6Extra AttackThird Eye (continuous see invisibility)
11Cerebral Blind (continuous nondetection)advantage on initiative
14???Third Eye (continuous true seeing)
18Cerebral Immunity (continuous mind blank)Elusive


Lurk Subclasses

Body LeechCerebral AssassinShadow MindUncarnate
2???TelepathyDarkvisionShed Body (temporarily enter ghostly state, gaining advantage on stealth), Incorporeal Touch (when using Shed Body, gain unarmed attack that deals necrotic damage)
6Ectoplasmic Cocoon (can restrain enemy)Cloud Mind (inflict penalties on opponent)Shadow Stealth (hide as bonus action in less than bright light)Incorporeal Movement (when using Shed Body, can move through enemy squares)
10Drain Cocoon (can deal damage to enemy in Ectoplasmic cocoon and gain temp HP)Mass Cloud Mind (use Cloud mind on multiple opponents)Shadow Jump (Dimension Door, but only to/from shadow)???
14Stasis Cocoon (enemy in Ecotplasmic Cocoon may be unable to act)Mind Stab (enemy you have just struck must save or be unable to perceive you)???Uncarnate (can use Shed Body at will)
18Cheat Death (if you would be reduced to 0 HP, can end Ectoplasic Cocoon to avoid damage, enemy that was trapped takes damage)Synaptic Disconnect (enemy you stab may be unable to act)can use Shadow Jump at will????


Psion Subclasses

ConstructorCrystal MasterErudite
2Astral Construct (minion you can conjure)Psicrystal Affinity (similar to familiar)Expanded Knowledge (add one spell to spell list)
6Advanced Construction (astral construct gains benefit chosen from list)Psicrystal Personality (choose one benefit from list, gain when psicrystal is near)Expanded Knowledge (add one spell to spell list)
10Efficient Construction (conjure astral construct as bonus action)Psicrystal Containment (when psicrystal is near, gain advantage on concentration)Expanded Knowledge (add one spell to spell list)
14Advanced Construction (astral construct gains benefit chosen from list)Improved Psicrystal (psicrystal gain second personality)Expanded Knowledge (add one spell to spell list)
18Advanced Construction (astral construct gains benefit chosen from list)Solicit Psicrystal (psicrystal can temporarily maintain concentration on spell in your place)Expanded Knowledge (add one spell to spell list)


Psychic Warrior Subclasses

BalisteerElocatorPsionic FistWar Mind
1Throw Anything (considered proficient with improvised ranged weapons)Up the Walls (can walk on walls, but not end movement there)Unarmed Damage 1d4, Unarmored ACBonded Weapon (can bond with weapon to make it count as magic)
3???Capricious Step (can Disengage as bonus action)Unarmored Movement +10 ft.Chain of Personal Superiority (1/day, activate to gain benefit on attack rolls for 1 min; cant' be used at same time as other "Chain" abilities)
6???Dimension Step (Dimension Door 1/long rest), Scorn Earth (fly speed 10 feet, when within 1 foot of ground, can move at land speed while ignoring difficult terrain)Unarmed Damage 1d6Chain of Defensive Posture (1/day, activate to gain benefit on AC for 1 min; cant' be used at same time as other "Chain" abilities)
11Explosive Shot (can expend spell slot to make ranged attack deal bonus AoE damage)Opportunistic Strike (1/round gain advantage on attack against enemy that has been struck by ally since last turn)Unarmed Damage 1d8Sweeping Strike (1/round, melee attack affects 2 enemies)
15???Transporter (can use Teleport or Plane Shift 1/long rest)???Chain of Overwhelming Force (1/day, activate to gain benefit on damage rolls for 1 min; cant' be used at same time as other "Chain" abilities)
18Phase Shot (can expend spell slot to make ranged attack ignore cover)Flanker (advantage on attack rolls if ally also threatens target)Unarmed Damage 1d10Whirlwind Attack (1/round, melee attack affects all adjacent enemies)


Soulknife Subclasses

Illumine SoulPyrokineticistSoulbow
2can learn Cleric spells, Lay on HandsBolt of Fire (gain Fire Bolt cantrip), Weapon Afire (can expend spell slot to sheathe weapon in fire)Mind Arrows (can make ranged weapons and ammo with Mind Blade, making ammo counts as part of attack)
6Positive Energy Conduit (can choose for Mind Blade to deal radiant damage; can make Psychic Strike damage radiant too)Fire Adaptation (resistance to fire)???
10Aura of CourageNimbus (can expend spell slot to gain fiery aura)Explosive Shot (can expend spell slot to add AoE damage to Mind Arrow attack)
14Cleansing TouchFear no Fire (immunity to fire)Lucky (can reroll some attacks)
18???Unearthly Heat (your fire damage ignores resistance and treats immunity as resistance)Phase Shot (can expend spell slot to ignore cover)


Wilder Subclasses

Anarchic InitiateFlayerspawn PsychicMetamindSangehirn
1Chaotic Surge (spells you cast while Surging may gain random benefits)gain mouth-tentacles during SurgeCerebremetamagic (can spend points from Font of Power to enhance spells), Font of Power (during Surge, gain points to spend)can learn Cleric spells
5Anarchic Grace (1/Surge, force enemy to reroll attack)???Overchannel (can spend HP in place of points from Font of Power)+1 HP per class level
10Clarity of Confusion (advantage on certain saves while Surging)???Free Casting 1/Surge (cast spell of up to 5th level without expending slot)Blessed Healer
15Chaotic Breach (while Surging, may cause enemy spells to go awry)???Free Casting 2/Surgeresistance to bludgeoning, piercing, and slashing damage during Surge
20??????Free Casting 3/Surgeduring Surge, automatically recover HP every round (only if below half max HP?)

Maat Mons
2019-11-24, 02:34 AM
Ardent: Cleric archetype (renamed to Meditant)
Divine Mind: merged into Ardent
Lurk: merged into Psychic Rogue
Psion: new base class

Egoist: skip?
Erudite: skip?
Kineticist: skip?
Nomad: Psion archetype (renamed to Elocator?)
Seer: Psion archetype (renamed to Percipient?)
Shaper: Psion archetype (renamed to Constructor?)
Telepath: Psion archetypePsychic Rogue: Rogue archetype (renamed to Psibond Agent)
Psychic Warrior: Fighter archetype (renamed to War Mind)
Soulknife: Rogue archetype
Wilder: Sorcerer archetype (renamed to Metamind)

Anarchic Initiate: merged into Wilder
Arch Psion: skipped
Balisteer: merged into Psychic Warrior
Body Leech: skip?
Cerebral Assassin: skipped
Cerebremancer: skipped
Chosen of Sardior: skipped
Constructor: merged into
Crystal Master: skip?
Crystalsinger: skipped
Diamond Dragon: skipped
Diamond Warrior: merged into Fist of Zuoken
Dread Champion: skipped
Ebon Saint: merged into Psychic Rogue
Ectopic Adept: merged into Shaper
Elocator: merged into Nomad
Fist of Zuoken: Monk archetype (renamed to Psionic Fist)
Flayerspawn Psychic: Psion Archetype (renamed to Flayerspawn)
Grim Psion: skipped
Illithid Slayer: merged into Psychic Warrior
Illumine Soul: merged into Ardent
Iron Mind: merged into Psychic Warrior
Meditant: merged into Ardent
Metamind: merged into Wilder
Mindknight: skipped
Percipient: merged into Seer
Planar Vanguard: skipped
Psibond Agent: merged into Psychic Rogue
Psionic Dragon Comrade: skipped
Psion Uncarnate: Psion archetype (renamed to Uncarnate)
Psychic Assassin: merged into Psychic Rogue
Psychic Theurge: skipped
Psychic Weapon Master: merged into Psychic Warrior
Pyrokineticist: skip?
Ruby Disciple: skipped
Sanctified Mind: merged into Ardent
Sangehirn: merged into Ardent
Shadowmind: merged into Psychic Rogue
Soulbow: merged into Soulknife
Storm Disciple: skipped
Thrallherd: skip?
War Mind: merged into Psychic Warrior
Zerth Cenobite: merged into Fist of Zuoken

Maat Mons
2020-04-17, 07:03 PM
I'm debating how many power points powers of each level should cost.

I definitely don't want people to have to look up the costs on a table. So sorcery points are too complex to use as a model.

The simplest possible cost structure would be for each power to cost a number of power points equal to its level. I like simple.

If you tabulate how many pp/day you need to equate to the standard spell-slot system with that equivalence, what you come up with is:

LevelPP / Day
1st 4
2nd 6
3rd 14
4th 17
5th 25
6th 29
7th 34
8th 39
9th 50
10th 56
11th 63
12th 63
13th 71
14th 71
15th 80
16th 80
17th 90
18th 96
19th 103
20th 111


Notice that, if you give manifesters a number of power points per encounter equal to their class level, that comes pretty close to 1/4th those values across the levels.

https://images2.imgbox.com/c3/4e/UJMm06VZ_o.png

4 to 1 is a fairly reasonable ratio for a short-rest resource relative to a long-rest resource.



Obviously, a pool with a size equal to your class level that refreshes on a short rest invites comparison to ki points. And, in fact, psionics has a thematic connection to the monk class. So such a parallel might be desirable. It would actually be handy for the inevitable psionic monk subclass if power points and ki points were the same thing.

One slight issue with using ki points as the 5e equivalent of power points is that there's already an established cost structure for spending ki points to cast spells. It is, unless I'm mistaken, a number of ki points equal to 1 + the spell's level.

Another slight issue is that this hypothetical monk subclass would be a half-caster. So it shouldn't have as many ki points as a full caster. But, above I gave figures that would give a 20th-level psion the exact same number of ki points as a 20th-level monk.

But, if we recalculate power points per day with this new cost structure in mind, we come up with different figures for power points per day:

LevelPP / Day
1st 2
2nd 3
3rd 8
4th 10
5th 16
6th 19
7th 23
8th 27
9th 36
10th 41
11th 47
12th 47
13th 54
14th 54
15th 62
16th 62
17th 71
18th 76
19th 82
20th 89


Notice that, if you give full manifesters equal to twice their class level, that comes pretty close to 1/3rd those values across the levels.

https://images2.imgbox.com/be/19/6CwBNmqR_o.png

3 to 1 is also a fairly reasonable ratio for a short-rest resource relative to a long-rest resource.

And this results in full manifesters having exactly twice as many ki points as monks, a half-manifester class.

Maat Mons
2020-04-19, 06:28 PM
I've been thinking on the number of spells known spontaneous casters (like psionicists) should have. I'm really not happy with the number of spells known given to Sorcerers and Warlocks.



Compare with Clerics, Druids, and Wizards. Those classes each prepare a number of spells equal to their class level plus their ability modifier (and Clerics get their domain spells too). So that caps out at 25 spells prepared, at 20th level.

Obviously, spells prepared are significantly more valuable that spells known, since the former give you the flexibility of changing them every day, while the latter do not. Since Bards, Sorcerers, and Warlocks are getting a less valuable resource, they should get more of it. But instead they get less.

I can only conclude that Wizards hates Sorcerers and Warlock (and to a lesser extent Bards).



Now compare with Arcane Trickster and Eldritch Knight. Both of those are "1/3rd casters," and cap out at 13 spells known.

Remember that among classes that prepare spells, "full casters" add their full class levels to their number of spells prepared, and "half casters" add, appropriately enough, half their class levels to their number of spells prepared.

What relationship, then do the classes that know, rather than prepare, spells have on their spells known? Do the "1/3rd" caster have, well, 1/3rd the spells known? Something in that general ballpark?

Ha ha! No. They have about 85% of the spells known that Sorcerers and Warlocks have.



I argue, then, that spontaneous casters should have significantly more spells known that prepared casters have spells prepared. That is, Bards, Sorcerers, Warlock, and psionicists should have substantially more than 25 spells known.

Further, I argue that full casters should have in the neighborhood of 3x as many spells known as "1/3rd casters." That is, around 3x13=39 spells known. That's about 60% more spells known that prepared casters get spell prepared. That actually seems like a fairly reasonable compensation for losing the ability to change their spells every day.




Full Manifester1/2 Manifester1/3rd Manifester
1st210
2nd421
3rd632
4th842
5th1053
6th1264
7th1474
8th1685
9th1896
10th20106
11th22117
12th24128
13th26138
14th28149
15th301510
16th321610
17th341711
18th361812
19th381912
20th402013


Notice how I gave 1/3rd caster new spells known on all the levels where they don't gain more spell slots. So they're always either gaining new spell slots or new spells known. Something to look forward to every level, on the casting front.



While I'm ranting, Arcane Trickster and Eldritch Knight both get to trade old spells for new (possibly higher-level) spells every class level. Since they gain access to new levels of spells ever 6 class levels, this gives them the opportunity to upgrade 6 spells known to their current highest level of spell they can cast before they gain access to a new level of spells, and have to repeat the process.

So, at level 18, when Arcane Tricksters and Eldritch Knights are on the cusp of gaining access to 4th-level spells, they can have up to 9 of their spells known be 3rd-level spells, if they so desire.

At level 7, when Sorcerers are on the cusp of gaining access to 4th-level spells, how many of their spells known can be 3rd level? The answer is 4, less than half what these other two casters get at the same level of mastery over magic.

I think full casters with spells known should get a bump in how many spells they can exchange each level, to go along with the extra spells known I also think they should get.




Full Manifester1/2 Manifester1/3rd Manifester
Max Spells Replaced per Level31 (odd-numbered levels)
or 2 (even-numbered levels)1