LibraryOgre
2020-04-08, 03:12 PM
I haven't worked up the disciplines, yet, but here's the bones of the class. Charts are borked, so here's the GoogleDoc (https://docs.google.com/document/d/1O1yT5oJowLrLqeZvt38nrQ2cVrJjaL4SvCAR7jCaPRI/edit?usp=sharing) with the not-yet-completed chart and the formatting.
ETA: The link above is the current version.
V1.1 modifications:
a) Note added about what happens if a soulknife misses with an attack with their soulknife; no PSPs are spent, no penalty to the soulknife, just a missed opportunity.
b) Sciences ability changed to provide four separate levels, even as you advance; PSPs are still used (those PSPs are worked into the PSP advancement table already), but essentially reworked so Psionics can get a single 6th, 7th, 8th, or 9th level slot; if you want to overcast a 1st level spell with 13 PSPs, you can do that at 17th level, but only once per day. It prevents the "Get four 9th level spell slots" problem, while enabling the use of "higher level spell slots" to "overcast" 6th-8th level spells, as well as lower spells.
Psionicist
Psionicists harness the power of their minds to achieve amazing, seemingly magical, feats. Unlike clerics and warlocks, whose power comes from powerful beings, or wizards and sorcerers, who harness external magical forces, psionicists draw from their own inner strength. The effects they create are not precisely magical, though they mimic many magical effects.
Psionicists themselves are divided into Ways, which describes their approach to those powers. A Psion takes a measured, studied approach to their powers, and is able to access powers that other psionicists cannot touch. A Wilder does the opposite; they throw their heart and soul into their Way, and are able to call upon incredible power... but at a risk to themselves. Soulknives, however, channel their power into a weapon made of psionic energy, making their powers difficult to resist, if they are able to strike with them.
Psionic powers are divided into disciplines, which characterize the powers that they can access most freely, and certain powers that only those of their discipline can access. Telepaths focus on powers that affect the minds of others, Clairsentients focus on powers of divination, and Psychic Warriors use their powers to enhance themselves for physical combat.
A psionicist’s Discipline and their Way provide access to Arts. These Arts alter the aspect of their Discipline or Wat, or providing special powers that others may not have access to.
In addition to Arts, and the powers granted by their Discipline and Ways, psionicists master powers, which are similar to spells. Unlike other casters, they are not beholden to spell slots, or even preparation. Rather, than draw upon a pool of Psionic Strength Points, creating power at the strength desired. Some powers, known as Devotions, require no PSPs whatsoever; others, known as Sciences, are so enervating that they can only be done after a long rest. In between lie the middle rank, simply known as Powers.
Class Features
Hit Points
Hit Dice: 1d8 per Psionicist Level
Hit points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psionicist level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, one other determined by Way
Skills: Choose two from among Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Psychic Powers
Plumbing the depth and breadth of your mind has granted you certain powers, and the mental strength with which to fuel them. As you advance, you will know a certain number of Devotions, which can be used at will. Additionally, you will know a certain number of powers, which require Psionic Strength Points (PSPs) to enact. Powers require a certain number of PSPs based on their innate level; if you wish to use more powerful versions of those powers, you must expend more PSPs. Depending on your level, you have a maximum number of PSPs you may spend on any one power; you may only exceed these in very rare situations. You regain all PSPs with a long rest, and PSPs equal to your level with a short rest.
Point Cost for Power Level
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Powers of 6th level and above are only available with the Sciences feature,
Powers Known of 1st level and higher
At 1st level, you know two 1st level powers of your choice from the Psionicist power list.
The Powers Known column of the Psionicist table shows when you learn more psionicist powers of your choice of 1st level and higher. A power you choose must have a minimum cost that you are able to pay; your 1st level power must have a minimum cost of 2, while your power learned at 9th level may have a minimum cost of up to 7.
Manifesting Ability
Depending upon your Way, your psychic powers will key off of Intelligence (Psion), Wisdom (Soul Knife), or Charisma (Wilder), and you will use that ability whenever a power refers to your Manifesting Ability (or spellcasting ability). In addition, you use your Manifesting Ability to set the DC to save against your powers, and when making an attack roll with a power.
Power Save DC: 8 +your proficiency bonus + Manifesting Ability modifier
Power attack modifier: Your proficiency bonus + Manifesting Ability Modifier
Magic/Psionics Transparency
Psionics resemble magic in many ways, but are not the same. When psionic powers attempt to directly manipulate magic, or magic directly manipulate psionics, effects that would counter, dispel, or suppress the other always force an ability check against a DC of 10 + the level equivalent used by the psychic + the psychic's proficiency bonus, or 10 + spell slot + proficiency bonus if psionics are being used against magic.
For example, a 5th level wizard attempting to dispel the Charm Person of a 1st level psionicist would require an Intelligence test against 10 + 1 (1st level spell slot) + 2 (proficiency bonus at 1st level), despite the fact that Dispel Magic will normally automatically dispel 1st level spells. Likewise, the charmed person entering an Antimagic Field might remain charmed. A 5th level psionicist trying to use Dispel Psionics against the Charm Person spell of a 1st level Wizard would face the same test, using their own Manifesting Ability.
Way of the Psionicist
A Psionicist’s Way is how they approach the study and practice of psionics. Your Way determines your Manifesting Ability, and grants you the power below at 1st level.
Psion: A psion studies psychic powers intellectually, and with a breadth that few can match. As such, they learn three cantrips from spellcasting classes, but consider them to be psychic Devotions. These do not count against the psion’s number of devotions known. A Psion’s Manifesting Ability is Intelligence.
Soulknife: A soulknife can concentrate briefly (as a bonus action) and create a weapon of psychic power in one hand. The weapon does 1d6 + Wisdom bonus psychic damage, and may have the Light, Finesse, or Reach property for 1 PSP (each). You are proficient with this weapon, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon cannot be disarmed or thrown, and may be dismissed with a thought (no action). Instead of doing damage, soulknives can also use the weapon to deliver powers that require saving throws; as part of manifesting their power, they must make a melee attack roll with the weapon and, if they are successful, they may double their proficency bonus in calculating the save DC of that power. A Souknife’s Manifesting Ability is Wisdom.
Wilder: Wilders can draw upon an unpredictable well of inner strength as part of manifesting a power. They may, if they choose, make a Charisma check against a DC of 20 + the minimum PSPs required for the power. If successful, the power is manifested as if they Wilder spent 7 PSPs on the power. However, if the total is less than 10, the wilder is stunned until the end of their next turn. A Wilder’s Manifesting Ability is Charisma.
Psionic Arts
In your study of psionics, you have gained insight into yourself and your powers. These insights develop your powers in unforeseen ways.
At 2nd level, you gain two psionic Arts for which you qualify. These options are described at the end of the class description, before the powers list. When you gain certain psionicist levels, you gain additional Arts for which you qualify, as shown in the Arts Known column of the Psionicist table. Additionally, your Arts may change over time; when you take a psionicist level, you may replace one invocation you know and exchange it for another for which you qualify.
Discipline
At 3rd level, a psionicist chooses a focus for the development of their powers; they may be a Telepath, a Clairsentient, or a Psychic Warrior. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
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 above 20 using this feature.
Psionic Sciences
At 11th level, your mastery of psionic powers is so great that you can unlock true secrets. At 11th level, the psionicist may learn a single power of 6th level. At 13th level, they may learn a single 7th level power, an 8th level power at 15th, and a 9th level power at 17th.
The PSP costs of these powers are usually beyond psionicists. However, at 11th level, you gain the ability to manifest a power of up to 9 PSPs once per long rest. At 13th level, this improves to 10 PSPs twice per long rest, then 11 PSPs three times per long rest at 15th, and 13 PSPs four times per long rest at 17th level.
Mastery of Two Minds
At 20th level, you have mastered your mind in a way that few mortals can understand. They receive Advantage on all Concentration saves, and are able to Concentrate on two spells at a time. They may do this a number of times equal to the Manifesting Attribute bonus. These uses reset after a long rest.
ETA: The link above is the current version.
V1.1 modifications:
a) Note added about what happens if a soulknife misses with an attack with their soulknife; no PSPs are spent, no penalty to the soulknife, just a missed opportunity.
b) Sciences ability changed to provide four separate levels, even as you advance; PSPs are still used (those PSPs are worked into the PSP advancement table already), but essentially reworked so Psionics can get a single 6th, 7th, 8th, or 9th level slot; if you want to overcast a 1st level spell with 13 PSPs, you can do that at 17th level, but only once per day. It prevents the "Get four 9th level spell slots" problem, while enabling the use of "higher level spell slots" to "overcast" 6th-8th level spells, as well as lower spells.
Psionicist
Psionicists harness the power of their minds to achieve amazing, seemingly magical, feats. Unlike clerics and warlocks, whose power comes from powerful beings, or wizards and sorcerers, who harness external magical forces, psionicists draw from their own inner strength. The effects they create are not precisely magical, though they mimic many magical effects.
Psionicists themselves are divided into Ways, which describes their approach to those powers. A Psion takes a measured, studied approach to their powers, and is able to access powers that other psionicists cannot touch. A Wilder does the opposite; they throw their heart and soul into their Way, and are able to call upon incredible power... but at a risk to themselves. Soulknives, however, channel their power into a weapon made of psionic energy, making their powers difficult to resist, if they are able to strike with them.
Psionic powers are divided into disciplines, which characterize the powers that they can access most freely, and certain powers that only those of their discipline can access. Telepaths focus on powers that affect the minds of others, Clairsentients focus on powers of divination, and Psychic Warriors use their powers to enhance themselves for physical combat.
A psionicist’s Discipline and their Way provide access to Arts. These Arts alter the aspect of their Discipline or Wat, or providing special powers that others may not have access to.
In addition to Arts, and the powers granted by their Discipline and Ways, psionicists master powers, which are similar to spells. Unlike other casters, they are not beholden to spell slots, or even preparation. Rather, than draw upon a pool of Psionic Strength Points, creating power at the strength desired. Some powers, known as Devotions, require no PSPs whatsoever; others, known as Sciences, are so enervating that they can only be done after a long rest. In between lie the middle rank, simply known as Powers.
Class Features
Hit Points
Hit Dice: 1d8 per Psionicist Level
Hit points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psionicist level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, one other determined by Way
Skills: Choose two from among Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Psychic Powers
Plumbing the depth and breadth of your mind has granted you certain powers, and the mental strength with which to fuel them. As you advance, you will know a certain number of Devotions, which can be used at will. Additionally, you will know a certain number of powers, which require Psionic Strength Points (PSPs) to enact. Powers require a certain number of PSPs based on their innate level; if you wish to use more powerful versions of those powers, you must expend more PSPs. Depending on your level, you have a maximum number of PSPs you may spend on any one power; you may only exceed these in very rare situations. You regain all PSPs with a long rest, and PSPs equal to your level with a short rest.
Point Cost for Power Level
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Powers of 6th level and above are only available with the Sciences feature,
Powers Known of 1st level and higher
At 1st level, you know two 1st level powers of your choice from the Psionicist power list.
The Powers Known column of the Psionicist table shows when you learn more psionicist powers of your choice of 1st level and higher. A power you choose must have a minimum cost that you are able to pay; your 1st level power must have a minimum cost of 2, while your power learned at 9th level may have a minimum cost of up to 7.
Manifesting Ability
Depending upon your Way, your psychic powers will key off of Intelligence (Psion), Wisdom (Soul Knife), or Charisma (Wilder), and you will use that ability whenever a power refers to your Manifesting Ability (or spellcasting ability). In addition, you use your Manifesting Ability to set the DC to save against your powers, and when making an attack roll with a power.
Power Save DC: 8 +your proficiency bonus + Manifesting Ability modifier
Power attack modifier: Your proficiency bonus + Manifesting Ability Modifier
Magic/Psionics Transparency
Psionics resemble magic in many ways, but are not the same. When psionic powers attempt to directly manipulate magic, or magic directly manipulate psionics, effects that would counter, dispel, or suppress the other always force an ability check against a DC of 10 + the level equivalent used by the psychic + the psychic's proficiency bonus, or 10 + spell slot + proficiency bonus if psionics are being used against magic.
For example, a 5th level wizard attempting to dispel the Charm Person of a 1st level psionicist would require an Intelligence test against 10 + 1 (1st level spell slot) + 2 (proficiency bonus at 1st level), despite the fact that Dispel Magic will normally automatically dispel 1st level spells. Likewise, the charmed person entering an Antimagic Field might remain charmed. A 5th level psionicist trying to use Dispel Psionics against the Charm Person spell of a 1st level Wizard would face the same test, using their own Manifesting Ability.
Way of the Psionicist
A Psionicist’s Way is how they approach the study and practice of psionics. Your Way determines your Manifesting Ability, and grants you the power below at 1st level.
Psion: A psion studies psychic powers intellectually, and with a breadth that few can match. As such, they learn three cantrips from spellcasting classes, but consider them to be psychic Devotions. These do not count against the psion’s number of devotions known. A Psion’s Manifesting Ability is Intelligence.
Soulknife: A soulknife can concentrate briefly (as a bonus action) and create a weapon of psychic power in one hand. The weapon does 1d6 + Wisdom bonus psychic damage, and may have the Light, Finesse, or Reach property for 1 PSP (each). You are proficient with this weapon, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon cannot be disarmed or thrown, and may be dismissed with a thought (no action). Instead of doing damage, soulknives can also use the weapon to deliver powers that require saving throws; as part of manifesting their power, they must make a melee attack roll with the weapon and, if they are successful, they may double their proficency bonus in calculating the save DC of that power. A Souknife’s Manifesting Ability is Wisdom.
Wilder: Wilders can draw upon an unpredictable well of inner strength as part of manifesting a power. They may, if they choose, make a Charisma check against a DC of 20 + the minimum PSPs required for the power. If successful, the power is manifested as if they Wilder spent 7 PSPs on the power. However, if the total is less than 10, the wilder is stunned until the end of their next turn. A Wilder’s Manifesting Ability is Charisma.
Psionic Arts
In your study of psionics, you have gained insight into yourself and your powers. These insights develop your powers in unforeseen ways.
At 2nd level, you gain two psionic Arts for which you qualify. These options are described at the end of the class description, before the powers list. When you gain certain psionicist levels, you gain additional Arts for which you qualify, as shown in the Arts Known column of the Psionicist table. Additionally, your Arts may change over time; when you take a psionicist level, you may replace one invocation you know and exchange it for another for which you qualify.
Discipline
At 3rd level, a psionicist chooses a focus for the development of their powers; they may be a Telepath, a Clairsentient, or a Psychic Warrior. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
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 above 20 using this feature.
Psionic Sciences
At 11th level, your mastery of psionic powers is so great that you can unlock true secrets. At 11th level, the psionicist may learn a single power of 6th level. At 13th level, they may learn a single 7th level power, an 8th level power at 15th, and a 9th level power at 17th.
The PSP costs of these powers are usually beyond psionicists. However, at 11th level, you gain the ability to manifest a power of up to 9 PSPs once per long rest. At 13th level, this improves to 10 PSPs twice per long rest, then 11 PSPs three times per long rest at 15th, and 13 PSPs four times per long rest at 17th level.
Mastery of Two Minds
At 20th level, you have mastered your mind in a way that few mortals can understand. They receive Advantage on all Concentration saves, and are able to Concentrate on two spells at a time. They may do this a number of times equal to the Manifesting Attribute bonus. These uses reset after a long rest.