Matrota
2020-07-24, 09:51 AM
I played a Mystic a while back in my friend's campaign who was focused heavily on healing and supplying supportive buffs to the party, as I knew from prior experience that offensive mystics are very strong, if not overpowered. Now that psionic subclasses have appeared in UA, it implies WotC has no intent to fix and reprint the Mystic class. As such, I wanted to try my hand at creating a psionic paladin subclass in theme with my supportive healing mystic from back in the day so I could play him again if given the chance. I took inspiration from the base mystic, the Oath of the Watchers, as well as the 3.5 prestige class Divine Mind. Let me know what you think.
Oath of the Psychic Defender
Paladins who swear the Oath of the Psychic Defender gain psionic powers which they channel through psionic talent instead of faith. While a conventional cleric or paladin must make do with whatever powers and abilities a deity decides to provide, a psychic defender manifests their divinely-inspired powers through the strength of their mind and their unstoppable will.
Tenets of the Psychic Defender
The tenets of the Psychic Defender revolve around defending others from the threat of enemy spellcasters and aberrations from the far realm. Paladins who uphold these tenets are willing to sacrifice themselves for the cause they serve, and are often neutral or lawful neutral in alignment. The core principles of the tenets are simple:
Repel the Far Realm. You are never to work for the forces of the far realm, and must do everything in your power to thwart their plans involving the mortal plane and beyond.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd: Id Insinuation, Hunter's Mark
5th: Mind Spike, Silence
9th: Psionic Blast, Counterspell
13th: Ego Whip, Freedom of Movement
17th: Greater Restoration, Telekinesis
Channel Divinity Options:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Clarity of Mind and Body. You can use your Channel Divinity to restore mental and physical clarity to those who have been inhibited. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). you immediately end any effect on these creatures causing them to be stunned, incapacitated, charmed, or frightened, and give them advantage on saves vs such an effect until the end of your next turn.
Mental Bastion. You can use your Channel Divinity to invest your presence with a powerful psionic ward. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Aura of Mental Fortification
By 7th level, your psionic power helps you and your allies defend against psychic attacks and enemy spells. You and friendly creatures within 10 feet of you have resistance to psychic damage. Additionally, when you or an ally within your aura saves against an enchantment effect or an effect that deals psychic damage, you can use your reaction to deal force damage equal to half your paladin level (rounded up) to the source of this effect as long as it is within 60 feet of you.
At 18th level, the range of this aura increases to 30 feet.
Immortal Resolve
Your indomitable willpower allows you to persevere when others would fall. Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and you gain advantage on all saving throws made until the end of your next turn. Once you use this ability, you can't use it again until you finish a long rest.
Psionic Ascension
At 20th level, you can channel your overwhelming psionic power to transform into a being made of disruptive psychic energy. Using your action, you gain the following benefits for 1 minute:
Enemies within 10 feet of you cannot cast spells or activate any magical effects.
You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
You are immune to being charmed or restrained. Any creature grappling you takes 2d10 psychic damage at the start of your turn.
If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Once you use this feature, you can't use it again until you finish a long rest.
EDIT: Added the 18th level line to the Aura of Mental Fortification
Oath of the Psychic Defender
Paladins who swear the Oath of the Psychic Defender gain psionic powers which they channel through psionic talent instead of faith. While a conventional cleric or paladin must make do with whatever powers and abilities a deity decides to provide, a psychic defender manifests their divinely-inspired powers through the strength of their mind and their unstoppable will.
Tenets of the Psychic Defender
The tenets of the Psychic Defender revolve around defending others from the threat of enemy spellcasters and aberrations from the far realm. Paladins who uphold these tenets are willing to sacrifice themselves for the cause they serve, and are often neutral or lawful neutral in alignment. The core principles of the tenets are simple:
Repel the Far Realm. You are never to work for the forces of the far realm, and must do everything in your power to thwart their plans involving the mortal plane and beyond.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd: Id Insinuation, Hunter's Mark
5th: Mind Spike, Silence
9th: Psionic Blast, Counterspell
13th: Ego Whip, Freedom of Movement
17th: Greater Restoration, Telekinesis
Channel Divinity Options:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Clarity of Mind and Body. You can use your Channel Divinity to restore mental and physical clarity to those who have been inhibited. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). you immediately end any effect on these creatures causing them to be stunned, incapacitated, charmed, or frightened, and give them advantage on saves vs such an effect until the end of your next turn.
Mental Bastion. You can use your Channel Divinity to invest your presence with a powerful psionic ward. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Aura of Mental Fortification
By 7th level, your psionic power helps you and your allies defend against psychic attacks and enemy spells. You and friendly creatures within 10 feet of you have resistance to psychic damage. Additionally, when you or an ally within your aura saves against an enchantment effect or an effect that deals psychic damage, you can use your reaction to deal force damage equal to half your paladin level (rounded up) to the source of this effect as long as it is within 60 feet of you.
At 18th level, the range of this aura increases to 30 feet.
Immortal Resolve
Your indomitable willpower allows you to persevere when others would fall. Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and you gain advantage on all saving throws made until the end of your next turn. Once you use this ability, you can't use it again until you finish a long rest.
Psionic Ascension
At 20th level, you can channel your overwhelming psionic power to transform into a being made of disruptive psychic energy. Using your action, you gain the following benefits for 1 minute:
Enemies within 10 feet of you cannot cast spells or activate any magical effects.
You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
You are immune to being charmed or restrained. Any creature grappling you takes 2d10 psychic damage at the start of your turn.
If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Once you use this feature, you can't use it again until you finish a long rest.
EDIT: Added the 18th level line to the Aura of Mental Fortification