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Grod_The_Giant
2021-08-08, 02:46 PM
A while ago, I did a giant psionics rewrite (https://homebrewery.naturalcrit.com/share/g8T2tW3Z7), turning the famously wonky Mystic into three new and much more balanced base classes. This thread, then, are the finishing touches on my psionics systems--feats, items, and subclasses.


The following subclasses are intended to replace the published versions, to bring them in line with the updated mechanics presented in this book.

Fighter: Psi Warrior


Level
Features
Talents
Disciplines
Psi Dice
Psi Limit


1st
--
--
--
--
--


2nd
--
--
--
--
--


3rd
Manifesting, Psionic Strike
1
2
2d6
2


4th
--
1
2
2d6
2


5th
--
1
2
2d8
1


6th
--
1
2
2d8
2


7th
Telekinetic Adept
1
3
3d8
3


8th
--
1
3
3d8
3


9th
--
1
3
3d8
3


10th
Guarded Mind
2
3
4d8
3


11th
--
2
3
4d10
3


12th
--
2
3
4d10
3


13th
--
2
4
5d10
5


14th
--
2
4
5d10
5


15th
Bulwark of Force
2
4
5d10
5


16th
--
2
4
6d10
5


17th
--
2
4
6d12
5


18th
Telekinetic Mastery
2
4
6d12
5


19th
--
2
4
7d12
6


20th
--
2
4
7d12
6



Manifesting: As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.

Psionic Talent: At 1st level, you know two talents of your choice from the Psi Warrior Talent list, as well as all talents associated with the disciplines you know (see below). You learn additional Talents of your choice at higher levels, as shown in the Talents column of the Psi Warrior Table.

Psi Warriors can learn the following talents: Iron Heart, Iron Mind, Light Step, Mental Catapult, Psychic Aptitude, and Psychic Leap.

Psi Dice: As a Psi Warrior, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi dice, which are each a d6. Each psionic discipline describes effects you can create with it by spending a certain number of psi dice. The number of psi dice you have is shown on the table of this class. The number shown for your level is your psi dice maximum. The number of psi dice you have can’t go below 0 or over your maximum.

You regain all expended psi dice when you finish a long or short rest.

When you reach certain levels in this class, the size of your psi dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Limit: Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more psi dice than your psi limit, as shown on the table of this class.

Psionic Disciplines: A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Psi Warrior is only capable of mastering so many disciplines-- at 3rd level, they know two disciplines of their choice. They learn additional disciplines as they gain levels, as shown on the disciplines Known column of the table. 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 Warriors can learn the following disciplines: Brute Force, Intellect Fortress, Iron Durability, Mastery of Force, Psionic Weapon, and Telekinetic Finesse.

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 abilities associated with other disciplines.

Spellcasting Ability: Intelligence is your spellcasting ability for your manifesting. You use your Intelligence whenever a talent or discipline refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psi Warrior talent or discipline, and when making an attack roll with one.


Psionic Strike: Beginning at 3rd level, you can you a bonus action to charge your weapon with telekinetic energy. If you successfully strike a foe before the end of your turn, roll one of your psi dice without expending it. The target takes force damage equal to the result, and is pushed back an equal number of feet.

Telekinetic Adept: Beginning at 7th level, any foe pushed by your Psionic Strike ability must make a Strength saving throw or be knocked prone. The DC of this ability is the same as for your manifesting.

Guarded Mind: Beginning at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a psi die and end every effect on yourself subjecting you to those conditions, even if you would not normally be able to take an action of your own choice.

Bulwark of Force: Beginning at 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long or short rest.

Telekinetic Master: By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

In addition to the usual effects granted by the spell, while concentrating on it your reach is increased by 5ft per point of your Intelligence modifier (minimum 5ft). If you use your Psionic Strike ability, all weapon attacks you make before the end of your turn deal bonus force damage equal to your psi die.

Once you cast the spell with this feature, you can't do so again until you finish a long or short rest.

Monk: Way of the Four Elements


Level
Features
Talents
Disciplines
Psi Limit


1st
--
--
--
--


2nd
--
--
--
--


3rd
Manifesting, Elemental Fists, Elemental Philosophy
1
4
2


4th
--
1
4
2


5th
--
1
4
2


6th
Cycle of the Four
1
4
2


7th
--
1
4
3


8th
--
1
4
3


9th
--
1
4
3


10th
--
2
4
3


11th
Wrath of the Four
2
4
3


12th
--
2
4
3


13th
--
2
4
5


14th
--
2
4
5


15th
--
2
4
5


16th
--
2
4
5


17th
Perfection of the Four
2
4
5


18th
--
2
4
5


19th
--
2
4
6


20th
--
2
4
6



Manifesting: As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.


Psionic Talent: At 1st level, you know one talent of your choice from the Four Elements Talent list, as well as all talents associated with the disciplines you know (see below). You learn additional talents of your choice at higher levels, as shown in the talents column of the Four Elements Table.

Followers of the Way of the Four Elements can learn the following talents: Armor of Frost, Cleansing Touch, Elemental Burst, Elemental Charge, Elemental Smite, Flash Fire, Light Step, Psychic Leap, Sheltering Mind, Strength of Stone, Threatening Storm, and Whispering Wind.

Ki Dice: Monks already possess an internal reservoir of energy--their ki-- which they are capable of using to power their psionic abilities. You may use your Ki points as psi dice, with a size equal to your Martial Arts die.

Psi Limit: Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more Ki points on psychic abilities than your psi limit, as shown on the table of this class.

Ki points spent on Monk abilities such as Flurry of Blows do not count against your psi limit.

Psionic Disciplines: A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. Followers of the Way of the Four Elements all master the same disciplines: Mastery of Air, Mastery of Earth, Mastery of Fire, and Mastery of Water.

Followers of the Way of the Four Elements cannot change what Disciplines they know. However, whenever they gain a level in this class, they can replace one

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 abilities associated with other disciplines.

Spellcasting Ability: Wisdom is your spellcasting ability for your manifesting. You use your Wisdom whenever a talent or discipline refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Four Elements talent or discipline, and when making an attack roll with one.


Elemental Fists: Beginning at 3rd level, you may use your unarmed strikes to deal acid, cold, fire, lightning, or thunder damage instead of bludgeoning. If you do, you may use your Wisdom modifier to determine your bonus to attack and damage in place of Dexterity.

Elemental Philosophy: While those who follow the Way of the Four Elements all master the same Disciplines, different philosophies have subtle differences in how they understand those elements. Select up to two Disciplines that you know and replace the Talent normally associated with that Discipline with an associated Talent:
Mastery of Air: Threatening Storm, Whispering Wind
Mastery of Earth: Sheltering Mind, Strength of Stone
Mastery of Fire: Flash Fire, Psychic Leap
Mastery of Water: Armor of Frost, Cleansing Touch
The Elemental Burst, Elemental Charge, and Elemental Smite Talents are considered to be associated with all four elements.

Cycle of the Four: Beginning at 6th level, you learn to take advantage of the natural cycle of the four elements: water to air to fire to earth. If you deal damage associated with one of the four elements, then deal damage associated with the next element in the cycle before the end of your next turn, the effect is augmented. You may ignore resistance to that element, and deal half damage even to targets normally immune to that element.

The damage types associated with each element are:
Air: Lightning, Thunder
Earth: Acid
Fire: Fire
Water: Cold

Wrath of the Four: Beginning at 11th level, your understanding of the elemental cycle continues to improve. In addition to ignoring resistance, when rolling your psi die (or Ki die, or Martial Arts damage die) to determine the damage, the minimum result is equal to your Wisdom modifier. If you roll a smaller value,

Perfection of the Four: Beginning at 17th level, you reach a new level of mastery over the elemental cycle. For every round beyond the first that you continue to take advantage of the cycle, your psi limit increases by one. Your limit returns to normal if you end your turn without having dealt elemental damage.

Rogue: Soulknife


Level
Features
Talents
Disciplines
Psi Dice
Psi Limit


1st
--
--
--
--
--


2nd
--
--
--
--
--


3rd
Manifesting, Psychic Blades, Telepathy
1
2
2d6
2


4th
--
1
2
2d6
2


5th
--
1
2
2d8
1


6th
--
1
2
2d8
2


7th
--
1
3
3d8
3


8th
--
1
3
3d8
3


9th
Soul Blades
1
3
3d8
3


10th
Guarded Mind
2
3
4d8
3


11th
--
2
3
4d10
3


12th
--
2
3
4d10
3


13th
Psychic Veil
2
4
5d10
5


14th
--
2
4
5d10
5


15th
--
2
4
5d10
5


16th
--
2
4
6d10
5


17th
Rend Mind
2
4
6d12
5


18th
--
2
4
6d12
5


19th
--
2
4
7d12
6


20th
--
2
4
7d12
6



Manifesting: As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.

Psionic Talent: At 1st level, you know two talents of your choice from the Soulknife Talent list, as well as all talents associated with the disciplines you know (see below). You learn additional talents of your choice at higher levels, as shown in the talents column of the Soulknife Table.

Soulknives can learn the following talents: Delusion, Iron Mind, Light Step, Mute Display, Psychic Aptitude, Psychic Leap, and Telepathic Assault.

Psi Dice: As a Soulknife, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi dice, which are each a d6. Each psionic discipline describes effects you can create with it by spending a certain number of psi dice. The number of psi dice you have is shown on the table of this class. The number shown for your level is your psi dice maximum. The number of psi dice you have can’t go below 0 or over your maximum.

You regain all expended psi dice when you finish a long or short rest.

When you reach certain levels in this class, the size of your psi dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Limit: Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more psi dice than your psi limit, as shown on the table of this class.

Psionic Disciplines: A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Soulknife is only capable of mastering so many disciplines-- at 3rd level, they know two disciplines of their choice. They learn additional disciplines as they gain levels, as shown on the disciplines Known column of the table. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Soulknives can learn the following disciplines: Intellect Fortress, Nomadic Chameleon, Nomadic Step, Psychic Disruption, Psychic Inquisitions, Psychic Phantoms, and Telepathic Contact.

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 abilities associated with other disciplines.

Spellcasting Ability: Intelligence is your spellcasting ability for your manifesting. You use your Intelligence whenever a talent or discipline refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Soulknife talent or discipline, and when making an attack roll with one.


Psychic Blades: Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade.

This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

You may also manifest your psychic blades as a free action upon rolling initiative, or as a bonus action at any point. If you do, they remain present until you drop one or both knives as a free action.

Telepathy: Beginning at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any number of creatures you can see within 60ft 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.

Soul Blades: Beginning at 9th level, you learn to use your psychic blades to teleport. As a bonus action, you manifest one of your Psychic Blades, expend one psi die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil: Beginning at 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long or short rest.

Rend Mind: When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long or short rest.



The following feats are available to all characters. They are are intended to replace the published versions, to bring them in line with the updated mechanics presented in this book.

Metabolic Control
You have refined psionic control over your body's functions. As an action, you may begin concentrating, as on a spell. For as long as you maintain your concentration, you don't need to breathe and may ignore the effects of extreme heat and cold (but not cold or fire damage).

If you take poison damage, or would gain the poisoned condition, you may end your concentration as a reaction to take only half as much damage as you normally would, or keep yourself from gaining the condition. You may do so before making your Constitution save to retain concentration.

Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits.

You can telepathically speak to any number of creatures you can see within 60ft 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.
In addition, you learn the Telepathic Assault talent and gain a single psi die, a d6. Your spellcasting ability is either Intelligence, Wisdom, or Charisma, selected when you choose this feat.


Telekinetic
You learn to move things with your mind, granting you the following benefits:

As an action, you may cast Mage Hand. You do not have to provide components, the hand is invisible, and the duration becomes indefinite. In addition, it has an effective Strength score equal to your spellcasting ability. This enables the hand to attempt combat maneuvers such as shoves, though you must use your action to direct it in such.
In addition, you learn the Mental Catapult talent and gain a single psi die, a d6. Your spellcasting ability is either Intelligence, Wisdom, or Charisma, selected when you choose this feat.


Wild Talent
Choose a class: Psion, Psychic Warrior, or Wu Jen. You learn two Talents of your choice from that class' spell list, and gain a single psi die, a d6.

Your spellcasting ability depends on the class you chose: Intelligence for the Psion, and Wisdom for the Psychic Warrior and Wu Jen.



Crystal Weapon
Weapon (any), uncommon (requires attunement)

Despite being constructed from seemingly-delicate, translucent crystal, the weapon is actually stronger and lighter than the finest steel. More importantly, it can serve as a reservoir of psychic energy. Over the course of a short rest, you may invest up to two of your psi dice in the weapon. At any point after making a successful attack with it, you may expend any number of stored dice, roll them, and deal additional psychic damage equal to the total.

At 5th level, you can invest three dice in the weapon. At 11th level, you can invest four dice, and at 17th you can invest five.

Crystal Mask
Wondrous item, rare (requires attunement by someone with proficiency in Intelligence or Wisdom saving throws)

Each Crystal Mask is associated with a single Discipline. While wearing the mask, anyone can use a bonus action to gain the benefit of that Discipline's Psychic Focus. You may maintain the focus indefinitely, but if you do not normally have the Manifesting ability you must concentrate on the focus as on a spell.

Dojore
Wondrous item, uncommon, rare, or very rare

Slender crystal wands, dojores serve as both as storage and focuses for psychic energy. An uncommon dojore holds two psi dice, which are d6s; a rare dojore holds five psi dice, which are d8s; and a very rare dojore holds seven dice, which are d10s. As an action, you may touch the dojore and add any number of stored die to your normal pool, though you may not exceed your normal maximum.

The dojore recovers 1d6 expended charges each morning at dawn.

Each dojore is also associated with a single Talent. For as long as it still retains psychic energy, you may use that Talent as though you knew it, using the stored die for any psi dice if they are larger than those you normally possess. The spell attack bonus of a stored Talent is +6, and the saving throw DC is 14.

At 5th level, you can invest three dice in the dojore. At 11th level, you can invest four dice, and at 17th you can invest five.

Psicrown
Wondrous item, very rare (requires attunement by a manifester)

Each Crystal Mask is associated with a single Discipline. While wearing the mask, you are considered to know that Discipline, along with the associated Focus and Talent. The Psicrown also holds ten psi dice, which are d8s and may be spent in place of your own when manifesting powers from the crown's Discipline. It regains 1d6 expended dice each morning at dawn.

Third Eye, +1, +2, or +3
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a manifester)

A Third Eye is a crystal about the size of a grape. When attuned, it sticks to the user's forehead and grants a bonus to spell attack rolls and saving throw DCs of any psionic abilities they use.

Blueiji
2021-08-16, 04:13 AM
Great work, Grod! There are still some text/table disagreements on the Homebrewery page (the same ones I asked for clarifications on in the last thread), but otherwise this is a great update.

Also, I worked out some stats for 5e Blues (as in the psionic goblins) that interact with your psionics rules. I'd love to know what you think.

Blue Features
Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Blues mature at a slower rate than typical Goblins, and also live slightly longer. They typically reach adulthood at age 10 and live up to 75 years.
Alignment. While Blues are typically socialized within Goblin communities, they also tend to be somewhat ostracized from those same communities. As a result, some Blues make an effort to adhere to Goblin social expectations very strictly in an effort to fit in, while others are driven to reject Goblin society entirely.
Size. Blues are often smaller than average goblins, standing at just about 3 feet tall and weighing about 40 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Naturally Psionic. You know one Psionic Talent of your choice from among those available to a Psion (Delusion, Feed the Mind, Iron Heart, Mental Catapult, Mental Light, Mute Display, Psychic Aptitude, or Telepathic Assault). If your chosen Talent calls for you to roll a Psi Dice, use a d6 or whatever size Psi Dice is granted by your class, whichever is higher.
Psionic Hole. You have resistance to psionic damage.
Languages. You can speak, read, and write Common and Goblin.


Edit: Just noticed that the Feed the Mind Talent, listed under those a Psion may select, doesn't seem to be mentioned anywhere else in the document. Did it have a name-change at some point?

Grod_The_Giant
2021-08-17, 11:22 AM
Thanks!

Your Blues look a little weak to me, to be honest. Talents are generally stronger than cantrips, but one Talent and resistance to a rare damage type doesn't seem like quite enough. Maybe give them natural telepathy, too?

Thanks for catching Feed the Mind. I think that one got scrapped altogether at some point during development.

Edit: now that I think about it, I probably should add some iconic psionic races, huh? Elan, and maybe psychic versions of the druegar and kalashtar...

Dominosh
2021-08-18, 06:51 AM
I've been looking around for a homebrew continuing with the psionic dice as presented in tasha's, sadly the link doesn't load for me. Is there a way for a pdf version?

Grod_The_Giant
2021-08-19, 01:46 PM
I've been looking around for a homebrew continuing with the psionic dice as presented in tasha's, sadly the link doesn't load for me. Is there a way for a pdf version?
It's not... exactly continuing with the Tasha's version? More like merging the final Soulknife/Psy Warrior with a more standard spell-point system. I'm sorry the homebrewery page isn't working for you-- is this better (https://www.dropbox.com/s/iglaj90vmm2afxe/From%20the%20Mind%20of%20Grod_%20Psionics%2C%20Rel oaded%20-%20The%20Homebrewery.pdf?dl=0)?

Blueiji
2021-08-20, 07:44 AM
Your Blues look a little weak to me, to be honest. Talents are generally stronger than cantrips, but one Talent and resistance to a rare damage type doesn't seem like quite enough. Maybe give them natural telepathy, too?

Yeah, I can see how they could use some beefing up. Balance-wise I was mainly estimating based off Goblins (I wanted there to be a symmetry there), but I can see how my Blues fall short of their less-colorful cousins.

Compared to a High Elf, these Blues swap a Cantrip for a Talent, swap some save advantages for a niche damage resistance, and utterly drop the extra language, relevant skill, weapon proficiency, and non-combat ability (trance).

With that comparison in mind, maybe Blues get proficiency in Insight, proficiency in jewelcrafter’s kits or tattooist’s kits (since psionics are associated with both crystals and tattoos), and… maybe get some sort of exploration-based ability? I don’t know about Telepathy, fluff-wise, but it’d fit very well mechanically. Hmmm…


Thanks for catching Feed the Mind. I think that one got scrapped altogether at some point during development.

Edit: now that I think about it, I probably should add some iconic psionic races, huh? Elan, and maybe psychic versions of the druegar and kalashtar...

Happy to help! I’m a big fan of your work, so I’m always happy to see more of it.

As for psionic races—that’d be dope.