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    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Psionics Reloaded, v2 (PEACH)

    Psionics, Reloaded
    More fun, more balanced, and more unique



    Comprehensive version, live on Homebrewery! Now featuring better focuses and built-in compatibility with the most recent UA.


    Spoiler: original draft
    Show

    The Psion

    Class Features
    As a Psion, you gain the following class features.

    Hit Points
    Hit Dic
    e: 1d8 per Psion level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + 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 Arcana, History, Insight, Medicine, Nature, Perception, and Religion

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    • a light crossbow or (b) any simple weapon
    • a scholar’s pack or (b) an priest’s pack
    • One set of artisan's tools.
    • Leather armor, any simple weapon, and two daggers

    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.

    Level Proficiency Bonus Features Disciplines Known Psy Points Psi Limit
    1st +2 Mystic Order, Psionics 3 -- --
    2nd +2 Psi Points 3 2 2
    3rd +2 -- 3 5 3
    4th +2 Ability Score Increase 4 6 4
    5th +3 Mind Over Matter 4 9 5
    6th +3 Order Feature 4 11 5
    7th +3 -- 4 13 6
    8th +3 Ability Score Increase 5 15 6
    9th +4 -- 5 19 7
    10th +4 Psionic Body 5 21 7
    11th +4 High Psionics I 5 24 7
    12th +4 Ability Score Increase 5 24 7
    13th +5 High Psionics II 5 28 8
    14th +5 Order Feature 6 28 8
    15th +5 High Psionics III 6 31 8
    16th +5 Ability Score Increase 6 31 8
    17th +6 High Psionics IV 6 36 9
    18th +6 Consumptive Power 6 38 9
    19th +6 Ability Score Increase 6 41 9
    20th +6 The Mind Unbound 6 44 9

    Mystic Order: At 1st level, you choose a Mystic Order: the Order of the Empath, the Order of the Seer, or the Order of the Wu Jen. Each order represents approach to unlocking the power of the mind. Your order gives you features when you choose it at 1st level, and additional features at 6th and 14th level.

    Psionics: As a student of psionics, you can master and use psionic talents. Psionics is a special form of magic use, distinct from spellcasting.

    Psionic Disciplines: A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A mystic is only capable of mastering so many disciplines-- at first level, they know two disciplines of their choice. Every three levels they learn another discipline, 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.

    Psions can learn the following Disicplines: Intellect Fortress, Mastery of Force, Mastery of Light and Dark, Mind Hammer, Psionic Restoration, Psychic Assault, Psychic Disruption, Psychic Inquisition, 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 other disciplines.

    Psionic Ability: What ability score you use for your psionic disciplines depends on your order-- Empaths use Charisma, Seers use Intelligence, and Wu Jen use Wisdom.

    Psi Points: Beginning at 2nd level, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. The number of psi points you have is shown on the table above. The number shown for your level is your psi point maximum. The number of psi points you have can’t go below 0 or over your maximum.

    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 points than your Psi Limit, as shown on the table above.
    You regain all expended psi points when you finish a long or short rest.

    Mind Over Matter: Beginning at 5th level, when you take damage, you may choose to subtract some or all of it from your power points instead of your hit points.

    Psionic Body: Beginning at 10th level, you have achieved perfect control over your physical form. You do not age, and gain immunity to poison and disease.

    High Psionics: Beginning at 11th level, you begin to unlock the highest secrets of the mental arts: High Psionics. Select one ability from the High Psionics list for which you meet the level and order requirements. As an action, you may use that ability or cast the indicated spell without needing to provide components. Once you have done so, you may not use that ability again until you have completed a long rest.

    At 13th, 15th, and 17th levels, you may select one additional High Psionic ability. Each may be used once before needing to take a long rest.

    Spoiler: High Psionics
    Show

    High Psionics I (11th level)

    • Dire Dream: This ability functions as the spell Dream, but it can reach across planar boundaries and deals 5d6 psychic damage on a failed save. Instead of providing a physical component, creatures you know very well have disadvantage on their save.
    • Elemental Investiture (Wu Jen): This ability functions as the spell Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind, chosen at the time of casting.
    • Mass Suggestion
    • Possession (Empath): This ability functions as the spell Magic Jar, except that your soul does not inhabit a container. Instead, upon using this ability as an action, you may instantly attempt to possess any humanoid within 100ft of you that you can see, as per the spell rules. If you succeed in possessing them, the target's soul either moves into your body or hovers helplessly on the ethereal plane (your choice).
    • True Seeing (Seer)


    High Psionics II (13th level)

    • Crippling Emotion (Empath): You overload the minds of nearby creatures with a bust of raw emotion. All enemies within 30ft must make a Charisma save. On a failure, they are knocked prone and stunned for one round. If they have 40 hit points or fewer they are instead stunned for one minute, and if they have 20 hit points or fewer they are unconscious or killed (your choice).
    • Power Word Pain
    • Project Image
    • Psionic Entanglement (Seer): You focus on one creature, item, or location that you are familiar with, linking your mind to it. Until you use this ability again, you know exactly how far away it is, in what direction it lies, and can unerringly choose the most direct path towards it, as the spell Find the Path.
    • Whirlwind (Wu Jen)


    High Psionics III (15th level)

    • Earthquake (Wu Jen)
    • Feeblemind
    • Glibness (Empath)
    • Mind Blank (Seer)
    • Power Word Stun


    High Psionics IV (17th level)

    • Astral Projection
    • Dominate Mind (Empath): This ability functions as the spell Dominate Monster cast from a 9th level spell slot.
    • Foresight (Seer)
    • Psychic Scream
    • Storm of Vengeance (Wu Jen)



    Consumptive Power: Beginning at 18th level, when activating a psionic discipline, you may choose to pay its psi point cost using hit points. For every psi point spent, your current and maximum hit points are reduced by two. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Points spent this way do not count against your psi limit for the round.

    The Mind Unbound: Beginning at 20th level, you may psi points to use one of your High Psionics abilities, even if you have already used it that day. You must pay a number of psi points equal to the level required to pick that ability. Doing so only counts as spending nine psi points for the purposes of your psychic limit.

    Mystic Orders

    Spoiler: Order of the Empath
    Show

    • Psionics: Empaths use Charisma to determine the spell attack bonus and save DC for their psionic disciplines.
    • Disciplines: Empaths can master the Crown of Despair, Crown of Disgust, Crown of Rage, Mantle of Awe, and Mantle of Fear disciplines.

    Telepathy: Your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120ft 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 langauge or be telepathic itself.

    As an action, you may bring the full force of your telepathy to bear on one creature within range. Until the beginning of your next turn, it can telepathically speak with you. If you violently create this connection, you may force them to make a Wisdom save or take 1d6+Cha psychic damage. This damage increases by 1d6 at 5th, 11th, and 17th level.

    Psionic Investigation: 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.

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

    Psionic Surge: Beginning 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 can’t use your psychic focus.

    Astral Form: Beginning at 14th level, you gain the ability to leave your body and travel the world as a being of pure mental energy. As an action, you may project your astral form, a ghostly image of yourself that appears adjacent to your body. While you do, your physical body is unconscious. While your astral form is adjacent to your body, you may return to your body as another action.

    Your astral form is intangible and cannot interact with the physical world. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. It is immune to damage from nonmagical weapons, and from being grappled, paralyzed, petrified, prone, or restrained. It has a fly speed equal to your land speed. Damage you take while in astral form is carried over when you return to your body. If you die while in astral form, your body also dies. Otherwise, its statistics are identical to your own.

    You may maintain your astral form for up to thirty minutes with no consequence. Afterwards, you gain one level of exhaustion every ten minutes you spend outside your body.

    Once you have returned to your body, you cannot use this ability again until you finish a long rest.


    Spoiler: Order of the Seer
    Show

    • Psionics: Seers use Intelligence to determine the spell attack bonus and save DC for their psionic disciplines.
    • Disciplines: Seers can master the Aura Sight, Celerity, Nomadic Mind, Precognition, and Third Eye disciplines.


    Precognitive Strike: You can use knowledge of the future to guide your hand. When making a weapon attack or when being attacked, you may use your reaction to catch a glimpse of the future. Roll 1d6 and either add it to your weapon damage, or reduce the damage you take from the triggering attack by that much. You may declare that you're using this ability after the die is rolled, but before the DM announces the result. You may roll an additional 1d6 at 5th, 11th, and 17th level.

    Prescient Insight: As an action, you may cast Augury without providing any components. You may use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest.

    Retroactive Preparation: Beginning at 6th level, as a reaction you may declare that you previously took a single action to be ready for just this occasion. You may declare that you purchased a particular potion the last time you were in town, rigged a trap, cast a spell on yourself, and so on. Immediately deduct any required resources, such as gold or psi points, from your character’s total, at which point your declaration becomes true.

    Once you have used this ability, you may not do so again until you have completed a short or long rest.

    Clairsentience: Beginning at 14th level, you may cast Scrying without providing components by concentrating for 10 minutes. You do not get benefits from having a connection to your target, but they take a -4 penalty if you spoken to them in the past 24 hours, and a -8 penalty if you have spoken to them telepathically in the past 24 hours.

    Once you have used this ability, you may not do so again until you have completed a short or long rest.[/LIST]


    Spoiler: Order of the Wu Jen
    Show

    • Psionics: Wu Jen use Wisdom to determine their attack bonus and save DC for their psionic disciplines.
    • Disciplines: Wu Jen can master the Mastery of Air, Mastery of Fire, Mastery of Ice, Mastery of Water, Mastery of Weather, and Mastery of Wood and Earth disciplines.


    Elemental Attunement: You learn the Control Flames, Gust, Mold Earth, and Shape Water cantrips, and may cast them without components.

    Elemental Smite: As an action, you may produce a ray of raw elemental force. This is a ranged spell attack with a range of 60ft, dealing 1d8+Wis cold, fire, lightning, or thunder damage. This damage increases by 1d8 at 5th, 11th, and 17th level.

    Elemental Mastery: Beginning at 6th level, if you have resistance to cold, fire, lightning, or thunder damage, you may spend 2 pp as a reaction when you take damage of that type to ignore the damage and gain immunity to that damage type until the end of your next turn. When you damage a target with resistance or immunity to cold, fire, lightning, or thunder damage, you may spend 2pp to treat their immunity as resistance, or their resistance as if it didn't exist.

    Elemental Immunity: Beginning at 14th level, if you gain resistance to cold, fire, lightning, or thunder damage from any source, it counts as immunity instead. You may spend 2 psi points as a reaction when you take damage of that type to instead gain temporary hit points equal to half the damage.


    ----------------------------------------------------------------------------------------------------------------------------------------------------

    The Psychic Warrior

    Hit Points
    Hit Dice
    : 1d10 per Psychic Warrior level
    Hit Points at 1st Level: 10 + Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Psychic Warrior level after 1st

    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapon: Simple weapons, martial weapons
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Perception, Persuasion, and Religion.

    Equipment
    (a) scalemail or (b) leather armor, a longbow, and 20 arrows
    (a) a martial weapon and a shield or (b) two martial weapons
    (a) a scholar’s pack or (b) an explorer's pack

    Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

    Level Proficiency Bonus Features Disciplines known Psy Points Limit
    1st +2 Warrior Order, Meditation -- -- --
    2nd +2 Fighting Style, Psionics 2 -- --
    3rd +2 Psi Points 2 3 2
    4th +2 Ability Score Increase 2 4 2
    5th +3 Extra Attack 3 5 3
    6th +3 Psionic Resilience 3 6 3
    7th +3 Order Feature 3 7 3
    8th +3 Ability Score Increase 3 8 3
    9th +4 -- 3 9 5
    10th +4 Mind and Body 4 10 5
    11th +4 Mental Hammer 4 11 5
    12th +4 Ability Score Increase 4 12 5
    13th +5 -- 4 13 6
    14th +5 Surge of Health 4 14 6
    15th +5 Order Feature 4 15 6
    16th +5 Ability Score Increase 4 16 6
    17th +6 -- 4 17 7
    18th +6 Consumptive Power 4 18 7
    19th +6 Ability Score Increase 4 19 7
    20th +6 The Body Unleashed 4 20 7

    Warrior Order: At 1st level, you chose one of three Warrior Orders: the Lurks, the Shifters, or the War Minds. Each order represents approach to unlocking the power of the mind. Your order gives you features when you choose it at 1st level, and additional features at 3rd, 7th, and 15th level.

    Meditation: You do not need to sleep—you may instead go into a trance, like an elf. If you spend four hours in intensive meditation, you gain the same benefit a human would from 8 hours of sleep. During a long rest, you may spend the remainder of the time engaged in light activity.

    When you emerge from your trance, you do not need to eat for the next 24 hours. In addition, you may select one tool or skill you are proficient in. For the next 24 hours, or until you meditate again, you may add twice your proficiency bonus to checks using that skill or tool.

    Fighting Style: At 2nd level, choose one of the following options:
    • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
    • Close Quarters Shooter (Revised): You don't suffer disadvantage when making ranged attacks while within 5ft of an enemy, and your ranged attacks ignore half and three-quarters cover against enemies within 30ft.
    • Defense: While you are wearing armor, you gain a +1 bonus to AC.
    • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Einhander (New): When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no shield or other weapon in the other.
    • Mariner: When not wearing heavy armor or using your off-hand to wield a weapon or shield, you gain +1 AC and a swim and climb speed equal to your land speed.
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Psionics: Beginning at 2nd level, you can begin to master psionic talents. Psionics is a special form of magic use, distinct from spellcasting.
    Psionic Disciplines: A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Psychic Warrior is only capable of mastering so many disciplines, 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.

    Psychic Warriors can learn the following Disicplines: Brute Force, Intellect Fortress, Iron Durability, Nomadic Arrow, and Psionic Weapon.

    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: What ability score you use for your psionic disciplines depends on your order-- Intelligence for Lurks, Wisdom for Shifters, or Charisma for War Minds.

    Psi Points: Beginning at 3rd level, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. The number of psi points you have is shown on the table above. The number shown for your level is your psi point maximum. The number of psi points you have can’t go below 0 or over your maximum.

    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 points than your Psi Limit, as shown on the table above.

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

    Psionic Resilience: Beginning at 6th level, whenever you spend psi points, you gain temporary hit points equal the amount spent.

    Mind and Body: Beginning at 10th level, you can draw on your psionic power to resist any outside influence. As a reaction when you make a save, you can spend psi points. You gain a bonus to your saving throw equal to the number of points you spend. You may use this ability after seeing your roll, but before the DM announces the result.

    Mental Hammer: Beginning at 11th level, your weapon attacks deal an additional 1d8 psychic damage.

    Surge of Health: Beginning at 14th level, you can use your psionic power to shrug off even the most powerful blows. As a reaction when you take damage, you can spend psi points. Reduce the damage you take by a number equal to twice times the number of points you spend. You cannot reduce damage below zero.

    Consumptive Will: Beginning at 18th level, when activating a psionic discipline, you may choose to pay its psi point cost using hit points. For every psi point spent, your current and maximum hit points are reduced by one. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Points spent this way do not count against your psi limit for the round.

    The Body Unleashed: Beginning at 20th level, you have achieved utter physical perfection. Your Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 22. You no longer age, and your body returns to the state it was in at the prime of your life. You gain immunity to poison and disease.

    Warrior Orders

    Spoiler: Order of the Lurk
    Show

    Psionics: Lurks use Intelligence to determine the spell attack bonus and save DC for their psionic disciplines.
    Disciplines: Empaths can master the Celerity, Nomadic Chameleon, Nomadic Mind, Nomadic Step, and Third Eye disciplines.

    Disciplined Practice: At 1st level, you gain proficiency in Stealth, and in one skill or tool of your choice. If you were already proficient in Stealth, you may select a different skill in its place. Your proficiency bonus is doubled for any ability check you make that uses your new chosen proficiencies.

    Mind Strike: Beginning at 3rd level, you learn how to use your weapons as a conduit to a foe’s mind. As a bonus action, you may charge a weapon with psychic energy. They next successful attack you make with that weapon before the end of your turn has one of the effects listed below. Save DCs are the same as for your disciplines.
    • Disrupting Strike: The target must make a Constitution save or be poisoned until the beginning of your next turn.
    • Haunted Strike: The target must make a Wisdom save or be frightened of you until the beginning of your next turn.
    • Kinetic Strike: The target must make a Strength save or be pushed back 5ft and knocked prone.

    You may spend psi points as part of your Mind Strike. For each point you spend, your attack deals an additional 1d6 psychic damage.

    Dark Ambush: Beginning at 7th level, you may use the Hide action as a bonus action. If your target is unaware of your presence, all your attacks against them count as Mind Strikes and deal an additional 1d6 damage of the same type as your weapon.

    Dire Mind Strike: Beginning at 15th level, you may use two options when making a Mind Strike.


    Spoiler: Order of the Shifter
    Show

    Psionics: Shifters use Wisdom to determine the spell attack bonus and save DC for their psionic disciplines.
    Disciplines: Shifters can master the Adaptive Body, Bestial Form, Corrosive Metabolism, Diminution, and Giant Growth disciplines.

    Change Appearance. As a bonus action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

    You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form.

    If you choose to equip your new form with fangs, claws, or other natural weapons, you unarmed strikes deal a base damage of 1d6, and gain the Light and Finesse qualities. If you choose to equip your new form with scales, bony plates, or other sorts of natural armor, your armor class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

    Physical Focus: Beginning at 3rd level, you learn new ways of using your mental energies to enhance your physical form. Physical Focuses work just like Psychic Focuses—you may assume one as a bonus action, and maintain it until you assume a different Focus, or end your current Focus as a bonus action. You may maintain a Psychic and a Physical Focus simultaneously.

    The three types of Physical Focus are:
    • Strength of Character: For as long as you maintain this focus, your carrying capacity is doubled, and you gain a bonus to Strength checks equal to your Wisdom modifier.
    • Fast as Thought: For as long as you maintain this focus, your speed increases by 10ft, and you gain a bonus to Dexterity checks equal to your Wisdom modifier.
    • Unending Resolution: For as long as you maintain this focus, you gain temporary hit points equal to your Constitution bonus at the beginning of each of your turns, and you gain a bonus to Constitution checks equal to your Wisdom modifier.


    Change Body: Beginning at 7th level, as a bonus action, you can transform into any humanoid with a challenge rating equal to or less than your level. This functions as the Wild Shape ability, save that you retain your original hit points and do not gain any Multiattack abilities that the new form might have.

    While you can take on the appearance of a specific individual, you cannot gain the benefits of any special training they might have had, preventing you from taking the forms of "advanced" versions of the creature. For example, while you could take the form of a Goblin, you could not take that of a Goblin Boss. And while you could transform into an Elf, you could not take the form of an Knight, or any other NPC archetype statted out in the Monster Manual.

    Intensive Focus: Beginning at 15th level, your Physical Focuses become more powerful.[*]Strength of Character: For as long as you maintain this focus, you also may add your Wisdom modifier to the damage you deal with Strength-based weapon attacks.[*]Fast as Thought: For as long as you maintain this focus, you also may add your Wisdom modifier to the damage you deal with Dexterity-based weapon attacks.[*]Unending Resolution: For as long as you maintain this focus, you gain temporary hit points equal to your Constitution bonus at the beginning of each character's turn, not just your own.


    Spoiler: Order of the War Mind
    Show

    Psionics: War Minds use Charisma to determine the spell attack bonus and save DC for their psionic disciplines.
    Disciplines: War Minds can master the Mantle of Awe, Mantle of Command, Mantle of Courage, Mantle of Fury, and Mantle of Joy disciplines.

    Telepathy: Your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any number of creatures you can see within 30ft 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 langauge or be telepathic itself.

    Mental Chain: Beginning at 3rd level, you learn how to expand your psychic focus beyond the bounds of your body. Allies within 30ft of you gain the bonuses of whatever focus you are currently maintaining. In addition, you master the following special War Mind focuses:
    • Chain of Courage. You gain immunity to the frightened condition.
    • Chain of Haste. Your speed increases by 10ft, and you may add your proficiency bonus to initiative checks.
    • Chain of Might. You may add one-half your proficiency bonus (round up) to your weapon damage.


    Extended Chain: Beginning at 7th level, the range of your Mental Chain ability increases to 60ft.

    Double Chain: Beginning at 15th level, you may maintain two psychic focuses simultaneously.



    Last edited by Grod_The_Giant; 2020-05-06 at 05:52 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
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    Default Re: Revised Mystic

    Spoiler: original draft, continued
    Show

    Spoiler: Psion Disciplines
    Show


    Intellect Fortress
    • Psychic Focus. While focused on this discipline, you gain a bonus to Intelligence, Wisdom, and Charisma saves equal to one-half your Proficiency Bonus (rounded down).
    • Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. For every additional two psi points you spend, this damage increases by 1d10.
    • Unrelenting Will (3 psi). As a reaction, you may reroll a Concentration save. You may do so after seeing the roll, but before the DM announces the result.
    • Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
    • Psychic Shelter (6 psi, 8 hours). As an action, you fortify the minds of yourself and others. Up to six creatures gain immunity to being charmed, frightened, or possessed.
    • Armor of Will (7 psi, conc, 1 minute). As an action, you focus the entirety of your will on repulsing hostile magic. You gain resistance to all damage other than bludgeoning, piercing, and slashing.



    Mastery of Force
    • Psychic Focus. While focused on this discipline, you may cast the Mage Hand cantrip. You do not have to provide components, and the hand is invisible. At 5th level, and again at 11th and 17th level, the range extends by 60ft and the weight capacity by 10lb.
    • Grasp (2 psi, conc, 1 min). As a bonus action, you can bring your telekinetic powers to full life for one minute. During that time, you can lift, pull, shove, grapple, and otherwise exert force on any one creature or object within 30ft as though you had a Strength score equal to your Psionic Ability score. You are considered proficient in Strength checks made using your telekinesis. Shoving or grabbing a creature requires taking the Attack action, as normal. As an action, you can move an object or grabbed creature up to 30ft in any direction. If the creature or object ends this movement in the air, it falls. If it would fall on a creature, that creature must succeed on a Dexterity saving throw or take the same amount of falling damage as the falling creature or object would. For every additional psi point spend, you receive a +1 bonus to your effective Strength score, and your range increases by 5ft.
    • Crush (3 psi). If you have successfully grabbed a creature using your Grasp ability, you may use an action to either pin it, imposing the Restrained condition, or to deal 4d6 bludgeoning damage to them. The target may make a Strength save to resist being pinned, or to only take half damage. For every additional psi point spend, this damage increases by 1d6.
    • Telekinetic Barrage (5 psi): As an action, you may lift up to six nearby objects weighing no more than 10 pounds. When you activate this ability, and on a bonus action on each turn thereafter, you can send one or two of these objects flying at a creature within 120ft. You must make a ranged spell attack for each projectile; if they hit, the target takes 3d6 bludgeoning damage. If the object is intended to be used as a weapon, such as a sword or dagger, it deal an additional 1d6 damage. For every additional psi point spent, you may levitate another two objects.
    • Psychic Levitation (6 psi, conc, 1 hour). As an action, you gain a fly speed of 30ft for as long as you concentrate.
    • Telekinetic Barrier (7 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy. This ability functions as the spell Wall of Force.


    Mastery of Light and Darkness
    • Psychic Focus. While focused on this discipline, you either gain 60ft darkvision, or the range of your darkvision extends by 60ft. You may also choose to radiate bright light in a 20ft radius and dim light in an additional 20ft radius.
    • Control Light and Shadow (2 psi; conc., 1 min.). As an action, an object you touch radiates bright light or magical darkness (as the Darkness spell) in a 10ft radius for as long as you concentrate. For every additional psi point spent, the radius increases by 5ft. If you spend at least 5 psi points, the duration becomes one hour.
    • Clinging Illuminae (3 psi, conc, 1 min). As an action, choose a creature within 30ft and force them to make a Constitution save. If they fail, you envelop them in either brilliant light or blinding shadows for as long as you concentrate. If you choose to surround them with light, they begin shedding bright light in a 20ft radius. Attack rolls against them have advantage, deal an additional 1d6 radiant damage, and the target can’t benefit from being invisible. If you choose to swathe them in darkness, they are blinded. They may make a new Constitution save at the end of each of their turns to end the spell. For every additional psi point spent, you may target one additional creature.
    • Healing Light, Burning Dark (5 psi, conc, 1 min). As an action, you begin to radiate pure light or darkness. If you radiate light, any creature who begins their turn within 20ft of you regains hit points equal to your casting ability modifier if they are at half health or less. If you radiate darkness, any creature who begins their turn within 20ft of you takes necrotic damage equal to your casting ability modifier.
    • Twisting Illuminae (6 psi, conc, 10 min). As an action, you may turn yourself and up to six creatures within 30ft invisible. A target who leaves this radius, attacks, or casts a spell becomes visible again, but other targets remain invisible.
    • Animate Light and Shadow (7 psi; conc., 1 hr.). As an action, you cause a being of pure light or shadow to appear in an unoccupied space you can see within 120 feet of you. The creature lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. A creature of darkness has the same statistics as a Wraith. A creature of light has the same statistics, but is immune to radiant damage instead of necrotic. It does not have Sunlight Sensitivity, instead shedding bright light in a 20ft radius and dim light in an additional 20ft radius, but its Life Drain deals radiant damage and does not reduce maximum hit points. Neither being can create specters.


    Mind Hammer
    • Psychic Focus. When you are focused on this discipline, you may use your action to telekinetically throw one creature or object within 30ft. A creature of size Medium size or smaller must make a Strength save or be pushed 5ft; an object must be less than 50lb, and may be moved up to 30ft either gently or violently. If thrown at a target, you may make a ranged spell attack to deal 1d6 bludgeoning damage. At 5th level, and again at 11th and 17th level, the weight limit increases by 25lb and the damage by 1d6.
    • Telekinetic Shove (2 psi). As an action, you may strike a nearby target with a blast of kinetic force. One creature within 60ft takes 1d12 force damage, and must make a Strength save or be pushed 10ft. For every additional two psi points spent, you deal an additional 1d12 damage and push the target an additional 10ft.
    • Repulsive Aura (3 psi, conc, 1 min). As an action, you focus on automatically deflecting attacks. For as long as you concentrate, weapon attacks against you have disadvantage. If you spend an additional 3 psi points, any creature who starts their turn or moves within 10ft of you must make a Strength save or be pushed 20ft backwards.
    • Telekinetic Hammer (5 psi). As an action, you flatten everything at a point you can see within 120 feet of you with the power of your mind. Each creature in a 20-foot-radius, 40ft high cylinder centered on that point must make a Strength saving throw, taking 3d12 force damage and being knocked prone on a failed save, or half as much damage on a successful one. For each additional psi point spent, increase the damage by 1d12
    • Telekinetic Wave (7 psi). As an action, you project an incredible wave of force. Each creature in a 60ft cone emanating from you must make a Strength save or take 5d12 damage, be knocked prone, and be shoved to the farthest end of the cone. A successful save halves the damage and prevents the forced movement. For each additional psi point spend, increase the damage by 1d12.


    Psionic Restoration
    • Psychic Focus. While focused on this discipline, you may use your action to touch a dying creature and stabilize it. When healing creatures using abilities from this Discipline, excess healing is converted to temporary hit points. For example, if you use Mend Wounds on a creature missing eight hit points and roll twelve points of healing, they are restored to full health and gain four temporary hit points.
    • Mend Wounds (2 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 2d8 hit points. For every additional psi point spent, this healing increases by 1d8.
    • Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
    • Grant Regeneration (5 psi, conc, 1 min). As an action, you touch one creature and kick-start its natural regeneration. For as long as your concentration lasts, the creature recovers 2d6 hit points at the beginning of each of its turns.
    • Restore Life (6 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
    • Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.


    Psychic Assault
    • Psychic Focus. While focused on this discipline, your attacks ignore resistance to psychic damage.
    • Mind Thrust (2 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom save or take 3d8 psychic damage, or half that with a successful save. For every two additional psi point spent, increase the damage by 1d8.
    • Psychic Blast (3 psi). As an action, select a point within 60ft of you. All creatures within 10ft of that point must make Wisdom saves or take 3d8 psychic damage, or half that with a successful save. For every two additional psi point spent, increase the damage by 1d8.
    • Ego Whip (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, the creature takes 4d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. For every two additional psi point spent, you may target one additional creature.
    • Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Each additional psi point increases the damage by 1d8.
    • Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Wisdom saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.


    Psychic Disruption
    • Psychic Focus. While focused on this discipline, you gain a bonus to Charisma (Deception) checks equal to one-half your proficiency bonus, rounded down.
    • Distracting Haze (2 psi, 1 min). As an action, you may force up to three creatures within 30ft to make Charisma saves. For one minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. For every two additional psi points spent, you may target one additional creature.
    • Daze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make a Charisma saving throw. On a failed save, the target cannot take actions or bonus actions until the beginning of your next turn, or until it takes any damage.
    • Cloud Mind (5 psi, conc, 1 min) As an action, choose one creature you can see within 60ft. That creature must make a Charisma saving throw. On a failed save, the target views all creatures it can see as enemies. Outside of battle, it will treat them with outspoken hostility; during a fight, it will do its best to kill everyone else involved. It may make a new save at the end of each of its turns to end this effect.
    • Mind Storm (6 psi, conc, 1 min). This effect functions as the Confusion spell.
    • Disable (7 psi, conc, 1 min). As an action, choose one creature you can see within 60 feet of you. That creature must make a Charisma saving throw. On a failed save, the target cannot take actions or bonus actions for as long as you concentrate. Attacks against them have advantage, and they have disadvantage on saving throws. They may make a new save at the end of each of their turns to end this effect.


    Psychic Inquisition
    • Psychic Focus. While focused on this discipline, you gain a bonus to Insight checks equal to one-half your proficiency bonus, rounded down.
    • Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
    • Compel Truth (3 psi, 1 hour). As an action, you force a creature to speak only the truth. One creature within 30ft must succeed on a Wisdom save or become unable to lie for the duration of the spell. They are not compelled to speak, but anything they do say or write must be literal truth.
      Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Wisdom saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
    • Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Wisdom saving throws, and you plant a memory or an idea in it, the importance of which is based on the number of saving throws it fails. With one failed saving throw, the idea must be trivial (such as "I had porridge for breakfast" or "Ale is the worst"). With two failed saving throws, it can be significant (such as "I worship Pelor" or "Bob is my rival".) With three failed saving throws, it can be personality-defining ("I failed to save my village from orc marauders and am therefore a coward" or "Magic is a scourge, so I renounce it"). The new idea or memory lasts for eight hours.
    • Question Reality (7 psi, conc, 1 hr). By meditating, you can address questions directly to the universe and receive an answer. If you concentrate on this ability for the full duration, you receive the answer to three yes or no questions. If neither answer is accurate, you know that as well.


    Psychic Phantoms
    • Psychic Focus. While focused on this discipline, you may attempt to trick a target within 30ft into seeing something that isn’t there. You must make a Charisma (Deception) check, opposed by their Wisdom (Insight) check. If you succeed, the target perceives an illusionary object of 5 cubic feet or less until the end of its next turn.
    • Distracting Figment (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can't take reactions, and it takes 1d4 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For every two additional psi points spent, the damage increases by 1d4 and you may target one additional creature.
    • Phantom Force (3 psi, conc, 1 min). This ability functions as the Phantasmal Force spell.
    • Induce Imagination (5 psi, conc, 10 min). As an action, you may force any number of creatures within 60ft to make Intelligence saves. On a failed save, the perceive the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube, as the spell Major Illusion. Alternately, you may designate one object, a creature, or some visible phenomenon and render it invisible to anyone who fails their save.
    • Phantom Riches (6 psi; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature's mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Seize Senses (7 psi, conc, 10 min). As an action, you may force one creature within 60ft to make an Intelligence save. If they fail, you have complete control of one of their senses for as long as you concentrate. If you succeed, they instead suffer disadvantage on Perception and Investigation checks for the duration.


    Telepathic Contact
    • Psychic Focus. While focused on this discipline, You can telepathically speak to any creature you can see within 120ft 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. If you already possessed the Telepathy ability, you instead gain the ability to hear responses from creatures you’re speaking to telepathically.
    • Occluded Mind (2 psi). As an action, you target one creature within 30ft. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. Obviously false statements such as “I am actually the king” or “you are a kangaroo” automatically fail.
    • Mental Suggestion (3 psi, conc, 8 hours). This ability functions as the spell Suggestion.
    • Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected.
    • Psychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.
    • Psychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.



    Spoiler: Psychic Warrior Disciplines
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    Brute Force
    • Psychic Focus. While focused on this discipline, you may add your Proficiency bonus to your Strength score when determining carrying capacity and making Strength checks.
    • Brute Strike(2 psi). As an action, you may make a melee weapon attack. If you hit, you deal an additional 1d6 bludgeoning damage, and the target must make a Strength save or be knocked prone. For every 2 additional psi points you spend, this damage increases by 1d6.
    • Feat of Strength (3 psi). As a reaction when making a Strength check, you gain a +5 bonus to Strength checks until the end of your next turn.
    • Endless Brawn (5 psi, Conc). As a bonus action, you may fill yourself with raw power. For up to one minute, you have advantage on Strength checks and saves, your melee weapon attacks deal an additional 1d6 damage, and you count as one size category larger when determining how large a foe you can grab or shove.
    • Knockback (6 psi). As an action, you may make a melee weapon attack. If you hit, you deal an additional 2d6 bludgeoning damage, the target is pushed back up to 30 feet, and is stunned until the end of its next turn. A successful Constitution save halves the knockback and prevents the target from being stunned. For each additional psi point you spend, this damage increases by 1d6.
    • Shattering Stomp (7 psi): As an action, you stomp on the ground with almost incalculable force. All creatures in a 30ft radius must make Constitution saves or be knocked prone and take 8d6 bludgeoning damage. A successful save halves the damage and stops the creature being knocked prone. Buildings and other structures in the area take maximum damage. In addition, the ground in the area becomes difficult terrain, and 1d3 fissures open in locations chosen by the DM. Each is 1d10*5ft deep, 5ft wide, and 1d4*5ft long. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.


    Intellect Fortress
    See Psion Disciplines

    Iron Durability
    • Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
    • Iron Hide (2 psi). As a reaction action, you gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn.
    • Steel Skin (3 psi, 8 hours). As an action, you may harden your skin. Your base AC becomes 17, unless it was already higher. Normal armor does not stack with this value, though a shield applies as normal. For every two additional psi points you spend, your AC becomes one point higher.
    • Rebounding Blades (5 psi, conc, 1 min). As an action, you cause your skin to become impossibly dense. Weapon attacks against you have disadvantage. If they miss, the attacker must make a Dexterity save or lose control of their weapon—manufactured weapons are flung 10ft in a random direction, and those attacking with unarmed strikes are knocked prone. If you spend one additional psi point, weapons are redirected back at the attacker instead of being flung. Make a melee spell attack against the attacker; if you hit, they take damage as though they had struck themselves with their own weapon.
    • Adamantine Bones (7 psi; conc., 1 hr.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.


    Nomadic Arrow
    • Psychic Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.
    • Curving Missile (2 psi). You may activate this power as part of making a ranged weapon attack. Your attack ignores the penalties for long range, partial and full cover, and may turn up to one hundred eighty degrees mid-flight.
    • Seeking Missile (3 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
    • Faithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. If you spend an additional two psi points, you may make two extra attacks with the weapon at the start of each of your turns.
    • Piercing Arrow (6 psi). As an action, you fire a single arrow with devastating force. All creatures in a 120ft line emanating from you takes 8d6 piercing damage, or half that with a successful Dexterity save.
    • Explosive Arrow (7 psi). As a bonus action, you can imbue one ranged weapon you hold with psionic power. The next attack you make with it before the end of the current turn deals an additional 2d6 force damage. Hit or miss, the arrow then explodes. All creatures within 10ft of the original target must make Wisdom saves or take 4d6 psychic and 4d6 force damage, or half damage on a successful save.


    Psionic Weapon
    • Psychic Focus. Whenever you focus on this discipline, you manifest a weapon of pure thought, taking the form of any weapon you are proficient in. It functions as normal for a weapon of its type, save that half of the damage it deals is psychic instead of the normal type.
    • Lethal Strike (2 psi). As a bonus action, you can imbue one weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an additional 1d10 force damage. For every additional two psi points spent, this damage increases by 1d10.
    • Ethereal Weapon (3 psi). You temporarily transform one weapon you're holding or your unarmed strike into pure psionic energy. You may activate this power as part of the Attack action. If you do, you do not make any attack rolls. Instead, for each separate attack, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes damage equal to the weapon’s normal damage die with no modifiers.
    • Vamperic Weapon (5 psi, conc, 1 min). As an action, you may turn one weapon you’re holding into a conduit for life force. Until your concentration ends, each successful attack with the weapon heals you for an amount equal to one-half the damage dealt.
    • Augmented Weapon (6 psi., 1 hr.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +2 bonus to its attack and damage rolls. For every two additional psi points spent, this bonus increases by 1.
    • Swift Weapon (7 psi, conc, 1 min). As a bonus action, you charge your weapon with temporal energies. On each of your turns until your concentration ends, you may use a bonus action to make two attacks with that weapon.



    Last edited by Grod_The_Giant; 2020-05-02 at 03:03 PM.

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    Default Re: Revised Mystic

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    Spoiler: Empath Disciplines
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    Crown of Despair
    • Psychic Focus. While focused on this discipline, adjacent creatures are weighed down by despair. If they begin their turn within 10ft of you, their movement speed for that turn is halved.
    • Call to Inaction (2 psi; conc., 10 min.). As an action, you may attempt to fill one creature within 60ft with overwhelming ennui. They must make a Wisdom saving throw, which automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
    • Visions of Woe (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 5d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.
    • Crown of Despair (5 psi; conc., 1 min.). As an action, you don a crown of despair for as long as you concentrate. All creatures who start their turn within 30ft of you must make Wisdom saves or gain a level of exhaustion. At the end of each turn, they may make a second save. On a success, the effect ends and all levels of exhaustion imposed by this effect vanish. On a failure, they gain another level of exhaustion. This ability cannot inflict more than 3 levels of exhaustion on a given target.
    • Crippling Ennui (6 psi, conc., 1 min). As an action, you attempt to overwhelm one creature you can see within 30ft with fatalistic apathy. They must succeed on a Wisdom save or be incapacitated for as long as you concentrate, or until they take damage. If you spend an additional 2 psi points, you may target one additional creature.
    • Call of the Grave (7 psi, conc., 3 rounds). As an action, you fill one creature with the desire for oblivion. They must succeed on a Wisdom save or be overcome with suicidal impulses. As long as you concentrate, they will act in a manner most likely to bring about their death—falling on their sword, jumping off a cliff, and so on. A creature who attacks themselves as an action automatically deals themselves critical hit damage.At the end of each turn, the target can make a fresh save to end the effect. If they are still affected after the third round, they take 10d6 psychic damage and the effect ends.


    Crown of Disgust
    • Psychic Focus. While you are focused on this discipline, the area in a 10 foot radius around you is difficult terrain for any enemy that isn't immune to being frightened.
    • Averting Aura (2 psi, 1 min). As an bonus action, you may radiate a barrier of pure revulsion. Any creature who attempts to target you with an attack or harmful spell must first make a Charisma save. On a failed save, they must choose a new target or lose the attack or spell. This effect ends after 1 minute, or after you attack, cast a spell that affects an enemy, or deal damage to another creature.
    • Wall of Repulsion (3 psi; conc., 10 min.). As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. When a creature attempts to move through it, you may force it to make a Wisdom saving throw. On a failed save, they take 2d6 psychic damage and a creature can't move through the wall until the start of its next turn. On a successful save, the creature takes half damage and can pass through it. A creature must make this save whenever it attempts to pass through the wall. A creature forced through the wall is not stopped but takes the full damage..
    • Visions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.
    • Irresistible Revulsion (6 psi, conc,. 10 min). As an action, you may imbue an object within 60ft with horrific psychic energy. All creatures who start their turn within 10ft of the object, or who move within 10ft of it, take 4d6 psychic damage and must move out of the area as soon as possible. A successful Wis save halves this damage and negates the compulsion. As long as you concentrate, any creature who failed the Wisdom save cannot move within 10ft of the object at all.
    • World of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target's speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to move away from you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


    Crown of Rage
    • Psychic Focus. While you are focused on this discipline, you gain a bonus to Charisma (Intimidation) checks equal to one-half your Proficiency bonus, rounded down.
    • Mindless Courage (2 psi). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it must use all of its movement to bring it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
    • Fighting Words (3 psi; conc., 10 min.). As an action, you can attempt to leave a simmering violence in the mind of a creature within 30ft. They must make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
    • Punishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
    • Inspire Charge (6 psi). As an action, you fill your friends with a passionate rage. Any number of allies within 60ft may use their reactions to move up to their speed and make a single weapon attack with advantage. If they hit, they deal 1d6 extra psychic damage. This damage increases by 1d6 for every additional psi point you spend.
    • Murderous Words (7 psi, conc, 1 min). As an action, you can overwhelm a creature with elemental fury. One creature within 60ft must make a Wisdom saving throw or launch into a berserk rage. While raging, the target has resistance to bludgeoning, slashing, and piercing damage, advantage on Strength saves and checks, and deals an additional 1d6 damage with melee attacks. However, they may only use their action to move towards and make melee attacks against foes. You have full control over the target’s rage. At the beginning of each of its turns, you may designate its target for the round, or send it tearing off towards an imaginary foe.Each time it strikes an ally, the target may make a new Wisdom save. If it succeeds, the effect ends.


    Mantle of Awe
    • Psychic Focus. While focused on this discipline, you gain a bonus to Charisma (Persuasion) checks equal to one-half your Proficiency bonus, rounded down.
    • Charming Presence (2 psi). As an action, you exert an aura of sympathetic power. Roll 5d10; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected. For every additional psi point you spend, you may roll one additional d10.
    • Center of Attention (3 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Creatures within 30 feet must make Charisma saves or be so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
    • Invoke Awe (5 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. One creature within 30ft must succeed on a Charisma saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
    • Overawe (6 psi, conc., 1 min): As an action, you use your mantle to overwhelm the minds of nearby creatures. Any number of creatures within 30ft of you must make Charisma saving throws or be stunned for one minute, or until they take damage. Creatures who are immune to being charmed are also immune to this ability. A creature may use an action to shake an ally out of the trance.
    • Inspire Devotion (7 psi, conc, 1 min): This power functions as the Dominate Person spell, cast from a 5th level spell slot. Each additional psi point you spend increases the effective slot level by one.


    Mantle of Joy
    • Psychic Focus. While focused on this discipline, you gain a bonus to Charisma (Persuasion) checks equal to one-half your proficiency bonus, rounded down.
    • Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. For every two psi points spend, you may target one additional creature.
    • Beacon of Recovery (3 psi). As a bonus action, you can allow yourself and all allies within 30ft feet to immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns. If you spend two additional psi points, they have advantage on these saves and gain temporary hit points equal to your level plus your Charisma modifier.
    • Aura of Jubilation (6 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Allies within 30ft have advantage on attack rolls, and enemies within 30ft must make Charisma saves or have disadvantage on attack rolls for as long as you concentrate.
    • Blissful Friendship (7 psi, conc, 1 hour). As an action, you may attempt to charm all creatures within 30ft. They must make Wisdom saving throws, with advantage if currently fighting you or your companions. If they fail the save, they are charmed by you for as long as you concentrate, or until you or your companions do anything harmful to it.



    Spoiler: Seer Disciplines
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    Aura Sight
    • Psychic Focus. While focused on this discipline, you can see a faint outline around living creatures, letting you know their physical state. You can tell if they are healthy (full hit points), injured (missing hit points), badly injured (missing at least half their hit points), or impaired (subject to a condition). You can see this outline even if darkness prevents you from seeing the creature, although any sort of solid barrier blocks it.
    • Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total, what if any conditions it is being affected by, and all its immunities, resistances, and vulnerabilities.
    • Read Moods (3 psi). As a bonus action, you learn a two-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
    • View Aura (5 psi; 1 hr.). You may activate this ability as an action. Until your concentration ends, while you can see a creature, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. If you spend 1 additional psi point, whenever you make a Charisma check you can replace the number rolled with an 8.
    • Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
    • Predictive Visions (7 psi, conc., 10 min): You may activate this ability as a bonus action. Until your concentration ends, you can predict the actions of your foes by minute shifts in their aura. This grants you advantage on all attack rolls, saving throws, and ability checks made against any foe you can see, and they have disadvantage to hit you with attack rolls.


    Celerity
    List: Lurk, Seer
    • Psychic Focus. While focused on this discipline, you have advantage on initiative checks and your speed is increased by 10ft.
    • Agile Defense (2 psi). As a bonus action, you take the Dodge action and may move up to 10ft.
    • Surge of Speed (3 psi, 1 min). As a bonus action, you move up to 10ft and accelerate yourself to incredible speed for 1 minute. During this time, you do not provoke opportunity attacks, your walking speed is doubled, and you gain a climb speed equal to your land speed. If you spend 2 additional psi points, this benefit lasts for 1 hour; if you spend 4, it lasts for 8 hours.
    • Surge of Action (5 psi). As a bonus action, you move up to 10ft and can take one action.
    • Blur of Motion (6 psi, conc., 1 min). As a bonus action, you may move 10ft and become invisible. As long as you move at least 30ft each round, you are invisible as long as you concentrate.
    • Enduring Dash (7pp, 1 hour). Activating this ability takes an action. While active, your walk speed becomes 500ft. When moving overland, you may travel at a rate of 100 miles per hour, regardless of terrain.


    Nomadic Mind
    • Psychic Focus. While focused on this discipline, you gain a bonus to Intelligence checks equal to one-half your Proficiency bonus, rounded down.
    • Wandering Mind (2 psi, 1 hour.). As an action, you gain proficiency in one skill, tool, or learn to read and write one language for the duration.
    • Find Creature (3 psi.). You cast your mind about for information about a specific creature. As an action, you gain a general understanding of the creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane.
    • Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
    • Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. If you spend an additional psi point, the eye can move through solid objects but can't end its movement in one. If it does so, the effect immediately ends.
    • Probe the Ether (7 psi). You extend your mind into the deepest reaches of the multiverse, seeking answers. This ability functions as the spell Contact Other Plane.


    Precognition
    • Psychic Focus. While focused on this discipline, you cannot be surprised.
    • All-Around Sight (2 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
    • Things to Come (3 psi, 1 hour). As a bonus action, you may roll one d20. At any point in the duration, you may use your reaction to replace one of your d20 rolls with the pre-rolled number. Once you have done so, this effect ends.
    • Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.
    • That Didn’t Happen (6 psi). At any point during your turn, you may use this ability as a reaction to declare that the events of the turn did not happen, and were only a vision of the future. The world resets to its state at the beginning of your turn. If not in initiative order, you may instead replay the last six seconds.
    • Search the Stars (7 psi). As an action, you probe the near reaches of the future. You may ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen, and doesn’t take into account any possible circumstances that might change the outcome


    Third Eye
    • Psychic Focus. While focused on this discipline, you gain a bonus to Perception and Investigation checks equal to one-half your proficiency bonus, rounded down.
    • Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
    • Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.
    • Manifest Third Eye (5 psi, conc, 1 hour). As a bonus action, you may open your third eye and see the world as it truly is. For the duration, you can see invisible creatures and onto the Ethereal Plane, and you may see magic auras as if concentrating on a Detect Magic spell. You also gain advantage on Perception checks.
    • Extend Senses (6 psi, 8 hours). As an action, you may enhance all your senses. You may see, smell, and hear ten times as far as normal for an individual of your race, and. This grants you a +5 bonus to Perception, Insight, and Investigation checks.
    • Truesight (6 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 60 feet, which lasts until your concentration ends.



    Spoiler: Wu Jen Disciplines
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    Mastery of Air
    • Psychic Focus. While focused on this discipline, winds begin to swirl around you. You take no falling damage, and you may use your Wisdom score to determine how far you can jump in place of Strength.
    • Wind Stream (2 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. For every additional two psi points you spend, the damage increases by 1d8.
    • Cloak of Air (3 psi; conc., 1 min.). As an action, you seize control of the air around you to create a protective veil. Until your concentration ends, when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
    • Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends
    • Tornado (6 psi). As an action, you may twist the air in a 20ft radius, 40ft high cylinder into a raging tornado. Each creature in the area must make a Strength save. Creatures who succeed on the save take 2d8 bludgeoning damage and lose half their movement on their next turn. Creatures who fail their save take 2d8 bludgeoning damage and are swept to the top of the radius before being ejected. They fly 30ft in a direction of your choice and fall to the ground, taking 4d6 points of falling damage and falling prone.
    • Animate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mastery of Fire
    • Psychic Focus. While focused on this discipline, flames begin to dance across your body. The fire does no damage to you, but it sheds bright light in a 10ft radius and dim light for an additional 10ft. You gain resistance to fire damage.
    • Combustion (2 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 2d10 fire damage and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire. For every additional two psi points you spend, the damage increases by 1d10.
    • Gout of Flame (3 psi, 1 round). As an action, you unleash a line of fire 30ft long and 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity save or take 2d6 fire damage, or half as much on a successful save. The line of fire continues to burn for one minute—any creature entering the line or starting their turn within it takes 2d6 fire damage.
    • Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. For each additional psi point spent, increase the damage by 1d6.
    • Wall of Fire (6 psi, conc, 1 min). This ability functions as the spell Wall of Fire.
    • Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mastery of Ice
    • Psychic Focus. While focused on this discipline, frost crystalizes on the edges of your body. You have resistance to cold damage, and can ignore difficult terrain and other terrain hazards due to ice.
    • Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
    • Ice Spike (3 psi). As an action, make a ranged spell attack against a creature within 60ft. If you hit, they take 3d6 piercing damage and 3d6 cold damage.
    • Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage and its speed is not reduced. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC. You can increase this effect's damage by 1d6 per each additional psi point spent on it.
    • Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points, and is vulnerable to fire. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
    • Entomb (7 psi, 1 min). As an action, you may attempt to enclose a creature or object of up to Huge size in ice. An unwilling creature must make a Strength save; on a failed save, they are entombed for the duration. The ice has an AC of 10 and 100 hit points, and is vulnerable to fire. Until the ice is destroyed, the creature is paralyzed, and attacks by or against them do not have line of effect.


    Mastery of Water
    • Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.
    • Watery Grasp (2 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Water Whip (3 psi). As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Suffocate (5 psi, conc, 1 min). As an action, you can surround a target’s head with water, keeping them from breathing. One creature within 30ft must make a Constitution save or begin choking for as long as you concentrate. A chocking creature has disadvantage on attack rolls and ability saves, and suffers 3d6 necrotic damage at the start of each turn. At the end of their turn, they may make a new Constitution save to end the effect..
    • Control Water (6 psi, conc, 10 min). This ability functions as the spell Control Water.
    • Animate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mastery of Weather
    • Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage, and suffer no ill effects from high winds.
    • Wall of Clouds (2 psi; conc., 1 hour.). As an action, you create a mass of clouds anywhere within 120ft. The clouds can take any shape you want, with a total volume of thirty 5ft cubes. The clouds last as long as you concentrate. Creatures can pass through them without hindrance, but the wall blocks vision. If you wish, you may form rainclouds instead. You may only create twenty 5ft cubes of rainclouds, but the rain renders the area underneath the clouds difficult terrain.
    • Whirlwind (3 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 200 pounds. For every additional psi point spent, the damage increases by 1d6 and the weight limit by 100 lb.
    • Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends, and blocks vision. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 4d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
    • Control Winds (7 psi). This ability functions as the Control Winds spell.


    Mastery of Wood and Earth
    • Psychic Focus. While focused on this discipline, you may ignore difficult terrain.
    • Wall of Wood (2 psi; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 10 and 5 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. If you spend an additional two psi points, you may create a wall of earth instead. Each section of an earth wall has AC 12 and 100 hit points.
    • Warp Item (3 psi). As an action, choose a weapon, item, suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw or the item becomes useless until the end of your next turn—armor does not change the creature’s AC, and weapons cannot be used to attack, and items cannot be used for their intended purpose.
    • Plant Growth (5 psi). This ability functions as the Plant Growth spell.
    • Sculpt Wood and Earth (6 psi.). As an action, you may reshape up to 25 cubic feet of wood, 10 cubic feet of earth, or 5 cubic feet of stone that you can touch. Mechanical detail isn’t possible. Otherwise, this ability functions as the Stone Shape spell.
    • Animate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Last edited by Grod_The_Giant; 2020-05-02 at 03:04 PM.

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    Default Re: Revised Mystic

    Spoiler: original draft, continued
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    Spoiler: Lurk Disciplines
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    Celerity
    See Order of the Seer

    Nomadic Chameleon
    • Psychic Focus. While focused on this discipline, you gain a bonus to Dexterity (Stealth) checks equal to one-half your proficiency bonus, rounded down, and may attempt to hide when only lightly concealed.
    • Chameleon (2 psi). As a bonus action, you may attempt to Hide, even if you do not have cover or concealment. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
    • Step from Sight (3 psi; conc., 1 hour.). As an action, cloak yourself from sight. You become invisible and remains so until your concentration ends or until immediately after you target, damage, or otherwise affect any creature with an attack, a spell, or another ability. For every additional two psi points you spend, you may target one additional creature within 30ft.
    • Soundless Passage (5 psi, 10 min). As a bonus action, you may cloak yourself and any number of creatures within 30ft with silence and shadows. For one hour, you gain a +10 bonus to Dexterity (Stealth) checks and can’t be tracked by mundane means. This effect ends for any target that moves more than 30ft away from you.
    • Enduring Invisibility (6 psi; conc., 10 min.). As an action, you turn invisible and remain so until your concentration ends.
    • Blink of an Eye (7 psi, 1 hour). As a bonus action when using this ability, and as a bonus action on subsequent turns, you may teleport up to 30ft and attempt to Hide with Advantage on your roll.


    Nomadic Mind
    See Order of the Seer

    Nomadic Step
    • Psychic Focus. While focused on this discipline, your movement speed increases by 10ft. In addition, when you assume this focus, you may choose to designate your current point as your anchor. While focused on this discipline, that point is always considered a valid destination for teleport abilities, provided it is within the normal range. If you assume a different focus and subsequently regain this focus, you may either designate a new anchor or keep your original one.
    • There and Back Again (2 psi). As an action, you teleport up to 30 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you must teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. If you spend one additional psi point, you may activate this ability as a bonus action, and you can choose not to return to your original spot at the end of your turn. Each additional psi point spent beyond that increases the range by 30ft.
    • Defensive Step (3 psi). When you are hit by an attack, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see, causing that attack to miss.
    • Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space.
    • Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
    • Nomad's Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.


    Third Eye
    See Order of the Seer'


    Spoiler: Shifter Disciplines
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    Adaptive Body
    • Psychic Focus: While focused on this discipline, you don't need to breathe, and ignore the effects of extreme heat and cold (but not cold or fire damage).
    • Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn Acquired Immunity (2 psi): If you succeed on a saving throw against a condition, you may activate this power as a reaction to become immune to that condition for one minute.
    • Energy Adaptation (5 psi; conc., 1 hr.). As a bonus action, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
    • Restore Body (6 psi): As an action, you may reduce your exhaustion level by 1, and end one effect currently charming you, reducing your ability scores, reducing your hit point maximum, or one curse currently affecting you. You may take this action even if the condition would normally prevent you from taking that action.
    • Energy Immunity (7 psi; conc., 1 hr.). As a bonus action, you gain immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.



    Bestial Form
    • Psychic Focus: You grow more sensitive eyes and ears, gaining advantage on Wisdom (Perception) checks.
    • Bestial Transformation (cost varies; 1 hr). As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
    • Amphibious (1 psi). You gain gills; you can breathe air and water.
    • Climbing (1 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed
    • Swimming (1 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
    • Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +1 bonus to AC. For every 2 additional pp you spend, this bonus increases by 1.
    • Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
    • Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
    • Dire Claws (3 psi; conc., 1 hr.): Your unarmed strikes become magic weapons with a +1 bonuses to attack and damage rolls. For every 2 additional pp you spend, this bonus increases by 1.
    • Metamorph (6 psi., 1 hour): As an action, you may transform yourself into the form of any beast whose challenge rating is equal to or less than your level. You may remain in the new form for up to one hour and retain your mental ability scores, but otherwise this ability functions as the Polymorph spell. If you spend 1 additional psi point, you may also take the form of a monstrosity with Intelligence score of 3 or less and a challenge rating of no more than one-half your level.


    Corrosive Metabolism
    • Psychic Focus. While focused on this discipline, you have resistance to acid and poison damage.
    • Acid Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you must make a Dexterity saving throw. They take 3d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 for every additional psi point spent.
    • Devour Toxin (3 psi). As a reaction you gain immunity to poison damage and the poisoned condition. If you would take poison damage, you instead heal that many hit points. If your hit points are at the maximum, you gain the remainder as temporary hit points. If you would gain the poisoned condition, you are instead filled with energy; until the end of your next turn, you may make all attack rolls, ability checks, and saving throws with advantage.
    • Breath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 5d10 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d10 for every two additional psi points spent on it.
    • Breath of the Green Dragon (6 psi). You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage and gaining the poisoned condition until the end of their next turn on a failed save, or half as much damage and no poisoned condition on a successful one.
    • Ooze Body (7 psi, conc., 1 min). As an action, you may transmute your body into a mass of caustic slime. In this form, you have resistance to slashing, bludgeoning, and piercing damage, the Amorphous special quality, and are always considered to be under the effect of your Devour Toxin ability. Anyone striking your slime form with a melee attack takes 1d4 acid damage and 1d4 poison damage.


    Diminution
    • Psychic Focus. While focused on this discipline, your size is halved in all dimensions and your weight is reduced to one-eighth, decreasing your size by one category. This grants you no bonuses or penalties in combat.
    • Lightweight Leap (2 psi). As a bonus action, you may jump 10ft in any direction without provoking opportunity attacks. For every additional psi point you spend, this distance increases by 10ft.
    • Miniature Form (3 psi; conc., 10 min.). As an action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing, but your weapon attacks deal 1d4 less damage (minimum 1).
    • Sudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
    • Strike From Within (6 psi, 1 round). As an action, you become smaller than Tiny for just long enough to leap into an adjacent enemy’s mouth, ear, or similar opening and attack it from within. The target may make a Dexterity save to prevent you from getting inside. If they succeed, your attack is rebuffed. If they fail, you enter its body and deal 8d6 force damage before exiting again, appearing on an adjacent square. Due to your small size, all attacks against you have disadvantage until the start of your next turn. If you spend one additional psi point, you may instead attempt to expand while within the target. You do not deal force damage. Instead, at the end of the round, the target must make a Constitution save. If they fail, they take 75 force damage. If this damage is enough to reduce them to 0 hit points, their body is destroyed in the process. If they succeed, you take 4d6 force damage. Regardless, you re-appear on an adjacent square at full size.
    • Microscopic Form (7 psi; conc., 10 min.). As an action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can't make weapon attacks.


    Giant Growth
    List: Shifter
    • Psychic Focus. While focused on this discipline, your size is doubled in all dimensions and your weight is multiplied by eight, increasing your size by one category. This grants you no bonuses or penalties in combat.
    • Goliath Stride (2 psi, conc., 1 min). As a bonus action, you stretch your arms and legs. As long as you concentrate, your reach increases by 5ft and your speed by 10ft.
    • Ogre Form (3 psi; conc., 1 min.). As a bonus action, you gain temporary hit points equal to your class level. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you're smaller than Large, you also become Large for the duration. If you spend an additional two psi points, the bonus damage increases to 1d6, and you no longer need to concentrate on this power.
    • Formian Sweep (6 psi). As an action, you enlarge your arms and weapon to tremendous size and make a single huge strike. All targets in a 30ft cone must make Dexterity saves or take 8d6 damage of whatever type your weapon deals. A successful save halves the damage.
    • Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain temporary hit points equal to twice your class level. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.



    Spoiler: War Mind Disciplines
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    Mantle of Awe
    See Order of the Empath

    Mantle of Command
    • Psychic Focus. While focused on this discipline, when you end your turn and didn’t use all of your movement for the turn, you can use your reaction to allow one ally you can see within 30 feet of you to move the remaining distance, following a path of your choice. To move in this way, the ally mustn't be incapacitated.
    • Commander's Sight (2 psi; conc., 1 round.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target
    • Command to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.
    • Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and ad the number rolled to each attack roll they make that turn.
    • Aura of Command (6 psi, conc., 10 min). As an action, you link the minds of your allies together, letting them perfectly coordinate their attacks. For as long as you concentrate, allies within 60ft have advantage on attack rolls as long as another ally is adjacent to their target.
    • Overwhelming Attack (7 psi). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the target of the attacks.


    Mantle of Courage
    • Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you are immune to being frightened.
    • Incite Courage (2 psi). As a bonus action, you may remove the frightened condition from any number of creatures within 30ft.
    • Motivate Heroism (3 psi, conc, 1 min). As an action, you and any number of allies within 30ft are filled with heroic energy. All targets immediately gain temporary hit points equal to your Charisma modifier. For as long as you maintain your concentration, they gain temporary hit points equal to your Charisma modifier at the start of each of their turns.
    • Aura of Victory (5 psi, conc, 10 min). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to your level plus your Charisma modifier.
    • Pillar of Confidence (6 psi; conc., 1 min.). As an action, you and any number of allies within 30ft each gain one extra action to use on your individual turns. The action can be used only to make one weapon attack or to take the Dash or Disengage action.
    • Battle Beyond Death (7 psi). As a reaction when an ally within 30ft is reduced to zero hit points, or would be killed instantly without taking damage, you may cause them to instead be reduced to 1 hit point and gain temporary hit points equal to twice your level. For every additional psi point you spend, the temporary hit points granted increase by an amount equal to your level.


    Mantle of Fury
    • Psychic Focus. While focused on this discipline in combat, you have advantage on melee attack rolls, but opponents have advantage on attack rolls against you.
    • Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 30 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy without provoking opportunity attacks.
    • Aura of Bloodletting (3 psi; conc, 1 min.). As an action, you unleash an aura of rage. Until your concentration ends, any creature that starts its turn within 30ft of you must make a Charisma save, or it can only use its actions that turn to make melee attacks or Dash towards an enemy.
    • Righteous Wrath (5 psi, conc, 1 min.) As a bonus action, you may unleash your aura of rage. Allies within 30ft (including you) deal an additional 1d6 damage with melee weapon attacks.
    • Incite Rage (6 psi, conc, 1 min). As a bonus action, you may fill a creature with such bloodlust that it doesn’t even notice attacks. One creature within 30ft gains resistance to all damage other than psychic for as long as you concentrate, and may add your Charisma modifier to melee damage rolls.
    • Aneurysm (7 psi). As an action, you may attempt to make a target literally die from anger. One creature within 30ft takes 15d6 psychic damage. A successful Wisdom save halves this effect. If the creature is reduced to zero hit points, it is instantly killed. Constructs, elementals, undead, and other creatures without blood are immune to this ability.


    Mantle of Fear
    • Psychic Focus. While focused on this discipline, you gain a bonus to Charisma (Intimidation) checks equal to one-half your proficiency bonus, rounded down.
    • Incite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can't see you, it can repeat the saving throw, ending the effect on itself on a success. For every additional psi point you spend on this effect, you may target two additional creatures.
    • Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 30 feet of you that can see you must make a Wisdom save to move towards you. If they fail their save, they may move in other directions normally. A creature ignores this effect if immune to being frightened.
    • Incite Panic (5 psi; conc., 1 min.). As an action, you begin to radiate pure terror. For as long as you concentrate, enemies starting their turn within 30ft of you must make Wisdom saving throws. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect end on a target if it succeeds on three saving throws against it.
    • Crippling Terror (6 psi, conc., 1 min). As an action, you may overwhelm a creature’s mind with fear. One creature within 30ft must make a Charisma save or be paralyzed for as long as you concentrate, or until they take damage. If you spend one additional psi point, the effect does not end if the target takes damage—instead, they may make a new Charisma save to end the effect.


    Last edited by Grod_The_Giant; 2020-05-02 at 03:04 PM.

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    Default Re: Revised Mystic

    Spoiler: My First Reply
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    Spoiler: My First Reply
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    Edit: Is it intended that as written the Precognitive Strike uses up your reaction when used as a part of the attack action?
    Edit 2: Is the int-to-attack rolls for the Seer strictly needed? I'm doing a quick test character, and I feel encourage to take 3 DEX and 2 INT to get an additional point of AC, rather than the other way around. Int only gives me an extra augury, which is going to be cast at a 50% chance to give a random reading.
    It just feels weird that the class tells me one thing (max int) and the numbers tell me another thing (max dex).
    I love the Retroactive Preparation!


    Spoiler: Grod's First Reply
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    ... Shoot, that's sloppy wording. It's only supposed to be stat to attack for spell attacks, not weapons.
    Spoiler: Grod's First Reply
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    As for Dex-vs-Int... I haven't finished revising all the Disciplines yet, so I don't know the exact shape a build would take, but I can easily imagine that a gishy Seer will wind up being valid. If you stick to buffing and utility Disciplines, you don't need much Int and can spend most of your points on smiting.



    Thanks ^^

    What of the Precog Strike? Does it use your reaction, even when you use it offensively?

    This class immediately supplies my friend's demand to create a 'Space Marine Psyker" type character in DnD. So, definetly thanks for the Seer. It's much cleaner than fighter/sorcerer multiclass he was thinking about. We're starting 10th of august, so pretty perfect timing. I'm considering adding medium (or even heavy armor) for his specific case. Is there some mystic-specific interaction I should know about before making the decision? And yeah, based on the disciplines available to the seer, int seems to be a dump stat, unless I'm mistaken. For that reason, the augury feature needs a "Equal to your intelligence modifier (minimum 1)"
    Last edited by Bjarkmundur; 2019-08-07 at 04:11 PM.

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    Default Re: Revised Mystic

    I'm currently working my way through the Discipline list, but I've posted the first few above. My changes are generally threefold:
    • Pretty much all of the single-target smite type powers ("deal 1 creature 1d10 damage per psi point spent") are gone. That's the Paladin's schtick, a full caster should not be better at it than them.
    • Evening out the number of powers Disciplines grant, so each gives you five "spells"-- one for each level of 1st to 5th.
    • Balance. A durr.

    Currently most of the options are for a Psychic Warrior subclass (the Shifter--they get all the old Immortal discipline that transform your body), but that's just because I'm working alphabetically

    Quote Originally Posted by Bjarkmundur View Post
    Thanks ^^

    What of the Precog Strike? Does it use your reaction, even when you use it offensively?
    It does, yeah.

    This class immediately supplies my friend's demand to create a 'Space Marine Psyker" type character in DnD. So, definetly thanks for the Seer. It's much cleaner than fighter/sorcerer multiclass he was thinking about. We're starting 10th of august, so pretty perfect timing. I'm considering adding medium (or even heavy armor) for his specific case. Is there some mystic-specific interaction I should know about before making the decision? And yeah, based on the disciplines available to the seer, int seems to be a dump stat, unless I'm mistaken. For that reason, the augury feature needs a "Equal to your intelligence modifier (minimum 1)"
    Heh, I'm glad. There will be much better options once I throw up the Psychic Warrior-- they'll be the half-caster version of the Mystic, getting the disciplines that are all about enchanting yourself and your weapons.

    As for the Seer and Int... I mean, you could play it either way. You could certainly focus on Dex over Int, pick mostly buffing and utility Disciplines, and spend most of your psi points on smites. But you could also go for a casting-heavy build by picking generic Mystic disciplines like Mastery of Force and Psychic Assault. (Which, uh... have now been migrated from my notes to the actual class )
    Last edited by Grod_The_Giant; 2019-07-31 at 11:32 AM.

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    Default Re: Revised Mystic

    I fully support the idea of giving each subclass his dedicated "at-will" attack, rather than using the Mystic cantrips (Talents). Do you think it will affect the class' utility as a 'full spellcaster' class. If yes, is it intented?

    When I get excited I tend to read faster than I should, and read over some of the details. I'll refrain from asking more questions until I've wrapped my head around how this class might feel during gameplay. So far, I'm pretty hyped ^^
    Last edited by Bjarkmundur; 2019-07-31 at 05:31 PM.

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    Default Re: Revised Mystic

    The Psychic Warrior is now up! (And fully playable, provided you play a Shifter.) More disciplines coming as I do them.

    Quote Originally Posted by Bjarkmundur View Post
    I fully support the idea of giving each subclass his dedicated "at-will" attack, rather than using the Mystic cantrips (Talents). Do you think it will affect the class' utility as a 'full spellcaster' class. If yes, is it intented?
    The Psion's design borrows from the Warlock in a lot of ways-- both classes get a mix of short rest based casting and at-will abilities (Discipline powers ~ spells, psi points ~ pact magic slots, focuses ~ invocations). So they sort of do need an at-will attack that's a big stronger than the usual cantrip plinking. Right now I'm mulling about how strong an at-will they need. They definitely need the die-plus-stat punch to carry them through the first few levels, but after that I'm a bit uncertain about how much stronger point-based short rest casting is than the Warlock's auto-scaling slots. I might go back to a cantrip progression... cantrip+stat is generally decent but never that strong...

    I'm glad you're excited though!

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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

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    Spoiler: Re: The Psion
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    It feels weird to me to get Psi Points separately from Disciplines. I get the idea of introducing concepts slowly, but still - this is a full casting class, it should get it's casting powers immediately - particularly as you seem to have cut Talents. I would suggest giving each Discipline a free cantrip-level option, at least - not all of them have to be combat related, but right now the only option for using psionics to attack at level one seems to be Beastial Form (a discipline which is not actually available to Psions, only Psionic Warriors).

    The way I'm reading High Psionics, it looks like you get to use it once, and to choose from all the abilities you've unlocked so far for that one use - I assume that's not the intention. I would suggest changing "you may not use this ability again" to "you may not use that ability again" - maybe a little nitpicky, but I think it's more clear.

    Moving on to the High Psionics abilities themselves, they feel a little dull, generally. A vague suggestion would be to give each Discipline a high-level ability that you need to unlock by taking High Psionics at the appropriate level (with some of them being level-gated).

    Can you use the Mind Unbound multiple times? Higher-level High Psionics abilities should probably cost more Psi Points.

    Spoiler: The Empath
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    Not sure how I feel about gating Telepathy to only one subclass. It makes sense with the Psychic Warrior, I guess, but all Psions should have it IMO.

    I see now that you are giving free cantrip-level attacks. I still think they should be attached to disciplines, but as long as they're there, I suppose.


    Spoiler: The Seer
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    Precognitive Strike is an interesting way of filling the same idea as a Diviner's Portent. It feels way more combat-focused, though - that's not a problem since it seems to be cantrip-esque, but it would be interesting to give it a skill-based use as well. Maybe make that cost Psi Points.

    Retroactive Preparation is hilarious and I'm sad Diviners don't have anything similar.

    Clairsentience should say that you get it at 14th level.


    Spoiler: The Wu Jen
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    Four free cantrips at first levels may seem like a lot, but in fact it isn't.

    Elemental Mastery seems mostly useless unless the various Mastery disciplines (which I see aren't finished yet) give resistances.

    Elemental Immunity makes Elemental Mastery obsolete. Doesn't feel good.


    Seems mostly okay, but a lot of it depends on how the Disciplines are.



    Spoiler: Re: Psychic Warrior
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    Does Meditation still require the full 8 hours (that is, six hours plus two of light activity) for a long rest, or does it allow you to take a shorter one as elves can do?

    The description for Psionics currently says you start out with 2 disciplines and get another every 3 levels, but the table disagrees - this, I assume, was copy-pasted over from the Psion and not changed.

    Still feels weird to get Psi Points separately from Disciplines.

    Psionic Resilience is gonna make you tanky as hell.

    Mental Hammer should perhaps be +1d8 psychic damage to fit with melee clerics' and paladins' similar features.

    Surge of Health is gonna make you even tankier than Psionic Resilience.

    Why is the Psychic Warrior's Consumptive Will cheaper than the Psion's Consumptive Power? Why the different names?

    The Body Unleashed seems OP. I guess you would have already wanted your stats pretty high, so you're probably only getting the equivalent of or 4 ASIs, but still... capstones have never been particularly well balanced though.

    Spoiler: Re: The Lurk
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    Not a ton to say here. Seems fine.


    Spoiler: Re: The Shifter
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    Beastial Form's Focus is pointless - it's only available to Shifters, who can already get 1d6 light finesse weapons from their Change Shape feature without taking up their focus. I would suggest either opening their discipline up to others, or making its focus more powerful.

    Can Physical Focuses increase your stats past 20?

    Can you maintain a Physical Focus (or for that matter, a Mental Focus) while you're wildshaping?


    Spoiler: The War Mind
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    Notmuch to say here either.


    My main qualm here is that this feels like it'll be even tankier than the barbarian - sure, your HP won't be quite as high, but you'll be getting it back in a way that barbarians don't. Their HP is only one point higher per level, but every short rest you can get two points per level back by spending psi points. Including through Surge of Health, which gives you massive damage reduction boosted by Psionic Resilience also healing you as you spend those points - rather than DR of 5 per psi point spent, Psionic Resilience essentially makes it DR of 7 per psi point spent.

    It's possible that it'll turn out to only be on par with the barbarian's tankiness (after all, their rage essentially doubles their health against a lot of attacks, especially if they're a Bearbarian), or that I'm overestimating how tanky they'll be completely. Still, that's my main question - is this class going to outshine the Barbarian as the designated health sponge. If it's about even, that's fine - multiple archetypes for the same role isn't a problem, only having one that's obviously better.



    Spoiler: Disciplines
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    Adaptive Body: Restore Body breaks Consumptive Power/Will. It's not cheap, but if your HP max is heavily reduced you can spend a little more to fix it - and Restore Body specifically notes that you can do so even if your condition normally prevents you from doing it.

    Does Aura Sight: Read Moods only tell you about the group as a whole, or about individual members of the group?

    Does Aura Sight: Perceive the Unseen work through magical darkness as well?

    Beastial Form: Metamorph lets you increase the duration by spending additional points, but with your psi limit never getting above 7 (as a Shifter, the only subclass that gets access to this discipline), that just means 1 extra point for 1 extra hour. Also, Polymorphing yourself seems a bit underwhelming for something you get access to at 13th level (when your psi limits hits 6) and that's so expensive on your limited pool or points.

    The damage of Brute Force: Shattering Stomp feels underwhelming, particularly without the ability to control the fissures.

    I don't know if I should thank you for making "Ant-Man slips up your butt then grows to full size" a legit attack with Diminution: Strike From Within or hate you. Either way, the damage feels underwhelming for a 17th-level ability.

    Giant Growth: Ogre Form. One word: tanky.

    Giant Growth: Giant Form is the first of the high-cost abilities that really feels worth it to me.

    For Iron Durability: Steel Skin I would suggest allowing the duration to increase rather than the AC it grants.

    Iron Durability: Adamantine Bonus says "and" but also "your choice".
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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

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    Quote Originally Posted by theVoidWatches View Post
    It feels weird to me to get Psi Points separately from Disciplines. I get the idea of introducing concepts slowly, but still - this is a full casting class, it should get it's casting powers immediately
    *
    I see now that you are giving free cantrip-level attacks. I still think they should be attached to disciplines, but as long as they're there, I suppose.
    ...yeah, maybe. I guess disciplines+focuses isn't any worse than spells+cantrips. The delay was a combination of

    I played around with focuses that granted attacks, and I still might have a few here and there (Mastery of Fire, probably, for example), but I couldn't find a really graceful way to do it--not and keep the focus aspect.

    The way I'm reading High Psionics, it looks like you get to use it once, and to choose from all the abilities you've unlocked so far for that one use - I assume that's not the intention. I would suggest changing "you may not use this ability again" to "you may not use that ability again" - maybe a little nitpicky, but I think it's more clear.
    I'll steal the Warlock wording more directly. I think it was originally one/short rest and I changed it.

    Moving on to the High Psionics abilities themselves, they feel a little dull, generally. A vague suggestion would be to give each Discipline a high-level ability that you need to unlock by taking High Psionics at the appropriate level (with some of them being level-gated).
    I thought about that, but there are just too many Disciplines. Polishing them up is a big enough problem without having to write, like, 4 new high level powers for each one. I probably will go back and revise them at some point; for now, I haven't done enough high level play to want to try and write 6th+ level spell equivalents from scratch.

    Can you use the Mind Unbound multiple times? Higher-level High Psionics abilities should probably cost more Psi Points.
    Yeah-- I mean, it's a capstone. I'll add a scaling price.

    Not sure how I feel about gating Telepathy to only one subclass. It makes sense with the Psychic Warrior, I guess, but all Psions should have it IMO.
    Any Psion will be able to grab it via the Telepathic Contact discipline's focus, but I wanted to keep it optional because I feel like it's a really strong bit of flavor. There are plenty of viable psychic archetypes that don't have telepathy-- most Wu Jens, for example.

    Precognitive Strike is an interesting way of filling the same idea as a Diviner's Portent. It feels way more combat-focused, though - that's not a problem since it seems to be cantrip-esque, but it would be interesting to give it a skill-based use as well. Maybe make that cost Psi Points.
    I did play around with a skill booster, but it never really felt quite right. (Had that problem with a lot of potential abilities-- I really wanted to include the ability to say "uh, I didn't just do that, the bit we just played out was a prescient flash," but couldn't get it to work right in a crunchy game). I also wanted to avoid making them too skill-monkey-y; Nomadic Mind and the like are bad enough, they shouldn't stomp every other class.

    Clairsentience should say that you get it at 14th level.
    Will fix.

    Elemental Mastery seems mostly useless unless the various Mastery disciplines (which I see aren't finished yet) give resistances.
    They will, yeah.

    Elemental Immunity makes Elemental Mastery obsolete. Doesn't feel good.
    You will still get some mileage from the ignoring resistance part, but I'll add an enhanced version of the spend-pp aspect.

    Does Meditation still require the full 8 hours (that is, six hours plus two of light activity) for a long rest, or does it allow you to take a shorter one as elves can do?
    It's the elf thing. I'll fix it.

    The description for Psionics currently says you start out with 2 disciplines and get another every 3 levels, but the table disagrees - this, I assume, was copy-pasted over from the Psion and not changed.
    Yup. I'll fix.

    Psionic Resilience is gonna make you tanky as hell.
    I'll tune it down. How 'bout "temp HP=pp spent?"

    Mental Hammer should perhaps be +1d8 psychic damage to fit with melee clerics' and paladins' similar features.
    I guess psychic damage isn't any better than radiant. I'll boost it.

    Surge of Health is gonna make you even tankier than Psionic Resilience.
    I'll drop the ratio, but remember that it's coming out of your limited stash of power points. If you soak a big attack, you're going to burn yourself out real fast.

    Why is the Psychic Warrior's Consumptive Will cheaper than the Psion's Consumptive Power? Why the different names?
    It's cheaper because the PsyWar needs their hit points more than the Psion, what with being a front-line fighter; I changed the name so the changed cost would be more noticeable.

    The Body Unleashed seems OP. I guess you would have already wanted your stats pretty high, so you're probably only getting the equivalent of or 4 ASIs, but still... capstones have never been particularly well balanced though.
    It's 20th level; whichever two scores you cared about are probably already at 20, so it's just a boost to a secondary stat. Mostly helps for skills and saves.

    Beastial Form's Focus is pointless - it's only available to Shifters, who can already get 1d6 light finesse weapons from their Change Shape feature without taking up their focus. I would suggest either opening their discipline up to others, or making its focus more powerful.
    Good catch-- I'll come up with something different.

    Can Physical Focuses increase your stats past 20?
    Yes-- I'll add that.

    Can you maintain a Physical Focus (or for that matter, a Mental Focus) while you're wildshaping?
    Yes, but not while raging. Think that needs specified? I feel like the Wild Shape and Rage rules cover it pretty well.

    My main qualm here is that this feels like it'll be even tankier than the barbarian
    The Psychic Warrior was pretty tanky in 3.5, and the more pp you spend on tanking the less you'll have for offense and utility... but yeah. I'm toning those down a bit.


    Adaptive Body: Restore Body breaks Consumptive Power/Will. It's not cheap, but if your HP max is heavily reduced you can spend a little more to fix it - and Restore Body specifically notes that you can do so even if your condition normally prevents you from doing it.
    Whoops. Fixed to clarify that it only overrides the "I can't un-petrify myself because I can't take actions" thing.

    Does Aura Sight: Read Moods only tell you about the group as a whole, or about individual members of the group?
    Individual members.

    Does Aura Sight: Perceive the Unseen work through magical darkness as well?
    Yes. "Regardless of lightning conditions."

    Beastial Form: Metamorph lets you increase the duration by spending additional points, but with your psi limit never getting above 7 (as a Shifter, the only subclass that gets access to this discipline), that just means 1 extra point for 1 extra hour. Also, Polymorphing yourself seems a bit underwhelming for something you get access to at 13th level (when your psi limits hits 6) and that's so expensive on your limited pool or points.
    You're right about the limit, that's my bad. But the PsyWar is a half caster; I don't want to make their upper level abilities full caster power. Besides, it's still pretty useful to turn into a T-rex. Maybe if I make no-concentration the base, and allow you to keep manifesting for +1pp?
    I removed the concentration limit, and let you spend another psi point to turn into Int<3 monstrosities.

    The damage of Brute Force: Shattering Stomp feels underwhelming, particularly without the ability to control the fissures.
    I'll boost it a bit.

    I don't know if I should thank you for making "Ant-Man slips up your butt then grows to full size" a legit attack with Diminution: Strike From Within or hate you. Either way, the damage feels underwhelming for a 17th-level ability.
    The in-and-out option can go up a bit, but the explode-from-within is Disintegrate as a 5th level spell equivalent.

    For Iron Durability: Steel Skin I would suggest allowing the duration to increase rather than the AC it grants.
    Maybe I'll just bump the duration to 8 hours to start. The AC needs to scale so it's viable when you could wear plate instead.

    Iron Durability: Adamantine Bonus says "and" but also "your choice".
    Should be "and" only. I'll fix.


    Thanks for such thorough feedback!
    Last edited by Grod_The_Giant; 2019-08-04 at 05:36 PM.

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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

    My two cents!

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    I like the disciplines before psi points, since you get your subclass at level 1. It allows a player to get used to using psychic focus and his subclass abilities before adding resource management to the mix. Level 1 should be reserved for new players, most experienced players start their campaigns at higher levels anyways.
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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

    Quote Originally Posted by Bjarkmundur View Post
    My two cents!

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    I like the disciplines before psi points, since you get your subclass at level 1. It allows a player to get used to using psychic focus and his subclass abilities before adding resource management to the mix. Level 1 should be reserved for new players, most experienced players start their campaigns at higher levels anyways.
    It also goes by in, like, one session.

    In any case, I've added the Mantle Of ____ Disciplines, meaning the War Mind and Empath both have their full subclass lists done. Only 22 more to go! (Ye gods, why did I do this to myself?)
    Last edited by Grod_The_Giant; 2019-08-05 at 11:51 AM.

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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

    Now uploading: Avatar, the Last Airbender I mean, the Mastery of Whatever disciplines. Also a new telekinesis one to complement Mastery of Force.

    I've also had to break up the discipline list because I hit the character limit. For convenience, though, I'll post all the new ones here as well.

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    Mastery of Air
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, winds begin to swirl around you. You take no falling damage, and you ignore difficult terrain when walking.
    • Wind Stream (2 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. For every additional two psi points you spend, the damage increases by 1d8.
    • Cloak of Air (3 psi; conc., 1 min.). As an action, you seize control of the air around you to create a protective veil. Until your concentration ends, when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
    • Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends
    • Tornado (6 psi). As an action, you may twist the air in a 20ft radius, 40ft high cylinder into a raging tornado. Each creature in the area must make a Strength save. Creatures who succeed on the save take 2d8 bludgeoning damage and lose half their movement on their next turn. Creatures who fail their save take 2d8 bludgeoning damage and are swept to the top of the radius before being ejected. They fly 30ft in a direction of your choice and fall to the ground, taking 4d6 points of falling damage and falling prone.
    • Animate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mastery of Fire
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, flames begin to dance across your body. The fire does no damage to you, but it sheds bright light in a 10ft radius and dim light for an additional 10ft. You gain resistance to fire damage.
    • Combustion (2 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 2d10 fire damage and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire. For every additional two psi points you spend, the damage increases by 1d10.
    • Gout of Flame (3 psi, 1 round). As an action, you unleash a line of fire 30ft long and 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity save or take 2d6 fire damage, or half as much on a successful save. The line of fire continues to burn for one minute—any creature entering the line or starting their turn within it takes 2d6 fire damage.
    • Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. For each additional psi point spent, increase the damage by 1d6.
    • Wall of Fire (6 psi, conc, 1 min). This ability functions as the spell Wall of Fire.
    • Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.



    Mastery of Force
    List: Psion
    • Psychic Focus. While focused on this discipline, you may cast the Mage Hand cantrip. You do not have to provide components, and the hand is invisible.
    • Grasp (2 psi, conc, 1 min). As a bonus action, you can bring your telekinetic powers to full life for one minute. During that time, you can lift, pull, shove, grapple, and otherwise exert force on any one creature or object within 30ft as though you had a Strength score equal to your Wisdom score. You are considered proficient in Strength checks made using your telekinesis. Shoving or grabbing a creature requires taking the Attack action, as normal. As an action, you can move an object or grabbed creature up to 30ft in any direction. If the creature or object ends this movement in the air, it falls. If it would fall on a creature, that creature must succeed on a Dexterity saving throw or take the same amount of falling damage as the falling creature or object would. For every additional psi point spend, you receive a +1 bonus to your effective Strength score, and your range increases by 5ft.
    • Crush (3 psi). If you have successfully grabbed a creature using your Grasp ability, you may use an action to either pin it, imposing the Restrained condition, or to deal 4d6 bludgeoning damage to them. The target may make a Strength save to resist being pinned, or to only take half damage. For every additional psi point spend, this damage increases by 1d6.
    • Telekinetic Barrage (5 psi): As an action, you may lift up to six nearby objects weighing no more than 10 pounds. When you activate this ability, and on a bonus action on each turn thereafter, you can send one or two of these objects flying at a creature within 120ft. You must make a ranged spell attack for each projectile; if they hit, the target takes 3d6 bludgeoning damage. If the object is intended to be used as a weapon, such as a sword or dagger, it deal an additional 1d6 damage. For every additional psi point spent, you may levitate another two objects.
    • Psychic Levitation (6 psi, conc, 1 hour). As an action, you gain a fly speed of 30ft for as long as you concentrate.
    • Telekinetic Barrier (7 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy. This ability functions as the spell Wall of Force.


    Mastery of Ice
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, frost crystalizes on the edges of your body. You have resistance to cold damage, and can ignore difficult terrain and other terrain hazards due to ice.
    • Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
    • Ice Spike (3 psi). As an action, make a ranged spell attack against a creature within 60ft. If you hit, they take 3d6 piercing damage and 3d6 cold damage.
    • Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage and its speed is not reduced. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC. You can increase this effect's damage by 1d6 per each additional psi point spent on it.
    • Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points, and is vulnerable to fire. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
    • Entomb (7 psi, 1 min). As an action, you may attempt to enclose a creature or object of up to Huge size in ice. An unwilling creature must make a Strength save; on a failed save, they are entombed for the duration. The ice has an AC of 10 and 100 hit points, and is vulnerable to fire. Until the ice is destroyed, the creature is paralyzed, and attacks by or against them do not have line of effect.


    Mastery of Light and Darkness
    List: Psion
    • Psychic Focus. While focused on this discipline, you either gain 60ft darkvision, or the range of your darkvision extends by 60ft. You may also choose to radiate bright light in a 20ft radius and dim light in an additional 20ft radius.
    • Control Light and Shadow (2 psi; conc., 1 min.). As an action, an object you touch radiates bright light or magical darkness (as the Darkness spell) in a 10ft radius for as long as you concentrate. For every additional psi point spent, the radius increases by 5ft. If you spend at least 5 psi points, the duration becomes one hour.
    • Clinging Illuminae (3 psi, conc, 1 min). As an action, choose a creature within 30ft and force them to make a Constitution save. If they fail, you envelop them in either brilliant light or blinding shadows for as long as you concentrate. If you choose to surround them with light, they begin shedding bright light in a 20ft radius. Attack rolls against them have advantage, deal an additional 1d6 radiant damage, and the target can’t benefit from being invisible. If you choose to swathe them in darkness, they are blinded. They may make a new Constitution save at the end of each of their turns to end the spell. For every additional psi point spent, you may target one additional creature.
    • Healing Light, Burning Dark (5 psi, conc, 1 min). As an action, you begin to radiate pure light or darkness. If you radiate light, any creature who begins their turn within 20ft of you regains hit points equal to your casting ability modifier if they are at half health or less. If you radiate darkness, any creature who begins their turn within 20ft of you takes necrotic damage equal to your casting ability modifier.
    • Twisting Illuminae (6 psi, conc, 10 min). As an action, you may turn yourself and up to six creatures within 30ft invisible. A target who leaves this radius, attacks, or casts a spell becomes visible again, but other targets remain invisible.
    • Animate Light and Shadow (7 psi; conc., 1 hr.). As an action, you cause a being of pure light or shadow to appear in an unoccupied space you can see within 120 feet of you. The creature lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. A creature of darkness has the same statistics as a Wraith. A creature of light has the same statistics, but is immune to radiant damage instead of necrotic. It does not have Sunlight Sensitivity, instead shedding bright light in a 20ft radius and dim light in an additional 20ft radius, but its Life Drain deals radiant damage and does not reduce maximum hit points. Neither being can create specters.


    Mastery of Water
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.
    • Watery Grasp (2 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Water Whip (3 psi). As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Suffocate (5 psi, conc, 1 min). As an action, you can surround a target’s head with water, keeping them from breathing. One creature within 30ft must make a Constitution save or begin choking for as long as you concentrate. A chocking creature has disadvantage on attack rolls and ability saves, and suffers 3d6 necrotic damage at the start of each turn. At the end of their turn, they may make a new Constitution save to end the effect..
    • Control Water (6 psi, conc, 10 min). This ability functions as the spell Control Water.
    • Animate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mastery of Weather
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage, and suffer no ill effects from high winds.
    • Wall of Clouds (2 psi; conc., 1 hour.). As an action, you create a mass of clouds anywhere within 120ft. The clouds can take any shape you want, with a total volume of thirty 5ft cubes. The clouds last as long as you concentrate. Creatures can pass through them without hindrance, but the wall blocks vision. If you wish, you may form rainclouds instead. You may only create twenty 5ft cubes of rainclouds, but the rain renders the area underneath the clouds difficult terrain.
    • Whirlwind (3 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 200 pounds. For every additional psi point spent, the damage increases by 1d6 and the weight limit by 100 lb.
    • Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.You can increase this ability's damage by 1d6 per additional psi point spent on it.
    • Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends, and blocks vision. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 4d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
    • Control Winds (7 psi). This ability functions as the Control Winds spell.


    Mastery of Wood and Earth
    List: Wu Jen
    • Psychic Focus. While focused on this discipline, you may ignore difficult terrain.
    • Wall of Wood (2 psi; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 10 and 5 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. If you spend an additional two psi points, you may create a wall of earth instead. Each section of an earth wall has AC 12 and 100 hit points.
    • Warp Item (3 psi). As an action, choose a weapon, item, suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw or the item becomes useless until the end of your next turn—armor does not change the creature’s AC, and weapons cannot be used to attack, and items cannot be used for their intended purpose.
    • Plant Growth (5 psi). This ability functions as the Plant Growth spell.
    • Sculpt Wood and Earth (6 psi.). As an action, you may reshape up to 25 cubic feet of wood, 10 cubic feet of earth, or 5 cubic feet of stone that you can touch. Mechanical detail isn’t possible. Otherwise, this ability functions as the Stone Shape spell.
    • Animate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.


    Mind Hammer
    List: Psion
    • Psychic Focus. When you are focused on this discipline, you may use your action to telekinetically throw one creature or object within 30ft. A creature of size Medium size or smaller must make a Strength save or be pushed 5ft; an object must be less than 50lb, and may be moved up to 30ft either gently or violently. If thrown at a target, you may make a ranged spell attack to deal 1d6 bludgeoning damage.
    • Telekinetic Shove (2 psi). As an action, you may strike a nearby target with a blast of kinetic force. One creature within 60ft takes 1d12 force damage, and must make a Strength save or be pushed 10ft. For every additional two psi points spent, you deal an additional 1d12 damage and push the target an additional 10ft.
    • Repulsive Aura (3 psi, conc, 1 min). As an action, you focus on automatically deflecting attacks. For as long as you concentrate, weapon attacks against you have disadvantage. If you spend an additional 3 psi points, any creature who starts their turn or moves within 10ft of you must make a Strength save or be pushed 20ft backwards.
    • Telekinetic Hammer (5 psi). As an action, you flatten everything at a point you can see within 120 feet of you with the power of your mind. Each creature in a 20-foot-radius, 40ft high cylinder centered on that point must make a Strength saving throw, taking 3d12 force damage and being knocked prone on a failed save, or half as much damage on a successful one. For each additional psi point spent, increase the damage by 1d12
    • Telekinetic Wave (7 psi). As an action, you project an incredible wave of force. Each creature in a 60ft cone emanating from you must make a Strength save or take 5d12 damage, be knocked prone, and be shoved to the farthest end of the cone. A successful save halves the damage and prevents the forced movement. For each additional psi point spend, increase the damage by 1d12.



    Only 13 more to go!
    Last edited by Grod_The_Giant; 2019-08-07 at 03:36 PM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

    Love the added "list" tag. It really helps navigating the disciplines.

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    The damage column shows total damage output on hit over an entire round, and is modified based on factors like recharge, AoE etc.

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    Default Re: Psionics Reloaded-- the Psion and Psychic Warrior (PEACH)

    Phew. All subclass disciplines and all Psychic Warrior generic disciplines are done. Only five more Psion generics to go!
    Holy ****, I'm done. Forty-one disciplines and more than 200 individual abilities, rewritten or created wholesale.

    Quote Originally Posted by Bjarkmundur View Post
    Love the added "list" tag. It really helps navigating the disciplines.
    The fact that the PHB doesn't have a "list" tag for spells is a travesty I did not want to repeat.
    Last edited by Grod_The_Giant; 2019-08-09 at 12:11 PM.

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Okay-I apologize to Grod for being so tardy in my response, and I apologize further because I have work in under half an hour and so cannot reply with any critiques now.

    But! In approximately eight hours, I shall be free from the clutches of labor, and I shall investigate the work!
    I have a LOT of Homebrew!

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Just skimming over, I'm amused at how absurdly mobile a party with a Warmind with the Mantle of Command discipline is.

    Every party member within 30ft can donate movement to other party members. Which is pretty neat.

    Other things that immediately stand out:

    • The Empath is weird, and probably should be called the Telepath or something. It's weird to me that they don't seem to have any power over positive emotions.
    • The Seer is good stuff, and looks much more balanced than a Divination Wizard in terms of their features. Though I find it weird that they get superspeed as one of their power sets...
    • Why the Wu Jen? Seriously, I know it was an official subclass, but we're lacking a TELEKINESIS, FOOL! subclass.
    • The Shifter is... weird. 5e doesn't really do temporary boosts to ability scores, so they feel out of place.

    Other than that, congrats. This is fine work, unlike the travesty that is the official Mystic (with its million-and-one smiting disciplines...)
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Amechra View Post
    • The Empath is weird, and probably should be called the Telepath or something. It's weird to me that they don't seem to have any power over positive emotions.
    The way I figured it was that all Psions have access to a bunch of telepathic Disciplines, but only Empaths get emotion stuff. Would it be worth switching Mantle of Fear for Mantle of Joy, maybe, for balance?

    • The Seer is good stuff, and looks much more balanced than a Divination Wizard in terms of their features. Though I find it weird that they get superspeed as one of their power sets...
    I was trapped by my own structure, mostly-- I needed a 5th unique discipline for them, and that was the most fitting.

    • Why the Wu Jen? Seriously, I know it was an official subclass, but we're lacking a TELEKINESIS, FOOL! subclass.
    There were lots of Wu Jen disciplines, and only one (now two) telekinesis discipline? <shrug> C'mon, don't you want to be the Avatar?

    • The Shifter is... weird. 5e doesn't really do temporary boosts to ability scores, so they feel out of place.
    Yeah, I was having trouble coming up with stuff that wasn't already part of Beastial Form. Do you have any ideas?

    Other than that, congrats. This is fine work, unlike the travesty that is the official Mystic (with its million-and-one smiting disciplines...)
    Thanks!

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Grod_The_Giant View Post
    The way I figured it was that all Psions have access to a bunch of telepathic Disciplines, but only Empaths get emotion stuff. Would it be worth switching Mantle of Fear for Mantle of Joy, maybe, for balance?
    I think that'd work really well, and it'd help deal with that weirdness. Plus, it'd let you play a scary War Mind, which feels right.

    I was trapped by my own structure, mostly-- I needed a 5th unique discipline for them, and that was the most fitting.
    Fair enough.

    There were lots of Wu Jen disciplines, and only one (now two) telekinesis discipline? <shrug> C'mon, don't you want to be the Avatar?
    Also fair. Thing is, if I want to be the Avatar, I also want cool kung-fu. A psychic class is perfect for giving me a million telekinetic limbs.

    Damn it, man, do I have to homebrew this for myself? Is that what you want?

    Yeah, I was having trouble coming up with stuff that wasn't already part of Beastial Form. Do you have any ideas?
    I could see stuff like "Advantage on Athletics and Acrobatics checks" or "you get [Con bonus] temporary hit points each round". Bestial Form doesn't have anything that covers pure physical excellence or having minor regeneration.

    Thanks!
    You're welcome!
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

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    First off, I'm a fan of loosening the base equipment a little bit. Personal preference, nothing stands out as wrong except the armor choices. Or rather, the lack of it-why would you EVER not pick Studded Leather? And no other class gets to start with it to boot.

    Crippling Emotion has no duration on the incapacitation... Which I should mention is WEAKER than Stunned.

    Formatting error: The Mind Unbound is not in bold.

    Astral Form is, I assume, supposed to mean you cannot move. Incapacitated does not do that-you can move while under that condition.

    Clarisentience is on a subclass that doesn't natively get Telepathy. Intended?


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    Meditation-Blanket advantage on a skill available with a one level dip? That's insane.

    The Body Unleashed encourages really weird builds, especially if starting at or near level twenty. I'd recommend making it more akin to the Barbarian's capstone.

    Sickened is not a condition.

    Dark Ambush is lacking (I think) the amount of additional damage, unless you really meant a SINGLE POINT of additional damage.

    Three levels for a +2 to any physical stat, changeable as a bonus action, and able to bypass the 20 cap? Diptastic!

    Change Body really, really, REALLY needs a limitation. As-is, you can just transform at-will, into a giant, with big ol' pools of HP. That's onion levels of Druid at level 7.

    War Mind looks fine.


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    Just gonna look at the foci for now-too many spells to really dig into right now.

    Crown Of Despair's Focus is too good. That's disadvantage on all ability checks-awesome for Grapplers.

    Crown Of Rage's Focus is outright worse than Mantle Of Awe's, same with Mantle Of Fear's.

    Nomadic Mind's Focus is too good-not so much in combat, but out of combat, do you really make more than one check every six seconds?

    Mastery Of Air feels too good. It's also outright better than Wood And Earth's.


    Overall, it feels reasonably solid as a stand-alone class-well, they both do... But HOO BOY do they make for some flipping AMAZING dips!
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Amechra View Post
    I think that'd work really well, and it'd help deal with that weirdness. Plus, it'd let you play a scary War Mind, which feels right.
    Done, then.

    Also fair. Thing is, if I want to be the Avatar, I also want cool kung-fu. A psychic class is perfect for giving me a million telekinetic limbs.

    Damn it, man, do I have to homebrew this for myself? Is that what you want?
    Yes. Yes I do.


    I could see stuff like "Advantage on Athletics and Acrobatics checks" or "you get [Con bonus] temporary hit points each round". Bestial Form doesn't have anything that covers pure physical excellence or having minor regeneration.
    Fair. I'll give it a shot.

    Quote Originally Posted by JNAProductions View Post
    First off, I'm a fan of loosening the base equipment a little bit. Personal preference, nothing stands out as wrong except the armor choices. Or rather, the lack of it-why would you EVER not pick Studded Leather? And no other class gets to start with it to boot.
    ...yeah, you're right. I copy-pasted that from the original Mystic without actually looking at how weird it is.

    Crippling Emotion has no duration on the incapacitation... Which I should mention is WEAKER than Stunned.
    Wait, really? <checks> Huh, you're right. I'll change it to unconscious.

    Formatting error: The Mind Unbound is not in bold.
    Will fix.

    Astral Form is, I assume, supposed to mean you cannot move. Incapacitated does not do that-you can move while under that condition.
    Indeed, I'll fix that.

    Clarisentience is on a subclass that doesn't natively get Telepathy. Intended?
    The "send your mind out and see something far away" sure is. I see what you're saying though; if you don't take Telepathic Contact or something, it's a lot less useful. Lemmie look at alternatives.

    Meditation-Blanket advantage on a skill available with a one level dip? That's insane.
    I mean, advantage on skill checks is hardly difficult to pick up. Would Expertise be better? Or limiting it to mental skills? It needs to have a reasonably strong use.

    The Body Unleashed encourages really weird builds, especially if starting at or near level twenty. I'd recommend making it more akin to the Barbarian's capstone.
    Kay.

    Sickened is not a condition.

    Dark Ambush is lacking (I think) the amount of additional damage, unless you really meant a SINGLE POINT of additional damage.
    Whoops.

    Three levels for a +2 to any physical stat, changeable as a bonus action, and able to bypass the 20 cap? Diptastic!
    I mean, it's effectively a +1 to a few things, that's not really that big. But I think Amechra is right about replacing them with more interesting alternatives.

    Change Body really, really, REALLY needs a limitation. As-is, you can just transform at-will, into a giant, with big ol' pools of HP. That's onion levels of Druid at level 7.
    It does have a limit-- you retain your original hit points. I guess it might be worth dropping the option to be a giant as well.

    Crown Of Despair's Focus is too good. That's disadvantage on all ability checks-awesome for Grapplers.
    It's mostly just grappling and shoving, I think-- most other checks won't take place face to face-- but it was hard to come up with a passive despair-y debuff... any thoughts?

    Crown Of Rage's Focus is outright worse than Mantle Of Awe's, same with Mantle Of Fear's.
    Shoot, you're right.

    Nomadic Mind's Focus is too good-not so much in combat, but out of combat, do you really make more than one check every six seconds?
    I figured it was basically equivalent to Guidance.

    Mastery Of Air feels too good. It's also outright better than Wood And Earth's.
    I'll take out the difficult terrain bit.

    Overall, it feels reasonably solid as a stand-alone class-well, they both do... But HOO BOY do they make for some flipping AMAZING dips!
    At least they're better than the original Mystic? <shrug> The PsyWar isn't too bad, I don't think, because you really need to invest three levels to get impressive returns, and there are plenty of things out there that also give impressive returns with a three level dip (Rogue, Warlock, Fighter, etc). The Psion... you get two focus abilities, a solid spell attack, and a solid utility ability with a one-level dip, which I admit is pretty strong. I'll make the attacks scale based on class level, that should help.
    Last edited by Grod_The_Giant; 2019-08-16 at 10:11 AM.

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    On the Meditation bit... You know how Rogues normally gain advantage on Stealth? 9 levels in the Thief archetype and moving at half speed. This grants that for one level with no penalties.

    Change Body, I missed that you kept your original HP. I'd still avoid giving Giants, since that opens you up to a lot of shenanigans.

    And Nomadic Mind might be equal to Guidance, but that's assuming you can cast it every round. Not always possible, if you're sneaking around or in the middle of negotiations. Also it stacks with Guidance, so...

    Not much else to say in response to your response.
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by JNAProductions View Post
    On the Meditation bit... You know how Rogues normally gain advantage on Stealth? 9 levels in the Thief archetype and moving at half speed. This grants that for one level with no penalties.
    Fair. I cut it down to Int/Wis/Cha only-- think that's enough?

    Change Body, I missed that you kept your original HP. I'd still avoid giving Giants, since that opens you up to a lot of shenanigans.
    Okay, taken out.

    And Nomadic Mind might be equal to Guidance, but that's assuming you can cast it every round. Not always possible, if you're sneaking around or in the middle of negotiations. Also it stacks with Guidance, so...
    I added a clause about it canceling out concentration, which would keep it from stacking and keep you from constantly spamming it. I guess I could literally just make it "while concentrating on this discipline you may cast Guidance?" Or maybe just a more general half-prof-to-Int checks.

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Grod_The_Giant View Post
    Fair. I cut it down to Int/Wis/Cha only-- think that's enough?

    Okay, taken out.

    I added a clause about it canceling out concentration, which would keep it from stacking and keep you from constantly spamming it. I guess I could literally just make it "while concentrating on this discipline you may cast Guidance?" Or maybe just a more general half-prof-to-Int checks.
    I don't think you should get blanket advantage for resting, at all. Granting an Expertise would probably be better.

    Good.

    Allowing you to cast Guidance seems like the best path.
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    I like it more or less but I'm wondering why no love for the Elocator?
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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    I love it! All the good stuff of the UA mystic but far more sensible.
    One question: should Extended Chain be 7th level, not 3rd level?

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by GreyBlack View Post
    I like it more or less but I'm wondering why no love for the Elocator?
    To be entirely honest, I didn't really think about it. It's ultimately kinda like the Soulknife in that it's too narrow to be more than a single effect. If you wanted to include it, I'd suggest replacing Nomadic Step's focus with Scorn Earth.

    Quote Originally Posted by EdenIndustries View Post
    I love it! All the good stuff of the UA mystic but far more sensible.
    One question: should Extended Chain be 7th level, not 3rd level?
    ... Yes.

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Pedantry: Your High Psionics are listed as I, I, I and I in the spoiler.

    Looking good though, bookmarking this!

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Kane0 View Post
    Pedantry: Your High Psionics are listed as I, I, I and I in the spoiler.

    Looking good though, bookmarking this!
    Thanks!

    I unfortunately haven't gotten much playtesting in. My sister was going to run a Shifter Psychic Warrior through Storm King's Thunder (starting at level 5), but that campaign died after like 2 sessions. Her main complaint during that time was that the PsyWar didn't have enough psi points to do more than, like, one thing per short rest, and wanted to change them over to being long rest based. I don't think that would be as unbalancing as changing the full caster would be, but... idk, it feels wrong. Any thoughts?

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    Default Re: Psionics Reloaded-the Psion and Psychic Warrior; ALL DISCIPLINES NOW COMPLETE (PE

    Quote Originally Posted by Grod_The_Giant View Post
    Thanks!

    I unfortunately haven't gotten much playtesting in. My sister was going to run a Shifter Psychic Warrior through Storm King's Thunder (starting at level 5), but that campaign died after like 2 sessions. Her main complaint during that time was that the PsyWar didn't have enough psi points to do more than, like, one thing per short rest, and wanted to change them over to being long rest based. I don't think that would be as unbalancing as changing the full caster would be, but... idk, it feels wrong. Any thoughts?
    There's a lot to unpack here, what I might do is make some sample characters. Let's do Empath 3, Seer 7, Wu Jen 12 and Lurk 3, Shifter 7 and Warmind 12.

    Empath 3: Number of Psi Points seems right, Psionic Investigation is a cool ribbon. It appears I only have one 'cantrip' without any choice there, i'm not sure if choice of Focus is supposed to be a substitute here? I picked Mantle of Awe, Psychic Assault and Psionic Restoration so two of those are passive +1s to skills.
    This guy seems like he'd fit right in as a substitute Goolock, although his AC sucks.

    Sidenote: Wow, subclasses get big selections of their own disciplines. In most cases I could take just subclass disciplines. Thats nice, although I worry about too much getting locked away or causing unnecessary analysis paralysis.

    Seer 7: Only one additional Discipline from level 3 to here feels pretty sucky but given that each one is 5 powers plus a passive I suppose that's OK. I chose Aura Sight, Precognition, Psychic Inquisition and Third Eye, which means I ran into the classic blunder of choosing no actual combat options. Oops. Even if i'm basically a really sturdy commoner in a fight I really do feel like nothing can be hidden from me, despite still only getting +1 to whatever relevant skill thanks to Focus. I'd much rather never be surprised or see everyone's health.

    Something I've noticed at this point: keeping track of Psi limit is a little annoying. I suppose no more a nuisance than spell levels, but you could probably rework it with power costs to go by Prof Bonus instead.

    Wu Jen 12: Mastery of Fire, Air and Light/Darkness, Intellect Fortress and Psionic Restoration. Elemental mastery is a bit odd and less fun than expected as except for racial resistances (these are all humans) it's reliant on certain disciplines to be useful. Psionic Body and High Psionics are good features, and by this point we have full access to all powers in the disciplines. The half prof to skill is still meh, though Intellect Fortress granting the same to mental saves is nice. Wu Jen really fixes the attack power problem with its choose-your-damage-type attack and getting all four elemental cantrips is a lovely ribbon. However seeing as i'm setting out to make a Pyromancer here i'm not really pumping out that much fire damage, though my suite of riders and utilities as well as short rest recovery make it feel like i'm not completely falling behind.

    Personal thought: I'm not sold on determining casting stat by subclass. It forces you to put subclass at level 1, dilutes the identity of the class and I'm of the mind that only one actual class is necessary (preferably Wis based), as the rest can fit nicely into subclasses for other classes, which takes the burden off one class doing everything and allows you to properly integrate psionics as a system with broad access rather than a tacked-on special case.

    Lurk 3: Proficient in the same saves as the Psion? Otherwise the chassis appears the same as any other warrior. Meditation is a great ribbon. 3 Psi points and a limit of 2 is awkward as there arent any Disciplines that feature a power with a cost of 1. Mind strike actually looks pretty fun and functional
    Your playtester is right, a level 3 psywar has extremely limited resources even for a short rest recharge. Compare to a 3rd level fighter or monk.

    Shifter 7: Still very anemic with the Psi points, although limit and number of disciplines feels about right. Change appearance is great fun, mimicing a warlocks at-will disguise invocations with natural weapons and armor included. Physical foci are also cool, thank goodness they don't compete with your regular focus. Weirdly worded change body but I think I get you're going for here. Some of your discipline powers rely on concentration, which seems like it would be a problem seeing as you want to be in melee to benefit from them and you're not proficient in the saves.

    Another thing i've noticed: With both classes they basically revolve around the disciplines and Psi point expenditure. There are few ribbons or features that don't plug into powers, so you're mostly down to a cantrip equivalent and swapping around your focus (and by now i've established that half prof to a skill or two isn't interesting or impactful, so i'm discounting those). Even casters generally have things that aren't tied to their primary resource (spells/slots) like channel, inspiration, wildshape and rituals. Even sorcerers have a larger than average selection of cantrips, as maligned as they are.
    Now fixing this i'm not so sure about, i'm just flagging a potential issue. My initial suggestion would be to reduce how many powers you pack into each discipline so that design space can be used elsewhere, such as more class and subclass features that operate independently of Psi points and on their own cooldowns. Maybe in conjunction with my above thought of changing psi limit to prof bonus and restructuring psi costs.

    Warmind 12: Mental hammer is quite the relief! Mind and Body is a better Fighter Indomitable which is nice but again relies on precious Psi Points, speaking of which 12 is better for sure but still meagre considering everything that keys off of them. I cannot think of another warrior class that suffers this much when depleted of their primary resource. Sharing focus is fun, having an extra three to choose from and not getting to focus on two at a time until subclass capstone not so much. Perhaps go with the Shifter approach? The mantles are great fun while they last, really invokes the warlord feel. Do you have an actual warlord homebrew?


    That took longer than expected, hope this helps!

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