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  1. - Top - End - #1
    Orc in the Playground
     
    MindFlayer

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    Default D&d 5e Psion Reborn

    While my experience with 3.5e is pretty minimal and I know a good chunk of it thanks to this comic and so on, I wanted to make an homage to it. Specifically, the psions for being pretty cool looking and having their power point system and an alternate to magic. This is my homage to it; combining elements of 3.5's Psion with what we have of psionics already in 5th thanks to Tasha's and the others. I hope you all enjoy it!

    Psion
    Psions are a powerful sort of people. Rather than weaving spells to manifest power, they use the inner power of their mind to manifest powerful phenomena known as psionic powers. While some dabble in these capabilities, psions completely embrace it, granting them access to greater and more mysterious powers that are like magic, yet not by the Weave.

    You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.


    Level Proficiency Bonus Features Psionic Energy Die Powers Known
    1st +2 Psionic Power d6 2
    2nd +2 Psionic Discipline d6 3
    3rd +2 d6 4
    4th +2 Ability Score Improvement d6 5
    5th +3 Psionic Discpline Feature d8 6
    6th +3 Mental Weapon d8 7
    7th +3 d8 8
    8th +3 Ability Score Improvement d8 9
    9th +4 Psionic Discipline Feature d8 10
    10th +4 Steady Psionics d8 10
    11th +4 d10 11
    12th +4 Psionic Discipline Feature, Ability Score Improvement d10 11
    13th +5 d10 12
    14th +5 Third Eye Open d10 12
    15th +5 Psionic Discipline Feature d10 13
    16th +5 Ability Score Improvement d10 13
    17th +6 d12 14
    18th +6 Unyielding Mind d12 14
    19th +6 Ability Score Improvement d12 15
    20th +6 Psion Supreme d12 15

    Class Features
    As a psion, you gain the following features:

    Hit Points
    Hit Dice: 1d8
    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 and Constitution
    Skills: Choose any three

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • any two simple weapons
    • a light crossbow and 20 bolts
    • (a) a dungeoneer's pack or (b) an explorer's pack



    Psionic Power
    At 1st level, you unlock the hidden wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to your psion level + twice your proficiency bonus. You know two psionic powers from the psion psychic power list. You learn additional psionic powers as you level up. Additionally, each time you level up in this class, you can replace a number of your psionic powers equal to your Intelligence modifier.

    Some of your powers and features expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expanded Psionic Energy dice when you finish a long rest. Additionally, whenever you take a short rest, you regain a number of your Psionic Energy die equal to your proficiency bonus + your Intelligence modifier, but you can't do so again until you finish a long rest.

    A level prerequisite in a psionic power refers to psionic level, not character level.

    Some of your powers require the targets to make a saving throw. They do this against your psionic DC, which is equal to 8 + your proficiency bonus + your Intelligence modifier.

    Some powers and features also replicate the effects of preexisting spells though through the use of psionics. Because they are psionic in nature instead of magical, they do not count as magic and are unaffected by spells or other phenomena that affect magic such as antimagic field, counterspell and dispel magic.

    Additionally, some powers require active concentration. Normal activity, such as moving and attacking, doesn’t interfere with concentrating on a power though trying to use another power requiring concentration, trying to cast a spell requiring concentration or being incapictated or killed all potentially could.

    Taking damage can potentially break concentration. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain it. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make a separate saving throw for each source of damage.

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


    Psionic Discipline
    At 2nd level, you devote yourself to a psionic discipline, a specialized matter of manifesting psychic powers. Your psionic discipline grants you features at 2nd level and again at 5th, 9th, 12th and 15th level.


    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


    Mental Weapon
    Beginning at 6th level, your psionic energy now courses throughout your entire body, allowing you to channel it through yourself or a weapon. As a bonus action, you can imbue yourself or a weapon that you are proficient in with psionic energy. Until the start of your next turn, whenever you make a weapon attack (including unarmed strikes), you can use your Intelligence modifier for your attack and damage rolls. You can also choose to have that attack deal psychic damage instead of its normal damage,


    Steady Psionics
    By 10th level, your experience in manifesting your psychic phenomena has grown to where you are able to do at a steady rate. Whenever you roll a result on your Psionic die, you can treat any result equal to or lower than your Intelligence modifier as 1 + your Intelligence modifier (min. 1).


    Third Eye Open
    Starting at 14th level, your extraordinary psychic abilities have been sharpened to where you can detect what is going on in the outside world. You gain 30 feet of blindsight. If you already possess blindsight equal to or greater than 30 feet, then your range doubles.


    Unyielding Mind
    By 18th level, your psychic abilities have grown powerful to where your mind is shielded from all sorts of tricks. You are now immune to being charmed and being frightened.


    Psion Supreme
    At 20th level, you embody the power of the unbound mind. Your Intelligence and Constitution scores increase by 4. Your maximum for those scores is now 24.
    Last edited by CountDVB; 2021-11-24 at 11:43 AM.

  2. - Top - End - #2
    Orc in the Playground
     
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    Default Re: D&d 5e Psion Reborn

    Psion Powers List

    Spoiler: Psion Power List
    Show

    Skill Boost. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

    Telepathy Network. You can establish a telepathic network with your comrades. As an action, you can expand one Psionic Energy die to replicate the effects of the spell telepathic bond.

    Homing Strikes (req Level 5). If you make a weapon attack roll and you would miss, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

    Psychic Step (req Level 9). As a bonus action, you expend one Psionic Energy die and roll it. You point at a spot that you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space.

    Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

    Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing additional thunder damage to the target equal to the number rolled plus your Intelligence modifier.

    Mind Strike. You can have your weapon deal not just physical, but mental damage as well. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing additional psychic damage to the target equal to the number rolled plus your Intelligence modifier.

    Telekinetic Movement (req Level 9). You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

    Psionic Flight (req Level 5). As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed for a number of minutes equal to your Intelligence modifier. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

    Telekinetic Thrust (req Level 9). When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against your psionic DC. If the save fails, you can knock the target prone or move it up to a number of feet equal to your proficiency bonus x 5 in any direction horizontally.

    Psionic Counter. You can invoke your psionic energy to save you when in danger. If you fail a saving throw, you can roll one Psionic Energy die and add the number rolled to the saving throw, potentially turning failure into success. You expend the die only if the roll succeeds.

    Psychic Shelter (req Level 5). You can use your psychic powers to create a temporary shelter for you and your friends. As an action, you can expand one Psionic Energy die to replicate the effects of the spell tiny hut.

    Psionic Jaunt. You can use your psychic powers to be able to move among walls. As an action, you can expand one Psionic Energy die to replicate the effects of the spell spider climb.

    Psionic Wave (req Level 5). You blast your enemies in front of you. You can expand a Psionic Energy die to release a destructive wave of mental power in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes thunder damage equal to double your psion level + the Psionic Energy die result and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.

    Psionic Sphere (req Level 5). You create an explosion of concentrated psionic energy from a point you can see. Expand two Psionic Energy dice and choose a point within a range of 150 ft. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes thunder damage equal to triple your psion level + the Psionic Energy die result on a failed save or half as much damage on a successful one

    Mind Shock (req Level 5). You can release a powerful burst of mental energy to disrupt your enemies. You can expand one Psionic Energy and target a number of creatures equal to your Intelligence modifier in a range of 150 ft. They take psychic damage equal to your psion level + your Intelligence modifier and must make a Charisma saving throw. If they fail, they have disadvantage on all Charisma and Constitution saving throws for a number of turns equal to the Psionic Energy die result.

    Vitality Sap (req Level 9). You can release a disruptive blast of mental energy to chip at your opponent’s stamina. You can expand two Psionic Energy dice and target a number of creatures equal to your Intelligence modifier in a range of 60 ft. They take psychic damage equal to twice your psion level and must make a Constitution saving throw. If they fail, they gain a level of exhaustion.

    Psionic Missiles. You can release a swarm of darts of psionic energy at your foes. You can expand and roll 1 Psionic Energy die to create a number of darts equal to your proficiency bonus and each dart hits a creature of your choice that you can see within a range of 150 ft. A dart deals your choice of psychic or thunder damage equal to the Psionic Energy die result to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

    Psionic Descent. You can use your psychic powers to slow down your fall. As a reaction, you can expand one Psionic Energy die to replicate the effects of the spell feather fall. You choose a number of creatures equal to your Intelligence modifier and lasts a number of minutes equal to your Psionic energy die result.

    Psycho Warp (req Level 15).You use your psionic abilities to get you and your comrades to a destination. As an action, you can expand and roll four Psionic Energy dice to replicate the effects of the spell teleport. When your DM rolls the d100 to decide your success and you are not on target, you can add the halved result (rounded down) of the four Psionic Energy dice to the d100 result.

    Psionic Armor. You can provide an extra layer of protection for yourself with your psychic powers. Expand and roll one Psionic Energy die. Your AC increases by your Intelligence modifier for a number of hours equal to the die result.

    Psionic Bubble (req Level 9). You use your psionic abilities to create a powerful spherical barrier. As an action, you can expand two Psionic Energy dice to replicate the effects of the spell resilient sphere.

    Psycho Wall (req Level 12). You manifest your psionic energy into walls of energy. As an action, you can expand and roll two Psionic Energy dice to replicate the effects of the spell wall of force. The number of panels created is equal to the Psionic energy die result.

    Psykonfusion (req Level 5). You manifest your psionic energy to wreak havoc on your enemies’ minds. As an action, you can expand and roll two Psionic Energy dice to replicate the effects of the spell confusion.

    Mind Crush (req Level 12). You summon your psychic might to stupefy an enemy; you expand three Psionic Energy die and choose a target within 30 ft. The target takes psychic damage equal to double your psion level + your Intelligence modifier and must make an Intelligence saving throw. If they fail, they are stunned for a number of their turns equal to half your proficiency bonus (rounded down.) The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the power ends on the target.

    Psionic Beam (req Level 9). You expand and roll three Psionic Energy to focus your mental energy into a narrow piercing beam forming a line of 120 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes thunder damage equal to the Psionic Energy die result + your psion level on a failed save, or half as much damage on a successful one.

    Psionic Send. You can send a brief message with your psychic energy, As an action, you can expand 1 Psionic Energy die to replicate the effects of the spell sending. The total number of words you can use is increased by half your psion level (rounded down.)

    Psionic Suggestion (req Level 5). You are able to use your psychic powers to implant something in your foes’ minds. As an action, you can expand 2 Psionic energy dice to replicate the effects of the spell suggestion. The number of targets you can affect is equal to your proficiency bonus.

    Psionic Elementalism. As a bonus action, you can expand 1 Psionic Energy die to affect the type of energy used in your attacks. For a number of minutes equal to your proficiency bonus, whenever you deal thunder damage with a power, you can instead have it do one of the following different types of damage along with the associated additional effects with it:
    • Fire damage. The attack ignites flammable objects in the area that aren’t being worn or carried.
    • Cold damage. The creature(s) affected has its speed reduced by 10 feet until the start of your next turn.
    • Lightning damage. The attack has advantage on the attack roll if the target is wearing armor made of metal and on a hit, the creature(s) can’t take reactions until the start of its next turn.


    Psionic Blast (req Level 15). As an action, you release a powerful blast of psionic energy from yourself. You expand and roll 5 Psionic Energy die and all creatures within 30 ft of you must make a Constitution saving throw. A target takes thunder damage equal to 4 times your psion level + the Psionic Energy die result on a failed save or half as much damage on a successful one

    Psionic Knowing. You are able to use your psychic powers to understand all information. As an action, you can expand 1 Psionic energy die to replicate the effects of the spell comprehend language.

    Mind Shields (req Level 9). You are able to protect the minds of yourself and your comrades from hostile mental attacks. Choose a number of friendly creatures equal to your proficiency bonus and roll a Psionic Energy die. They have resistance against psychic damage for a number of turns equal to the die result.

    Psionic Nightmare (req Level 5). You probe into the minds of your foes and turn their fears against them. You can expand a Psionic energy die to choose a number of creatures within 150 ft equal to your Int modifier. They take psychic damage equal to your Psion level and are now frightened for a minute. At the end of their turn, they can try and make a Wisdom saving throw to stop being frightened.

    Psychic Exposure (req Level 9). You can try and weaken the mental defenses of your foes. You can expand two Psionic energy dice to choose a number of creatures within 150 ft equal to your Int modifier. They must make an Intelligence saving throw. If they fail, they have their AC reduced by your Intelligence modifier against attacks that deal psychic damage for a number of turns equal to your proficiency bonus or half (rounded down) if they pass.

    Psionic Bewitching (req Level 5). You probe into the minds of your foes and appeal to them. You can roll a Psionic energy die to choose a number of creatures within 150 ft equal to your Int modifier. They are now charmed by you, regarding you and your allies as a friendly acquaintance and will not make a move on you unless you harm them. Lasts for a number of minutes equal to double your Psionic Energy roll.

    Psionic Draining (req Level 9). You have learned how to take the vitality from your foes onto you. As an action, you can roll a number of Psionic Energy die up to equal your proficiency bonus to make a touch attack on a hostile creature. That creature takes psychic energy equal to the die result. and you gain a number of temporary hit points equal to half the damage you inflicted (rounded down.)

    Psionic Spell Suppression (req Level 15). You use your vast psychic powers to try and prevent hostiles casting spells on you.. As an action, you emit an invisible 30 ft radius sphere from yourself. Whenever a hostile creature in range tries casting a spell, they must succeed a Constitution saving throw or the spell fails, having no effect. Requires concentration and lasts for 1 minute.

    Psychic Serenity (req Level 5). You can use your psychic powers to center someone’s mind.. As an action, you can expand 1 Psionic Energy die to cure a creature of being charmed or frightened. Alternatively, you can use it to replicate the effect of the spell calm emotions for a number of minutes equal to half of your psion level (rounded down).
    Last edited by CountDVB; 2021-11-24 at 11:54 AM.

  3. - Top - End - #3
    Orc in the Playground
     
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    Default Re: D&d 5e Psion Reborn

    Channeler
    Psychic connections can be formed and maintained, even beyond the veil of life and death. Channelers are psions who focus on using their psionic gifts to connect to the world beyond, their souls bonding with that of others such as ghosts. Others do not focus on specific spirits, but on the otherworldly energy of life and death itself or even the ethereal world of spirits.

    Knowledge of Spirits
    When you choose this discipline at 2nd level, you begin applying the basics in channeling spirits psychically, with some of them leaving you gifts of knowledge. You gain proficiency in two of the following options of your choice:
    • 2 sets of tools
    • 2 additional language
    • 1 skill
    • 1 martial weapon of your choice
    • 1 firearm of your choice

    Ghostly Psionics
    Beginning at 5th level, you are beginning to channel the energies of life and death over through your psionics, allowing you to form new psionic powers. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Necrotic Psionics. You now influence your psychic energy with the chill of the dead. As a bonus action, you can expand 1 Psionic Energy die. For a number of minutes equal to your proficiency bonus, whenever you deal an attack that does thunder damage, you can have it do necrotic damage instead. Additionally, the first three times a creature takes necrotic damage from this feature, it must pass a Constitution saving throw or its hit point maximum decreases by your psion level.

    • Psionic Spirit Summon. Through your connection with the spirits through your mind, you can psionically make forms for them to aid you. You can roll 1 Psionic Energy die to replicate the effects of spirit shroud though your choices for damage are radiant, necrotic or psychic. This lasts for a number of minutes equal to the die result.

    Telepathy Of Beyond
    Starting at 9th level, your psionic abilities have grown stronger, better able to communicate with those departed and make them speak by channeling a spirit through them. As an action, you can use your psychic abilities to replicate the effects of the spell speak with dead.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend 2 Psionic Energy dice to take it again.

    Phantom’s Bond
    By 12th level, your mental connection with the undead and the world of the spirits have granted you gifts to see and saunter through the world beyond. You gain the ability to see 30 ft. into the Ethereal Plane.

    Additionally, whenever you make a death saving throw, you can roll 1 Psionic Energy die and add the result to the throw. If the total equals 20 or more, it counts as a natural 20.

    Ethereal Psionics
    By 15th level, you have become so attuned to the otherworldly energies that you can psychically enter it yourself. As an action, you can replicate the effects of the spell etherealness. Additionally, for each Psionic energy die you can choose to expand, you can target up to two willing creatures to affect (you do not need to expand additional die for animal companions such as familiars or ranger companions).

    Once you take this action, you can't do so again until you finish a long rest, unless you expend four Psionic Energy die to take it again.
    Last edited by CountDVB; 2021-11-13 at 02:13 PM.

  4. - Top - End - #4
    Orc in the Playground
     
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    Default Re: D&d 5e Psion Reborn

    Egotist
    Egotists focus on psychometabolism. Their speciality in wielding their psychic gifts are in augmenting their physical capabilities and understanding of their mortal bodies. They affect not just their own bodies, but those of others, able to psionically repair or augment bodies. As such, they are the most physical in the usage of their psionics in and out of combat.

    Unarmored Defense
    At 2nd level, your natural body gains further protection thanks to your psionic powers. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

    Psionic Healing Palms
    Beginning at 2nd level, you begin learning to channel your psychic knowledge into the restoration of a body. You can roll a number of Psionic Energy die you have available to place your hands on a friendly creature. That creature regains hit points equal to the Psionic Energy die result + your Intelligence modifier. The process takes about a minute.

    Alternatively, as an action, you can expend 1 Psionic Energy die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Psionic Healing Palms, expanding Psionic Energy die separately for each one.

    Physical Psionics
    Beginning at 5th level, you apply your knowledge of the physical body onto psionics, allowing you to form new psionic powers. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Psionic Wound Relief. You can provide some temporary relief to your comrades around you. As an action, you can expand 2 Psionic Energy dice and choose a number of friendly creatures within 30 ft up to equal your Intelligence modifier (min 1). They gain a number of temporary hit points equal to your psion level + your Intelligence modifier.

    • Psionic Selfshift. You can alter the body of yourself or a comrade through your focus of psychometabolism. You can expand 1 Psionic Energy die to replicate the effects of alter self.

    Psionic Reflexes
    Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Psychometabolic Shapeshift
    Starting at 12th level, you’ve honed your psionic capabilities in the manipulation of the metabolism so that you can change shape yourself or someone else. As an action, you can use your psychic abilities to replicate the effects of the spell polymorph. A hostile creature needs to make a Constitution saving throw against your Psionic DC.

    Once you take this action, you can't do so again until you finish a short or long rest, unless you expend 2 Psionic Energy die to take it again.

    Psychometabolic Regeneration

    By 15th level, your psionic abilities and understanding of the mortal body have grown to become more capable and powerful to help. Using your mastery of psychomastery to restore a creature’s severed or missing body parts (fingers, legs, tails, and so on), the process takes a minute. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend 4 Psionic Energy die to take it again.
    Last edited by CountDVB; 2021-11-13 at 02:11 PM.

  5. - Top - End - #5
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    Default Re: D&d 5e Psion Reborn

    Kineticist
    Kineticists hone themselves to the movement of objects and items in the world around them. Their psionic force is the mightiest of their kind, having a preference for raw force and precision in manipulation of objects. While some find their purpose in more constructive affairs, kineticists often dive into battle, wielding their gifts against those in their way.

    Psionic Force Blows
    Starting this discipline at 2nd level, you learn to channel your psionic energy in powerful strikes to hit targets from afar.

    You gain a new attack option that you can use with the Attack action. It counts as a ranged weapon attack with a range equal to your proficiency bonus x 5 in feet. You add your proficiency bonus and Intelligence modifier to the attack rolls. If you land a hit, it deals thunder damage equal to a roll of your Psionic Energy die + your Intelligence modifier.

    If you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

    Change of Force

    Beginning at 5th level, you begin fine-tuning your psychokinetic capabilities to perform more abilities. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Psion’s Levitation. You focus on levitating a target over as a sign of your greater focus. As a bonus action, you can expand 1 Psionic Energy die to replicate the effects of levitate for a number of minutes equal to his psion level + his Intelligence modifier.

    • Psychoslow.You use psychokinesis to try and slow your enemies down. As an action, you can expand 2 Psionic energy dice to replicate the effects of the spell slow. They must make a Constitution saving throw against your Psionic DC. This power requires your concentration. This power lasts a number of minutes equal to your Intelligence modifier.

    Mental Mover
    Beginning at 9th level, your psychokinetic abilities have reached a greater point of moving the objects around you. As an action, you can use your psychokinetic abilities to replicate the effects of the spell telekinesis. You have advantage on all concentration checks when using this feature.

    You can use this feature a number of times equal to your Constitution modifier + 1 (min. 1). You regain all expanded uses after a long rest.

    Environment Mentalism

    Starting at 12th level, your psychokinetic abilities have grown powerfully and move as much as you can. As an action, you can use your psychokinetic abilities to replicate the effects of the spells, control water or move earth. You have advantage on all concentration checks when using this feature.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to take it again.

    Master Manipulator
    By 15th level, your psychokinetic abilities have grown even more powerful to where you can move multiple things with your mind at ease. When you use your Mental Mover feature to replicate the effects of telekinesis, you can now a number of targets equal to your Intelligence modifier + 1 and cast it as a bonus action.

    Additionally, you can now use your Psionic Force Blows feature as a bonus action or a reaction.
    Last edited by CountDVB; 2021-11-13 at 02:10 PM.

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    Default Re: D&d 5e Psion Reborn

    Nomad
    Nomads are the name given to the psions who specialize in the discipline known as psychoportation. They resort to using their psychic abilities to move themselves and or others to far-off locations. As such, many of them have their lives on the road or offer their services to people in moving across various planes, all while exploring the worlds with the power of their minds.

    Mindful Movement
    Starting at 2nd level, you use your strong mind to make sharp decisions on moving more effectively. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Space Mover
    Beginning at 5th level, you begin fine-tuning your psychoportation talents to further control movement with your mind. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Psionic Tripper. When a creature attempts to use a conjuration spell or spell-like ability within 30 ft of you,, you can use your reaction to expand 1 Psionic Energy die to force them to make a Charisma saving throw against your Psionic DC. If they fail, their spell fails. You expend the die only if they fail their roll.

    • Psionic Switcher. You can trade spaces with a friend or switch their locations.As an action, you can expand 2 Psionic Energy dice to swap the positions between your current position and that of a creature within a range equal to your proficiency bonus x 10 in feet. Alternatively, you can swap the positions of any two creatures in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.

    Scholarly Stride
    By 5th level, you have focused your psionic capabilities to train yourself in different forms of movement to be as capable as walking. You gain a climbing speed and a swimming speed equal to your walking speed.

    Psionic Banishment
    Beginning at 9th level, your psychoportation abilities allow you to force extraplanar hostiles away. As an action, you can use your psychoportation abilities to replicate the effects of the spell banishment, with the creature targeting having to make the saving throw against your Psionic DC.

    After you take this action twice, you can't do so again until you finish a short or long rest, unless you expend two Psionic Energy dice to take it again.

    Psycho Tunnelling
    By 12th level, you can connect two different points in space. As an action, you can use your psychoportation abilities to replicate the effects of the spells arcane gate. When you use this feature, you can roll a number of Psionic Energy die to increase the range of the spell by a number of feet equal to the total Psionic Energy die result x 10.

    Once you take this action, you can't do so again until you finish a short or long rest, unless you expend four Psionic Energy die to take it again.

    Extraplanar Psionics
    Starting 15th level, you can now use your powerful psionics to travel across the planes. As an action, you can use your psychoportation abilities to replicate the effects of the spell plane shift, still needing the material component.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend five Psionic Energy die to take it again. Alternatively, if you have no Psionic Energy die and you and your comrades are trapped in another Plane, you can use this feature to be transported back to a familiar place in the Material Plane, gaining 1 level of exhaustion.
    Last edited by CountDVB; 2021-11-13 at 02:09 PM.

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    Default Re: D&d 5e Psion Reborn

    Seer
    Seers are those who follow the clairsentience discipline, focusing on expanding their mind and knowledge. Seers’ speciality lies in the precognitive to assist their allies along with those that let them gather information in many different ways. Following a similar path as the divination focused magicians, seers gaze fearless into the unknown to try and get as much knowledge.

    Predicting Tactics
    At 2nd level, whenever you roll for initiative starting in combat, increase the result by your Intelligence modifier.

    Metamental Prediction
    Starting at 2nd level when you choose this discipline, you focus your psionic prowess to get future flashes and prepare for what is to come. Roll 2 Psionic Energy die and add your Intelligence modifier to the results, recording the numbers. You can replace any Psionic Energy die result with one of the recorded numbers. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

    Each one of those numbers can only be used and you lose any unused recordings finishing a long rest. When you gain the Steady Psionic feature, you can use that instead of rolling the above die, adding the Intelligence modifier and recording.

    Seer’s Secrets
    At 5th level, clairsentience powers make themselves known to you, granting you further possibilities to see what lies ahead. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Psyclairvoyance. You perform the classic act of clairvoyance through psionics. You can expand 1 Psionic Energy die to replicate the effects of clairvoyance.

    • Seer’s Blindspot. Through your knowledge of clairsentience, you can apply a psionic shield to protect from divination. You can expand 2 Psionic Energy dice to replicate the effects of nondetection. You are protected from both magical and psionic attempts of divination.

    Psi Scry
    Beginning at 9th level, your seer powers have been growing, allowing you reach your with your psionic sight.. As an action, you can use your psychokinetic abilities to replicate the effects of the spells arcane eye or locate creature.

    When you take this action twice, you can't do so again until you finish a short or long rest, unless you expend two Psionic Energy dice to take it again.

    Esper’s Insight

    By 12th level, you can connect two different points in space. As an action, you can use your clairsentience mastery to replicate the effects of the spells legend lore or truesight.

    Once you take this action, you can't do so again until you finish a short or long rest, unless you expend three Psionic Energy die to take it again.

    Superior Seersight
    By 15th level, your third eye can see many things to help you in combat and share that knowledge with others. You can no longer be surprised and no longer have disadvantage on attack rolls, ability checks or saving throws using Intelligence.

    Additionally, you can provide a number of friendly creatures equal to your Constitution modifier (min. 1) within 150 ft limited future sight. This lasts for a number of minutes equal to half your psion level (rounded down). In the duration, all of their attack rolls, saving throws and ability checks are increased by your Intelligence modifier.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend four Psionic Energy die to take it again.
    Last edited by CountDVB; 2021-11-13 at 02:08 PM.

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    Default Re: D&d 5e Psion Reborn

    Shaper
    Shapers are an unusual sort of psion, relying on the discipline of metacreativity. They are able to create and shape ectoplasm, a form of quasi-matter, into whatever they desire. From structures to weapons, shapers literally make their imagination come to reality and use it to bring about many wondrous things of either good or ill, all depending on these psionic dreamers.

    Create Servitor
    Starting at 2nd level, when you choose this discipline, you learn how to create a servitor. You can spend an hour (doing so in a short rest) to create a servitor, replicating the effects of the spell find familiar. It can take the shape of a crystalline animal used for familiars or a floating crystal. The servitor has the statistics and abilities of its chosen form (a floating crystal has one of a tiny animated object from the spell animate objects). Servitors are constructs and have hit points equal to double your psion level. They function much like familiars though it has the Attack option (dealing thunder damage and its attack die equal to your Psionic Energy die).

    Shaper’s Arsenal
    At 5th level, clairsentience powers make themselves known to you, granting you further possibilities to see what lies ahead. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Ectoplasmic Weapon. You shape quasi-matter into that of a weapon and have it linked to you. As a bonus action you can expand 1 Psionic Energy die to replicate the effects of spiritual weapon. It deals thunder damage equal to 1d8 + your Int modifier. You can roll 1 more Psionic Energy die to deal additional damage equal to the result.

    • Psion’s Steed. You can shape ectoplasm to create a strong steed to ride.. You can expand 2 Psionic Energy dice to replicate the effects of phantom steed. It lasts a number of hours equal to your Intelligence modifier (min 1.)

    Psionic Shaping
    Beginning at 9th level, you practice your knowledge on psionic metacreativity to shape more solid matter. As an action, you can use your metacreative abilities to replicate the effects of the spell fabricate.

    You can use this feature a number of times equal to your Constitution modifier (min. 1). You regain all expanded uses after a long rest.

    Psionic Sentinel

    At 9th level, you can also create a strong protector out of psionic energy. As an action, you can use your psychokinetic abilities to create a Large spectral guardian resembling a translucent and iridescent humanoid of your design in a range of 150 ft.

    Any creature hostile to you that moves to a space within 10 feet of the sentinel for the first time on a turn must succeed on a Constitution saving throw. The creature takes thunder damage equal to twice your psionic level on a failed save, or half as much damage on a successful one. It vanishes after dealing damage a number of times equal to your Intelligence modifier. You can also spend an action making the sentinel reappear in an unoccupied space within range.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to take it again.

    Psycho Creation
    By 12th level, your metacreative psionics have grown so powerful that you can begin creating objects out of nothing. As an action, you can replicate the effects of the spell creation. The cube’s size in feet is equal to your psion level.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend four Psionic Energy die to take it again.

    Shaper’s Sanctuary
    By 15th level, you are able to create an entire base of operations from your dream for you and your allies. As an action, you can replicate the effects of the spell magnificent mansion.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend four Psionic Energy die to take it again.
    Last edited by CountDVB; 2021-11-13 at 02:04 PM.

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    Default Re: D&d 5e Psion Reborn

    Telepath
    Telepaths are those psions who dwell primarily in the landscape of the mind. To them, the minds of the people are open books or even dungeons in their own right to be explored and their secrets to be used. Beyond just looking into them and reading them, telepaths also shape and mold minds, even capable of attacking, leaving the most powerful creatures at their mercy.

    Psychic Support
    Starting at 2nd level, you can plant psionic inspiration into your friends’ minds to help. As a bonus action, you can choose one creature other than yourself within 60 feet of you and give them a psychic support die. Said die is equal to your Psionic Energy die.

    Once within the next hour, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the psychic support die, but must decide before the DM says whether the roll succeeds or fails. Once the psychic support die is rolled, it is lost. A creature can have only one psychic support die at a time.

    You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Tools of the Telepathic
    At 5th level, your telepathic abilities have broadened your arsenal to be able to interfere and go inside the minds. Whenever you learn a new psionic power, you can now learn one of the following powers:
    • Psycommand. You can transfer psychic force in your mind to give orders to someone. You can expand 1 Psionic Energy die to replicate the effects of command. The number of creatures you can affect is equal to your proficiency bonus.

    • Psycho Sense Loss. You can affect someone’s mind to disrupt their senses. As an action, you can target a number of creatures equal to your Intelligence modifier within 150 feet. Roll 1 Psionic Energy die. Those creatures are blinded or deafened for a number of turns equal to the die result. At the end of their turn, they can make a Constitution saving throw against your Psionic DC to end being blinded or deafened.

    Greater Telepathy
    Starting at 9th level, your telepathic powers allow you to contact those beyond the normal plane. As an action, you can replicate the effects of the spell contact other plane. When you do so, you have advantage on the Intelligence saving throw. Additionally, you can roll 1 Psionic Energy die and half the result (rounded down) to your die roll.

    You can use this feature a number of times equal to your Constitution modifier (min. 1). You regain all expanded uses after a long rest.

    Telepathic Subjugation
    By 12th level, you begin subjugating other creatures through the force of your mind. As an action, you invoke your psionic telepathy to replicate the effects of the spells geas or dominate person. If replicating geas, you can spend and roll a Psionic Energy die to extend the effects by a number of weeks equal to the die result. If replicating dominate person, the duration is a number of minutes equal to your Intelligence modifier.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to take it again.

    Telepathic Shutdown

    Beginning at 15th level, you can push your telepathic powers to the limit to try and knock out any foes in your way. As an action, you can target a number of creatures equal to your Intelligence modifier within 150 ft of you. They must make an Intelligence saving throw. If they fail, they are paralyzed for 1d4 + 1 turns. If they pass, then they have disadvantage on all attack throws and saving throws and have their AC reduced by your Intelligence modifier for 1d4 + 1 turns.

    Once you take this action, you can't do so again until you finish a long rest, unless you expend four Psionic Energy die to take it again.
    Last edited by CountDVB; 2021-11-13 at 02:07 PM.

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    Default Re: D&d 5e Psion Reborn

    Thaumentalist
    Devoted believers can be found even amongst psions. However, there are those who devote their psionic gifts so much to the deity they worship that their minds connect to that deity on a deep level, allowing them to fully use their faith in tandem with their psionic gifts. Many of these gods have been accepting a growing number of these psionic followers for their goals.

    Psyklerical Knowledge
    At 2nd level, you begin learning the teachings of your deity and their followers. Choose a domain associated with your deity as that will define some of the functions of your features. Additionally, you gain proficiency in the Religion skill.

    Divine Psionics
    At 2nd level, you gain the ability to connect with your deity, your psionic mind a conduit for their divine power. You start with the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Divine Psionics ability.

    When you use your Divine Psionics, you choose which effect to create. You must then finish a short or long rest to use your Divine Psionics again. Some Divine Psionics effects require saving throws. When you use such an effect, the save DC equals your Psionic DC. Some rely on cleric levels; you use your psion level here.

    Beginning at 6th level, you can use your Divine Psionics twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. If you gain additional Channel Divinity options from your domain, you can employ them by using your Divine Psionics feature.

    Gift of the Gods
    Beginning at 5th level, your deity provides you with the knowledge of the spells associated with your chosen domain, allowing you to replicate their effects with your psionic abilities.

    You can replicate the effects of a spell from your chosen domain’s spell list by expending a number of Psionic Energy die; 1 die for 1st and 2nd level spells, 2 dice for 3rd and 4th level spells and 3 dice for 5th level spells. You use your psion level for the cleric level requirement.

    When using this feature, you are using your psionic powers to replicate the effects and such using this does not count as magic and are unaffected by spells or other phenomena that affect magic such as antimagic field, counterspell and dispel magic. Material components are not required except with spells bringing back the dead and the time using the power is the same as the casting time of the spell who’s effects you are replicating.

    This feature can be used a number of times equal to your proficiency bonus and you regain all expanded uses after a long rest.

    Psi Acolyte
    Beginning at 9th level, you have begun assimilating further into the teaching and knowledge of your deity. You gain your chosen domain’s 1st-level benefits. This includes any weapon or armor proficiencies from the domain. Those that affect spells instead affect powers, including powers replicating domain spells above.

    Evangelical ESP
    By 12th level, you have grown closer to your deity and your psionic understanding of the divine grows. You gain your chosen domain’s 6th-level benefits thanks to your understanding. Those that affect spells instead affect powers, including powers replicating domain spells above.

    Wise Mind
    By 15th level, your devotion to the understanding of the divine has also sharpened your own psionic abilities. Whenever you use your Mental Weapon feature, add your Wisdom modifier to the attack and damage rolls. Additionally, whenever you make an Intelligence or Constitution saving throw, add your Wisdom modifier.
    Last edited by CountDVB; 2021-11-25 at 03:11 PM.

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    Default Re: D&d 5e Psion Reborn

    I also dropped a mountain of text trying to redux this class for 5e.

    Unclear if lack of interest in mine was due to content, my take, timing, or fallout from the perception Psionics in 3.5 stood on equal footing with clerics and Druids.

    I don’t dislike what you have here. Here’s a link to my write up, if anything catches your eye don’t hesitate to use it.

    https://drive.google.com/file/d/1BR9...w?usp=drivesdk

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    Default Re: D&d 5e Psion Reborn

    Thank you very much for the feedback

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    Default Re: D&d 5e Psion Reborn

    It's a lot for me to go through so Ill focus on just the first little bit.

    I like the idea that's invocation based, and the psionic dice all feel good to me. They also feel different. Which is good.

    3 Proficiency feels correct.

    Light and Simple feel good as well.

    Your level 10 and on base features are all well within the bounds of abilities and feel right in accordance to other classes and what they get around those levels. Your level 18 feature could be a bit stronger, along with your 20th capstone. I think 20th should be +4 like the Barbarian over the 20.

    ----------------------------------------------
    I am concerned about the D6 hit dice as you don't have full casting. I haven't had time to go through everything yet, but the D6 might be negotiable to a D8 and allow you more flexibility in the powers and such. Again, haven't gone through all the powers as of right now.

    I am 100% hard no against the Psionic powers not being affected by magic. By doing so we start negating abilities like the Paladin of the Ancients feature, or other creatures with magic resistance. It essentially forces players and other characters within the world to develop other spells, abilities, and items that separately address psionics. Leave it as magical and allow it to follow the same rules as magic.

    Anything that basically functions like spells, like Tiny Hut, Pisonic Thunder etc... need to be affected by magic. Otherwise you've made an entire section of magic that functions like a full caster but with none of the other tools that creatures could use to deal with it. This is my hardest massive point I wouldn't back down on.

    I am uncomfortable with your level 1 and level 3 feature. Level 1 isn't really overpowered, it just makes it an incredible class dip for a lot of intelligence based classes. Battle Smith for example doesn't get this ability till level 6.

    I do not like the expertise feature at level 6. It feels like you put it in because either you personally like expertise on your characters, or you didn't have anything to go in at that level. Very few classes get that as a feature. And they all have identity as a skill class. Further they typically get only 2 per level. Either back expertise down to 2, or I would do something different.

    Kinetic Strikes - When you hit a creature with a weapon that is affected by your level one feature, deal additional force damage equal to your psionic die so long as you have psionic dice in your pool.

    If the character wants expertise, let them take a feat or dip into the other classes like everyone else. These aren't non-negotiable of course. But These features make me uncomfortable.

    That's where I stopped for now.
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    Default Re: D&d 5e Psion Reborn

    Quote Originally Posted by BoutsofInsanity View Post
    It's a lot for me to go through so Ill focus on just the first little bit.

    I like the idea that's invocation based, and the psionic dice all feel good to me. They also feel different. Which is good.

    3 Proficiency feels correct.

    Light and Simple feel good as well.

    Your level 10 and on base features are all well within the bounds of abilities and feel right in accordance to other classes and what they get around those levels. Your level 18 feature could be a bit stronger, along with your 20th capstone. I think 20th should be +4 like the Barbarian over the 20.

    ----------------------------------------------
    I am concerned about the D6 hit dice as you don't have full casting. I haven't had time to go through everything yet, but the D6 might be negotiable to a D8 and allow you more flexibility in the powers and such. Again, haven't gone through all the powers as of right now.

    I am 100% hard no against the Psionic powers not being affected by magic. By doing so we start negating abilities like the Paladin of the Ancients feature, or other creatures with magic resistance. It essentially forces players and other characters within the world to develop other spells, abilities, and items that separately address psionics. Leave it as magical and allow it to follow the same rules as magic.

    Anything that basically functions like spells, like Tiny Hut, Pisonic Thunder etc... need to be affected by magic. Otherwise you've made an entire section of magic that functions like a full caster but with none of the other tools that creatures could use to deal with it. This is my hardest massive point I wouldn't back down on.

    I am uncomfortable with your level 1 and level 3 feature. Level 1 isn't really overpowered, it just makes it an incredible class dip for a lot of intelligence based classes. Battle Smith for example doesn't get this ability till level 6.

    I do not like the expertise feature at level 6. It feels like you put it in because either you personally like expertise on your characters, or you didn't have anything to go in at that level. Very few classes get that as a feature. And they all have identity as a skill class. Further they typically get only 2 per level. Either back expertise down to 2, or I would do something different.

    Kinetic Strikes - When you hit a creature with a weapon that is affected by your level one feature, deal additional force damage equal to your psionic die so long as you have psionic dice in your pool.

    If the character wants expertise, let them take a feat or dip into the other classes like everyone else. These aren't non-negotiable of course. But These features make me uncomfortable.

    That's where I stopped for now.
    That is the trade off though. They're not casters and they don't have cantrips. Heck, they would get outclassed by full casters in terms of quantity and versatility in capabilities. That's why the 1st level feature of being able to use Intelligence as attack and damage is there. To give them something to work with if you're out of psionic die. I might divide it into having it be attack rolls and then damage rolls.

    That and Battle Smith gets it at 3rd level with profiency with martial weapons to boot.

    Admittingly, that was kinda the whole point regarding all of these psionic capabilities being non-magical. D&D 3.5's psionics are not magic based and this was an homage to that. Heck, most of the abilities of Soulknife and Psi Knight are not magic-based save for a few that let you cast spells. If it functioned like magic, then that misses one of the big points against the whole class by its design.

    That and the reason a good chunk of the powers say they imitate the affects of certain spells is practicality; otherwise, I'd have a whole bunch of copypasta and while WotC would be okay with that to pad out the material, I view it as kind of redundant. Unless you want to just basically replace all the powers that imitate the affects of spells with said spells' texts.

    I put in Expertise because well, you're a psychic. You have the power of your mind fueling your actions and thus should be a good bit better in your skills. And Rogue gets 4 total things of expertise, 2 at 1st level and 2 more at 6th level. Artifcer gets double profiency with tools they're profienct in (which is 3 starting out from the class in it of itself.) The alternate I was considering was something like Jack of All Trades.

    Honestly, I originally did have the +4 at 20th level but I was worried people were gonna call that overpowered XD.

    One original idea I had for a feature that I removed because I had no idea how balanced it was that you got a free eligibile feat.

    I thank you very much for your feedback! :)
    Last edited by CountDVB; 2021-11-23 at 12:49 PM.

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    Default Re: D&d 5e Psion Reborn

    Int to attack and damage is okay, but compare to the battlesmith and hexblade. Both are designed primarily to be weapon users and casters second. If you want a Physical, Weapon User Psion perhaps that feature would be best suited to a subclass for that angle.

    On magic-psionic parity, i agree with insanity. 3.5 had the benefit of extra categorization (extraordinary, supernatural, spell-like) that isnt present in 5e. Things are either magical or not, and spells are a subset of magic. This is both for simplicity and playability, so when a four elements monk casts burning hands it can be resisted and countered just the same as the fiend warlock caating it. IIRC 3.5 also had a sidebar explaining that you could do it that way too, with psionics essentially being a category if magic which i think is the easiest way to implement them. If you are worried about power level then that can be adjusted, but a psion is at its core a different type of 'full caster', somewhat like the warlock is a dofferent kind if 'full caster'

    And they dont also need to be skill monkeys on top of that, that can also be set aside for a subclass
    Last edited by Kane0; 2021-11-23 at 03:23 PM.

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    Default Re: D&d 5e Psion Reborn

    Quote Originally Posted by Kane0 View Post
    Int to attack and damage is okay, but compare to the battlesmith and hexblade. Both are designed primarily to be weapon users and casters second. If you want a Physical, Weapon User Psion perhaps that feature would be best suited to a subclass for that angle.

    On magic-psionic parity, i agree with insanity. 3.5 had the benefit of extra categorization (extraordinary, supernatural, spell-like) that isnt present in 5e. Things are either magical or not, and spells are a subset of magic. This is both for simplicity and playability, so when a four elements monk casts burning hands it can be resisted and countered just the same as the fiend warlock caating it. IIRC 3.5 also had a sidebar explaining that you could do it that way too, with psionics essentially being a category if magic which i think is the easiest way to implement them. If you are worried about power level then that can be adjusted, but a psion is at its core a different type of 'full caster', somewhat like the warlock is a dofferent kind if 'full caster'

    And they dont also need to be skill monkeys on top of that, that can also be set aside for a subclass
    Well, it's more to give them something since they lack cantrips. Plus, it's a way of showing how their mind guides their actions and drives them.

    Additionally, not all powers are based on magic, as I point out to Soulknife and Psi Warrior or even the ki feature of the Monk. They grant abilities not associated with magic for the most part and with the powers, it's more out of a sense of pracitcality. Would you prefer I go into depth and copypaste the effect of the spells who's functions they are meant to imitate?

    And as for "skill monkey" thing, I'll figure something out there. But ultimately, these aren't meant to be magic users

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    Default Re: D&d 5e Psion Reborn

    Quote Originally Posted by CountDVB View Post
    Well, it's more to give them something since they lack cantrips. Plus, it's a way of showing how their mind guides their actions and drives them.

    Additionally, not all powers are based on magic, as I point out to Soulknife and Psi Warrior or even the ki feature of the Monk. They grant abilities not associated with magic for the most part and with the powers, it's more out of a sense of pracitcality. Would you prefer I go into depth and copypaste the effect of the spells who's functions they are meant to imitate?

    And as for "skill monkey" thing, I'll figure something out there. But ultimately, these aren't meant to be magic users
    Hmm yeah looking over your powers list most of them appear to be spending psi die to either add a rider to an attack or replicate a spell, not actually make a spell attack. The former would indicate this should be a d8 HP class and the latter would be the magic-parity stuff, the only really egregious example I spotted at first glance was 'I can use anti-magic field but be unaffected by it'. A lot could be modelled in the same manner the Psi Knight works under that assumption, which is understandable since you probably want this to sync with published content as much as possible?

    I don't think lacking cantrips is going to be that big a deal really, aside from grabbing them pretty easily (race, dip, feat, etc) you will have a big pool of Psi Die to work with. You start with 4 + Int at level 1, recovering 2 + Int once per long rest too. This scales at +1/level plus another two at levels 5, 9, 13 and 17 and recovering another 1 at the same breakpoints as well. Some things also only burn the die on a success which makes them last even longer.
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    Default Re: D&d 5e Psion Reborn

    Quote Originally Posted by Kane0 View Post
    Hmm yeah looking over your powers list most of them appear to be spending psi die to either add a rider to an attack or replicate a spell, not actually make a spell attack. The former would indicate this should be a d8 HP class and the latter would be the magic-parity stuff, the only really egregious example I spotted at first glance was 'I can use anti-magic field but be unaffected by it'. A lot could be modelled in the same manner the Psi Knight works under that assumption, which is understandable since you probably want this to sync with published content as much as possible?

    I don't think lacking cantrips is going to be that big a deal really, aside from grabbing them pretty easily (race, dip, feat, etc) you will have a big pool of Psi Die to work with. You start with 4 + Int at level 1, recovering 2 + Int once per long rest too. This scales at +1/level plus another two at levels 5, 9, 13 and 17 and recovering another 1 at the same breakpoints as well. Some things also only burn the die on a success which makes them last even longer.
    I made some adjustments with what people made above. Also changed the anti-magic field thing to be more appropriate and fitting (them having to fight off psychic static to cast the spell or they just fail).

    And yup, alot of it is modeled of Psi Knight/Warrior and Soul Knife from Tasha's, hence to keep it fitting.

    I did also change the Int-based psychic weapon bit, but also kept it as a whole as an homage to psychic weapons.

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