Bards get hand crossbows in addition to the simple weapons. Because light crossbows are already included in the simple weapons. So your one nitpicked detail is still wrong. Again and without exaggeration or hyperbole, you seriously do not know what you're talking about.
To Zadron: you clearly don't understand how AC works. The Loxodon race's Natural Armor feature is, as the name suggests, the result of permanent actual armor in the form of thick skin. They are explicitly always "wearing" the equivalent of studded leather. It does not stack with other armor for that purpose. Their base AC without the Natural Armor is still 10+ DEX. Just like everything else. A Psychic Defense should not be treated as actual physical armor and even if it were it would not supplant or otherwise remove Dex from the equation. That entire Psychic Defense "formula" is, as Transmorpher explains , an attempt to "eyeball" something by feel when he clearly still does not get how AC is supposed to be calculated.
That doesn't matter the math exists in 5e, it's not some weird your AC starts at 20 and you subtract X number from it. It falls within the parameters of 5es mechanics and thus he can add whatever flavour he wants to it, it still works. He could say the AC comes from your fart cloud being so toxic it makes people miss you and, as it is homebrew, that would be perfectly fine and balanced.
There is no math in his method. It starts with an arbitrary number that is not the baseline for all AC, meaning that of every creature in the game. Then he removes the value that is added to the AC of every creature in the game. Why do basic zombies have an AC of 8? It's because they have no armor bonus and a -2 Dex mod. Then he adds a different value that could have just been added to the original formula that is used for every creature in the game but he had to change it entirely for the sake of being different. Saying it comes from a fart cloud is flavor and fluff, but the actual source of the numerical value being applied does matter. The game designers don't just make up numbers at random when assigning things like AC, which is exactly what he's doing. That is the antithesis of balance, much like dropping a cinder block on one end of a see-saw with nothing on the other and calling it "balanced."
What he's doing isn't design, it's Calvinball with some words he presumably picked up listening to a podcast or something because he clearly hasn't read the actual rules of the game. A hockey stick here, a bonus action there, the number thirteen between a couple of croquet wickets and don't forget to sing the proficiency bonus jitterbug jingle as you pass go or it's a three and a half minute penalty for offsides cantripping. Of course it's balanced, don't you see how the longsword hasn't fallen off of the soccer ball? And MIND GRAPPLE! Look ma, I'm Matt Mercer!
Even Matt Colville wouldn't think any of that's balanced. Or coherent. And he doesn't even follow his own rules when he DMs.
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Is there no class that has mostly the elements that people are seeking? Is it possible to remove the spells from a casting class but use the basic frame for creating the Psychic Adept?
Just trying to figure if it actually is impossible to create using DDB toots.
I chuckled to myself as I considered Barbarians and how their Rage induced resistance could be psychic shields.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I might as well link the one I've been working on, since I recently wrote it up to level 20. You can find my take on the Psion here. I've tried to avoid making spellcasting the primary feature of the class, but I didn't avoid spellcasting entirely, since for the sake of gameplay I still consider the effects created by Psychic powers to still be Magical in nature. I'm not particularly against the idea that psions could just be a spellcasting class, but I enjoyed the challenge of trying to figure out how to make them something else.
That's always been my goal/desire with psychic/psionic characters and/or awakened minds - the awakened mind has one primary talent, perhaps a smattering of lesser secondary talents, but they carry that primary talent much further than an ordinary Magic Guy does. Telekinesis is a good example because there's so many fascinating ways to use the base power that the 5e spell as written just automatically shuts down. A character using Telekinesis-the-spell can't attack with it, they can't split their focus, they can't shove or strike, they can't do any-goddamn-thing but move one thing thirty feet or hold one creature still.
A character that can do ever so much more than that, but can't cast any of the wizard's other 400+ spells is an interesting trade-off to me. The awakened mind hones a single talent to its zenith, or hones a handful of talents to high competence, in exchange for not having over four hundred individual wildly different 'talents' it can call upon. That is a Psychic Character to me. Not "oh, just cast spells the same way everybody else casts spells with absolutely no edge or practice, except flavor them as being more pruple than normal magic and also ignore anything that isn't brain-y." This is not a "just reflavor it" solution, no matter how many times skeptics dismiss the idea because they don't understand the fundamental differences between "Magic" and "Psychic".
Yurei, correct me if I'm wrong, but it sounds to me like you want a Psionicist to have mechanics that are very similar to the current Warlock, but instead of "Eldritch Blast", it's called "Telekinetic Wallop" or some such word switcharoo.
Think about it, you can push or pull a creaturewith Eldritch Blast if you spend the opportunity resource of taking the right invocations. You can do so endlessly without limit.
You can take invocations that grant you other abilities that have some very similar mechanics to telekinetic movement: A Jump spell, that can also be used an infinite # of times, as well as a Levitate-self that can be used an infinite # of times.
If you can pick the Great Old One Patron, you can even speak into the mind of other creatures an infinite # of times.
So what I'm saying is, we can reflavor the Warlock by taking away the Patron, ban the Book of Ancient Secrets from the game world and we basically have a Psion.
After 40 years no one has come up with a psionic system that everyone was happy with in D&D. Other systems handle it better and they can be ported/converted in but no one seems to want to do that.
Then again other systems have tried just as long and never got it correct for their systems either. It has always either ended up way to powerful or to complex or just didn't do what some wanted.
So I decided to try and make a psionic sorcerer subclass that felt like a psionic. But didn't require making a new class or designing special/unique rules inorder to work, mainly so that it could be useable on here. And while I feel like I did a decent job I also know that it could do with some balancing, seeing as how I don't have the experience for that I figured I'd outsource that to you guys. :)
Name: Psion
Base Class: Sorcerer
Spell Casting Ability: Intelligence
Spell List
1st: Charm Person, Shield
2nd: Calm Emotions, Spiritual Weapon
3rd: Fast Friends, Pulse Wave
4th: Compulsion, Resilient Sphere
5th: Geass, Wall of Force
Features
1st level:Psionic Aura: You have blindsight with a range of 15ft. Your range increases by 5ft at level 6(20ft), 14(25ft), and 18(30ft). By spending a sorcery point you can double your range for a number of minutes equal to 5 times your proficiency bonus.
1st level:Kineticist or Mentalist
Kineticist: You can control a number of tiny objects that you can see within 60ft equal to your proficiency bonus. As an action you can launch these objects at a creature, make a ranged spell attack roll on a hit you deal 1d4 force damage. You can direct the objects at the same target or different ones. Make a separate attack roll for each object. The size of the objects you can control increases small(d6) at level 6 and medium(d10) at level 14.
Mentalist: You can read the surface thoughts, and speak in the minds of creatures you can see within 60ft. As an action you can attempt to frighten a creature forcing them to make a WIS saving throw, on a failure they become frightened until the end of their next turn and take a d6 psychic damage, on a success they take half damage. This damage increases by a d6 at level 6(2d6), 14(3d6), and 18(4d6).
6th level:Kinetic Pulse or Mind Blank
Kinetic Pulse: As an action release a pulse of kinetic energy forcing creatures in your psionic Aura to make a STR saving throw against your spell save DC. On a failure they are pushed outside of your aura and knocked prone, on a success they are just knocked prone. If a creature hits an object before leaving your aura they take a number of bludgeoning damage equal to the distance left.
Mind Blank: As an action you attempt to scramble a creatures thoughts, forcing them to make a wisdom saving throw against your spell save DC. On a failure they become Stunned until the end of their next turn and they take a d8 psychic damage, on a success they only take a d8 psychic damage.
14th level: Psionic Lift or Inner Demon,s
Psionic Lift: You gain a flight speed equal to your walking speed, and can grant a number of creatures equal to your INT modifier and within your aura, a flight speed equal to your own.
Inner Demon's: As an action you force a creature make a WIS saving throw against your spell save DC. On a failure they see illusionary enemies and will prioritize them over you and take 1d10 psychic damage. At the start of each of their turns they must make they saving throw again, on a success the illusion fails and they take half damage. This ability requires concentration to maintain.
18th level: Telekinetic Shield or Astral Projection
Telekinetic Shield: You have and unarmored AC equal to 12 + your INT modifier, and as a reaction you project a shield infront of a creature within your aura reducing the damage dealt to them by half. You can do this a number of times equal to your proficiency bonus, and regain expended uses at the end of a long rest.
Astral Projection: As a bonus action you can expell you astral form from your body (leaving your body unconscious). While in this state you can travel up to a mile away from your body, you are invisible to non-magical forms of sight, and you can pass through objects. As an action you can attempt to posses a creature, doing so requires an opposed WIS saving throw, If you win you successfully posses the creature, if you lose however you're sent back into your body and the creature knows your location.
Bards get hand crossbows in addition to the simple weapons. Because light crossbows are already included in the simple weapons. So your one nitpicked detail is still wrong. Again and without exaggeration or hyperbole, you seriously do not know what you're talking about.
That doesn't matter the math exists in 5e, it's not some weird your AC starts at 20 and you subtract X number from it. It falls within the parameters of 5es mechanics and thus he can add whatever flavour he wants to it, it still works. He could say the AC comes from your fart cloud being so toxic it makes people miss you and, as it is homebrew, that would be perfectly fine and balanced.
There is no math in his method. It starts with an arbitrary number that is not the baseline for all AC, meaning that of every creature in the game. Then he removes the value that is added to the AC of every creature in the game. Why do basic zombies have an AC of 8? It's because they have no armor bonus and a -2 Dex mod. Then he adds a different value that could have just been added to the original formula that is used for every creature in the game but he had to change it entirely for the sake of being different. Saying it comes from a fart cloud is flavor and fluff, but the actual source of the numerical value being applied does matter. The game designers don't just make up numbers at random when assigning things like AC, which is exactly what he's doing. That is the antithesis of balance, much like dropping a cinder block on one end of a see-saw with nothing on the other and calling it "balanced."
What he's doing isn't design, it's Calvinball with some words he presumably picked up listening to a podcast or something because he clearly hasn't read the actual rules of the game. A hockey stick here, a bonus action there, the number thirteen between a couple of croquet wickets and don't forget to sing the proficiency bonus jitterbug jingle as you pass go or it's a three and a half minute penalty for offsides cantripping. Of course it's balanced, don't you see how the longsword hasn't fallen off of the soccer ball? And MIND GRAPPLE! Look ma, I'm Matt Mercer!
Even Matt Colville wouldn't think any of that's balanced. Or coherent. And he doesn't even follow his own rules when he DMs.
A reminder to everyone who makes the choice to participate in this thread (or any thread). You do so under the provision you follow site rules, specifically remaining civil and cordial in their conduct. If anyone does not believe that they are capable of meeting that minimum standard, they are advised not to post. Rudeness and hostility will not be tolerated.
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Is there no class that has mostly the elements that people are seeking? Is it possible to remove the spells from a casting class but use the basic frame for creating the Psychic Adept?
Just trying to figure if it actually is impossible to create using DDB toots.
I chuckled to myself as I considered Barbarians and how their Rage induced resistance could be psychic shields.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Check the two psionic threads in homebrew
Wisea$$ DM and Player since 1979.
I might as well link the one I've been working on, since I recently wrote it up to level 20. You can find my take on the Psion here. I've tried to avoid making spellcasting the primary feature of the class, but I didn't avoid spellcasting entirely, since for the sake of gameplay I still consider the effects created by Psychic powers to still be Magical in nature. I'm not particularly against the idea that psions could just be a spellcasting class, but I enjoyed the challenge of trying to figure out how to make them something else.
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Yurei, correct me if I'm wrong, but it sounds to me like you want a Psionicist to have mechanics that are very similar to the current Warlock, but instead of "Eldritch Blast", it's called "Telekinetic Wallop" or some such word switcharoo.
Think about it, you can push or pull a creaturewith Eldritch Blast if you spend the opportunity resource of taking the right invocations. You can do so endlessly without limit.
You can take invocations that grant you other abilities that have some very similar mechanics to telekinetic movement: A Jump spell, that can also be used an infinite # of times, as well as a Levitate-self that can be used an infinite # of times.
If you can pick the Great Old One Patron, you can even speak into the mind of other creatures an infinite # of times.
So what I'm saying is, we can reflavor the Warlock by taking away the Patron, ban the Book of Ancient Secrets from the game world and we basically have a Psion.
After 40 years no one has come up with a psionic system that everyone was happy with in D&D. Other systems handle it better and they can be ported/converted in but no one seems to want to do that.
Then again other systems have tried just as long and never got it correct for their systems either. It has always either ended up way to powerful or to complex or just didn't do what some wanted.
Good luck to those trying.
So I decided to try and make a psionic sorcerer subclass that felt like a psionic. But didn't require making a new class or designing special/unique rules inorder to work, mainly so that it could be useable on here. And while I feel like I did a decent job I also know that it could do with some balancing, seeing as how I don't have the experience for that I figured I'd outsource that to you guys. :)
Name: Psion
Base Class: Sorcerer
Spell Casting Ability: Intelligence
Spell List
1st: Charm Person, Shield
2nd: Calm Emotions, Spiritual Weapon
3rd: Fast Friends, Pulse Wave
4th: Compulsion, Resilient Sphere
5th: Geass, Wall of Force
Features
1st level:Psionic Aura: You have blindsight with a range of 15ft. Your range increases by 5ft at level 6(20ft), 14(25ft), and 18(30ft). By spending a sorcery point you can double your range for a number of minutes equal to 5 times your proficiency bonus.
1st level:Kineticist or Mentalist
Kineticist: You can control a number of tiny objects that you can see within 60ft equal to your proficiency bonus. As an action you can launch these objects at a creature, make a ranged spell attack roll on a hit you deal 1d4 force damage. You can direct the objects at the same target or different ones. Make a separate attack roll for each object. The size of the objects you can control increases small(d6) at level 6 and medium(d10) at level 14.
Mentalist: You can read the surface thoughts, and speak in the minds of creatures you can see within 60ft. As an action you can attempt to frighten a creature forcing them to make a WIS saving throw, on a failure they become frightened until the end of their next turn and take a d6 psychic damage, on a success they take half damage. This damage increases by a d6 at level 6(2d6), 14(3d6), and 18(4d6).
6th level:Kinetic Pulse or Mind Blank
Kinetic Pulse: As an action release a pulse of kinetic energy forcing creatures in your psionic Aura to make a STR saving throw against your spell save DC. On a failure they are pushed outside of your aura and knocked prone, on a success they are just knocked prone. If a creature hits an object before leaving your aura they take a number of bludgeoning damage equal to the distance left.
Mind Blank: As an action you attempt to scramble a creatures thoughts, forcing them to make a wisdom saving throw against your spell save DC. On a failure they become Stunned until the end of their next turn and they take a d8 psychic damage, on a success they only take a d8 psychic damage.
14th level: Psionic Lift or Inner Demon,s
Psionic Lift: You gain a flight speed equal to your walking speed, and can grant a number of creatures equal to your INT modifier and within your aura, a flight speed equal to your own.
Inner Demon's: As an action you force a creature make a WIS saving throw against your spell save DC. On a failure they see illusionary enemies and will prioritize them over you and take 1d10 psychic damage. At the start of each of their turns they must make they saving throw again, on a success the illusion fails and they take half damage. This ability requires concentration to maintain.
18th level: Telekinetic Shield or Astral Projection
Telekinetic Shield: You have and unarmored AC equal to 12 + your INT modifier, and as a reaction you project a shield infront of a creature within your aura reducing the damage dealt to them by half. You can do this a number of times equal to your proficiency bonus, and regain expended uses at the end of a long rest.
Astral Projection: As a bonus action you can expell you astral form from your body (leaving your body unconscious). While in this state you can travel up to a mile away from your body, you are invisible to non-magical forms of sight, and you can pass through objects. As an action you can attempt to posses a creature, doing so requires an opposed WIS saving throw, If you win you successfully posses the creature, if you lose however you're sent back into your body and the creature knows your location.
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