The pyrokinetics subclass is a bit strong. Being able to sling 3 fireballs at level 6 is same as a full caster. But it scales to 6 (as your PB goes up) so you can fire off 6 fireballs or 6 of each of the other spells where a wizard would only have 3 3rd level slots. Not that at 20th level fireball is that great compared to what a wizard can do. But wanted to mention it.
Also the capstone might need to cost more than one psi die to reactivate since it’s once per long rest but you could do it 6 more times just by using your die.
It’s not super powerful but it was just my first impression.
I'm okay with making the class on par with a full caster in damage output at level 6, since the spell selection is so limited... the idea partly being that this class is focused on outputting a lot of damage round-after-round, but it's primarily Fire Damage, which is highly resisted, and has potential for collateral damage. I do think that PB uses should be enough for any of the spells this class offers, so I removed the option to cast them with Psionic Energy Dice. I figure the Subclass is balanced a bit by the fact that it can cast these spells so many times by late-game, but because they can't up-cast the spells won't unbalance the game.
I also don't mind that the capstone is a bit cheap... I feel like it's okay to go a little overboard on your big capstone abilities, and I wanted this to feel like something that's empowering. I think if it was the only class feature that used Psionic Energy Dice it would be too easy to use, but the fact that it has to share that resource with all the other class features I think prevents it from feeling too much like it's just free to activate over and over.
Psychic Studies: Pyrokinetics
Your psychic forces have become more dangerous, manifesting in bursts of flame and extreme heat. Starting at 3rd level, you learn to use your psychic powers to manipulate flames in the following ways:
Flame Controller – You learn the Control Flames Cantrip. Intelligence is your sprellcasting ability for this spell.
Flaming Psychic Force Attack – When making a Psychic Force Attack, you can deal Fire damage instead of Psychic Damage. If you use fire damage to hit a flammable object that is not being worn or carried, it catches on fire.
Ignite Foe – Once per turn, when you deal fire damage to a creature, that creature becomes Ignited for one minute.
Ignited – A creature that has been Ignited is covered with non-magical flames. At the start of their turn, they take 1d6 fire damage, and any flammable objects they touch that are not being worn or carried catches on fire. The ignited condition ends early if any creature uses their action to douse the flame, or if the Ignited creature becomes fully submerged in water.
Ignited Fury – As a bonus action, you can expend one use of your Psionic Energy Dice. Roll the die, dealing the number rolled in fire damage to all Ignited Creatures within 30 feet of yourself.
Flame Thrower: Pyrokinetics Feature
Starting at 6th level, you’ve learned to direct the raging fire within, learning to control your pyrokinetics in the following ways.
Flamewalker – You become resistant to fire damage.
Flame Conjure – You learn the following spells, requiring no material component:
Burning Hands
Flaming Sphere
Heat Metal
Fireball
You can cast each of these spells a number of times equal to your Proficiency Bonus, and cannot cast them again until you complete a Long rest.
In addition, you can expend one use of your Psychic Energy Dice when casting one of these spells in order to cast them without requiring Vocal or Somatic Components. Roll your Psychic Energy Die, and add the number rolled in fire damage to one creature damaged by that spell on the turn the spell is cast.
Fire Lock: Pyrokinetics Feature
Starting at 9th level, any creature held by your Mind Grapple becomes Ignited, and if an ignited creature you can see within 30 feet of you is reduced to Zero HP, you can use your reaction to regain one use of your Psionic Energy Dice. In Addition, when you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Featue
When you reach 15th level, you’ve learned to embrace the raging fire within, using the flames to punish those who stand to harm you or those you choose to protect.
Flame Master – As a bonus action, you surround yourself in flames for 1 minute, casting bright light in a 30 foot radius, and dim light an additional 30 feet. When you activate this feature, every creature within 10 feet of you must succeed on a Dexterity Saving Throw or take fire damage equal to your Psionics Energy Dice and become ignited. While Surrounded in flames, you become immune to fire damage and resistant to cold damage. Ranged Weapon Attacks have disadvantage to hit you. Any creature within 10 feet of you who hits you with a weapon attack becomes ignited. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
Some of your Psionic Powers expend the Psionic Energy Die, as specified in the Power’s description. If you have no available Psionic Energy Die, you can instead expend one use of your Hit Dice gained from This Class, rolling 1d8 instead of your Psionic Energy Dice size. You can’t use a power if it requires you to expend a die and you have no Psionic Energy Dice or Hit Dice. You Regain all your Psionic Energy Dice when you finish a Long Rest.
Does this mean that the hit dice, if used to replace psionic energy dice, are not available for healing during a short rest?
Mind Grapple – As an action, you can expend one use of your Psionic Energy Dice to force one creature Large or smaller of your choice within 60 feet of you to make a Strength Saving throw. Roll your Psionics Energy Dice, and subtract the number rolled from the creature’s Saving Throw.
A STR saving throw versus your psionic ability DC?
Shielded Mind
Starting at 7th level, you become resistant to Psychic damage.
I would make this portion a lower level ability (say 3rd) with the rest staying at 7.
A couple of other general items:
- Maybe consider stating in the beginning that psionic effects are not spell effects and cannot be target by such effects and vice versa
- Maybe consider, in areas where you state once per long rest, to use proficiency bonus instead per long rest
I'll look through the subclasses again and provide some input there...but this is great and I, for one, appreciate you spending time on it. :)
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Yes, the idea is that when you use your Hit Dice it reduces your ability to heal yourself. This is meant to be similar to a "psychic nosebleed" that you see in fiction, where a psychic character is clearly harming themselves somehow by using too much psychic power. Spending Hit Dice seemed like a simple way to represent that, without dealing self-damage or reducing hit point maximum or anything like that.
I had strength as the Mind Grapple save because the Telekinesis spell uses Strength to oppose the grapple of that spell. The Mind Grapple is meant to be a use of telekinesis, and not a mental stun, so a creature that's strong enough can fight their way out of it.
I think you're right about granting Psychic Resistance sooner. I'll edit that in soon.
As for stating that psionic effects are not spells... I'm actually of the mindset that it makes everything much simpler if psionics are considered magic effects and spells cast using psionics are still spells and subject to the same rules as traditional spellcasting. My compromise is that just about every instance of spellcasting included with this subclass is done without material components and can be done without vocal or somatic components in one form or another... whether the spell just doesn't require them, or if a Psionic Energy Dice can be spent to do so. There are still a lot of features that aren't spells and can't be counterspelled or anything like that, but the intent is that all features of the class are considered as much magic as any feature gained from a different class.
I think the only feature in the core class that uses once-per-day instead of Proficiency-Bonus-Per-Day is the Improved Telepathy. I based it pretty directly on the Psychic Whispers from Soulknife Rogue, which has the same restriction. I assumed there was some kind of balance reason it was treated as once-per-day ability... I'm not totally sure how much it would imbalance things to just let a player use the feature up to 6 times a day... I can't shake the feeling that there's some reason not to, although it does make sense to me.
Dual-Minded: After reaching 9th level, when you use your Blade Puppetry feature, you can now animate 2 Weapons simultaneously, controlling both independently. Alternatively, you can instead animate a single weapon that has the Two-Handed property.
Should this be changed to say "Alternatively, you can instead animate a single weapon that has the Two-Handed property or a Versatile weapon used as if with two-hands"?
Not trying to be picky...but as someone who works with the general public, if you're not painfully obvious, questions will arise. ;)
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Dual-Minded: After reaching 9th level, when you use your Blade Puppetry feature, you can now animate 2 Weapons simultaneously, controlling both independently. Alternatively, you can instead animate a single weapon that has the Two-Handed property.
Should this be changed to say "Alternatively, you can instead animate a single weapon that has the Two-Handed property or a Versatile weapon used as if with two-hands"?
Not trying to be picky...but as someone who works with the general public, if you're not painfully obvious, questions will arise. ;)
Oh, good point. I thought about Versatile weapons enought o remember to limit them earlier, but forgot about them at that level.
Flame Master – While Surrounded in flames, you become immune to fire damage and resistant to cold damage. Ranged Weapon Attacks have disadvantage to hit you. Any creature within 10 feet of you who hits you with a weapon attack becomes ignited.
Should this say "Any creature within 10 feet of you who hits you with a melee weapon attack..."?
It may be OP...but perhaps something around 11th level such as this:
When you roll fire damage, you can expend one Psionic Energy Die to deal maximum damage, instead of rolling. You cannot use this feature again until you complete a Long Rest.
Again, my two cents feel free to tell me to piss up a rope. :P
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Actually, I deliberately just used "Weapon Attack" instead of "Melee Weapon Attack" because I still wanted it to apply to creature that, for example, is standing just outside of melee range and using a ranged weapon, or a creature that uses a ranged weapon attack while still in melee range. I do like that idea for max damage... I think I'll attach it to 15th level, since there aren't any subclass features between 9th and 15th level.
Here's another Subclass concept... I was trying to use the suggestion of giving the option to select from three options at each Subclass feature. My general thought process was to give one offensive option, one defensive option, and one spellcasting option. This is a first draft and needs a LOT of work. But I just wanted to get started on this idea, since being more customizable seems like it might be appealing.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice:
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice:
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice:
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Could be just me...but I feel like this one is pretty balanced. Only question I have is: can you change each analysis? If so, at what interval? For example: if I pick Manipulative for the First Analysis, after a Long Rest can I switch it to Aggressive?
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Could be just me...but I feel like this one is pretty balanced. Only question I have is: can you change each analysis? If so, at what interval? For example: if I pick Manipulative for the First Analysis, after a Long Rest can I switch it to Aggressive?
Huh. I hadn't actually considered that. I had actually based it primarily on the Hunter Ranger subclass, which doesn't include any options for changing Subclass features after selecting one. I feel like allowing a player to change analysis on a long rest would make the subclass a bit too powerful... maybe letting someone change analysis at each level up? That's how Storm Herald Barbarian works... allows a player to change as they grow, but doesn't make it too customizable.
That wouldn't be a bad idea. Tasha's also allows you to change certain things at certain levels. Say every time you change feats/ASIs?
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
A very quick, minor edit... I figured it would be simplest to just tie it to all level ups instead of limiting it more strictly.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
If you’re using any spells at all it will never satisfy the people who want a truly unique Psion Class. It’s the Spellcasting mechanic and reliance on spells that the Psion fans want to move away from.
If you’re using any spells at all it will never satisfy the people who want a truly unique Psion Class. It’s the Spellcasting mechanic and reliance on spells that the Psion fans want to move away from.
I totally understand that... I've tried not to have the class too reliant on spellcasting. The base class only includes two spells and the subclasses all have special rules for spellcasting to give them more of a psychic feel. Maybe a better homebrewer could find a balanced way to completely divorce the class from magic and create a plethora of unique features that aren't spells that fulfill a lot of the features that I'm using spells to fulfill, but I don't think I could do it.
I was saying this previously: would be interesting if you, IamSposta, Yurie, and maybe Wi1dBi11 took a stab at it together. Would probably be better than anything WoTC might come up with. ;)
That being said, I actually like what you've done thus far. It is mostly divorced from the spell mechanic, provides some interesting and fun subclasses, while playing well within the existing rules.
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
I have been working on a Psionicist class for a while now, it’s not ready yet, or even close to it. It’s a lot of work putting together a whole class without Spellcasting, as TransmorpherDDS has pointed out. And I currently have a whole sourcebook I am working on completely separate from Psionics that’s more of a priority at the moment. But I’m workin’ on it.
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Okay, I've compiled the class and all the subclasses. I'd love to have someone with a very critical eye take a look at this and offer any criticisms or suggestions, but for something that hasn't gone through any kind of playtesting yet I'm pretty happy with what we have here as a base to build off of. I know this won't satisfy the people who really don't want Psionics to have spellcasting of any kind or have them limited to the rules of magic, but I feel like it's closer to that concept than any of the official psychic classes.
The Psion
Hit Points
Hit Dice: 1d8
Hit Points at first level: 8+ Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Your Constitution Modifier Per Psion level after the 1st
Proficiencies
Armor: None
Weapons: Daggers, Hand axes, Quarterstaffs, Sickles, Slings, Spears, Hand Crossbows
Saving Throws: Intelligence, Wisdom
Languages: You know one additional language of your choice
You start with the following items, plus anything provided by your background
* (a) A Quarterstaff or (b) A Dagger
* (a) An Explorer’s Pack or (b) A Scholar’s Pack
Alternatively, you may start with 4d4 x 10 gp to buy your own equipment
Multiclassing
Ability Score Minimum: 13 Intelligence
Psychic Defenses
Beginning at 1st level, while you are wearing no armor, your AC equals 13+ your Dexterity modifier
Psionic Power
You Harbor a Wellspring of Psionic energy within yourself. This is represented by your Psionic Energy Dice, which are a d6. You have a number of dice equal to twice your Proficiency Bonus, and they fuel your psionic powers.
Some of your Psionic Powers expend the Psionic Energy Die, as specified in the Power’s description. If you have no available Psionic Energy Die, you can instead expend one use of your Hit Dice gained from This Class, rolling 1d8 instead of your Psionic Energy Dice size. You can’t use a power if it requires you to expend a die and you have no Psionic Energy Dice or Hit Dice. You Regain all your Psionic Energy Dice when you finish a Long Rest.
When you reach certain levels in this class, the size of your Psionic Energy Dice increases, at 5th level (d8), 11th level (d10), 17th level (d12)
Some of your Psionic Features require a target to make a saving throw to resist the feature’s effects. The Saving Throw DC is calculated as follows:
Psionic save DC = 8 + Your proficiency bonus + Your Intelligence Modifier
Psychic Force
You know the Mage Hand Cantrip. You can cast it without Verbal or Somatic components and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
You gain a new attack option that you can use with the Attack Action. The special attack is called a Psychic Force Attack, and is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Intelligence Modifier to its attack and damage rolls. Its damage is Psychic and its damage die is equal to your Psionics Energy Dice.
Psychic Communication
You can telepathically speak to any creature you can see within 30 feet of you. You can expend one use of your Psionics Energy Dice, rolling it and increasing the range of your telepathy by 10x the number rolled, you also gain the ability to communicate your messages even if you don’t share a language with the creature you are contacting, but the creature must understand at least one language.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action on your turn and hit a creature with an attack, you can expend one use of your Psionics Energy Dice, rolling it and dealing psychic damage to the target equal to the number you rolled.
Mind Grapple – As an action, you can expend one use of your Psionic Energy Dice to force one creature Large or smaller of your choice within 60 feet of you to make a Strength Saving throw. Roll your Psionics Energy Dice, and subtract the number rolled from the creature’s Saving Throw. On a failure, its speed is reduced to Zero for one minute. The creature can attempt a Saving Throw again at the end of each of its turns, ending the condition on a success, and the condition ends automatically if you use your Mind Grapple on a different creature. You can end your Mind Grapple at any time, requiring no action.
Psychic Conditioning
Beginning at 3rd level, you gain resistance to psychic damage.
Psychic Studies
At 3rd level, you choose an aspect of your psionic powers to focus your studies upon. Choose one of the Psychic Studies subclasses, detailed at the end of the class description. The Studies you choose grants you features at 3rd level, and again at 6th, 9th, and 15th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you my instead take a feat.
Improved Telepathy
At 4th level, your skills with telepathy become more potent. As an action, select a number of creatures within 30 feet of yourself up to your Intelligence Modifier. For the next hour, you can communicate telepathically as long as you remain within 1 mile of each other. A creature can’t use this telepathy if it cannot speak any languages, and a creature can willingly end the telepathic connection at any time (no action required). You and the creature do not need to speak a common language to understand each other. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
Extra Attack
Starting at 5th level, you can attack twice instead of once when you take the attack action on your turn.
Mental Expertise
At 6th level, choose two of your Skill Proficiencies that use your Charisma, Intelligence, or Wisdom modifier. Your proficiency bonus is doubled for any ability check that uses either of the chosen proficiencies.
Shielded Mind
Starting at 7th level, you have advantage on any Saving Throw to resist being Charmed or Frightened, and your thoughts cannot be read by telepathy or other means unless you allow it.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Mind-Propelled Leaps
Beginning at 10th level, During your turn, your Jump Distance is tripled.
In addition, as a bonus action you can expend one use of your Psionic Energy Dice to gain a fly speed equal to your walking speed for one minute.
Mental Strength
At 11th level, any skill check you make using your Strength modifier can be made using your Intelligence modifier instead. In addition, when making a Strength Saving throw, you can expend one use of your Psionic Energy Dice to make an Intelligence Saving Throw instead. Roll your Psionic Energy Dice and add the number rolled to your Saving Throw.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you my instead take a feat.
Mental Domination
Starting at level 13, as an action, you can target one creature within 30 feet and force them to make an Intelligence Saving Throw. On a failure, that creature is charmed by you for 1 minute, and has disadvantage on one saving throw of your choice during that time. If the creature takes damage, or if you use your Mental Domination on a different creature, the Charmed condition ends. The creature does not realize it was charmed during this time. A creature targeted by this feature cannot be targeted by it again for 1 hour, unless you expend a Psionic Energy Die to do so.
Psychic Force Improvement
Beginning at 14th level, The range for your Mage Hand spell and your Psychic Force Attack both increase to 60 feet.
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Thought Collector
Upon reaching level 17, You learn the Detect Thoughts spell and can cast it at will without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell.
When you cast Detect Thoughts with this feature you can choose to expend one use of your Psionic Energy Dice, which has the following effects.
*Casting the spell does not require Vocal or Somatic Components
*If you attempt to probe the target’s thoughts more deeply, roll your Psionic Energy Dice and decrease their saving throw by the number rolled. If they fail their Saving throw, they do not know that you are probing their mind.
Mind Wrestler
Upon reaching 18th level, your Mind Grapple feature improves in the following ways:
*Once per turn, when you hit a creature with an Attack Roll, you can use your Mind Grapple against that creature as a free action.
*A creature under the effects of your Mind Grapple takes Psychic Damage equal to one roll of your Psionics Energy Dice at the start of its turn.
*If a creature succeeds on its saving throw to end your Mind Grapple at the end of its turn, you can use a reaction to expend one use of your Psionics Energy Dice, rolling the die and reducing their saving throw by the number rolled.
*Two creatures can be held by your Mind Grapple simultaneously. If you attempt to use your Mind Grapple again while two creatures are already held, the condition ends for the first creature held.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you my instead take a feat.
Psionic Mastery
Starting at 20th level, when you use any feature that includes a roll of your Psionic Energy Dice, you can roll the die twice and select which die roll to use. This includes when you use your Psionic Energy Dice size to determine damage. In addition, if you expend a use of your Hit Die to roll in place of your Psionic Energy Dice, you roll a d12 instead of a d8.
Psychic Studies: Kinetics
Those who study the art of Kinetics learn to utilize their psionic powers in combat to control their enemies and protect their allies. They specialize in honing their Telekinetic potential, performing feats of strength using only the power of their minds. Starting at 3rd level, you gain the following features:
Bonus Proficiencies
When you specialize in Kinetics Studies at 3rd level, you gain proficiency with Simple Weapons, Longswords, Rapiers, Shortswords, Scimitars, Warhammers and Shields. If you equip a shield, you still maintain the benefits of your Psychic Defenses.
Blade Puppetry
As a bonus action, you can cause any weapon you are proficient with within 30 feet that is not being held or carried by any creature other than yourself that lacks the Two-Handed or Ammunition Property to animate under your control for 1 minute. While animated, the weapon becomes a magical object that hovers in place. During your turn, you can move this animated weapon up to 30 feet, requiring no action. If the animated weapon moves more than 60 feet from you, it stops being animated.
* While animated, when you take the attack action on your turn you can make an Animated Weapon Attack. This is a melee Weapon Attack using the Animated Weapon and originating from the Animated Weapon’s space. When attacking in this manner, you use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. If the weapon has the Versatile property, the attack is made as if being wielded in one hand.
* As a bonus action, you may make an Animated Weapon Attack. The damage die for this attack becomes a d4.
* When a creature you can see within 5 feet of your Animated Weapon moves at least 5 feet away from it, you can use your reaction to make an Animated Weapon Attack as an Attack of Opportunity against that creature.
Defensive Blade: Kinetic Feature
When you reach 6th level, if a creature you can see within 5 ft of a weapon animated by your Blade Puppetry feature is hit by an attack, as a reaction you can expend one use of your Psionic Energy Dice to make the animated weapon protect the target of the attack. Roll your Psionic Energy Die, and add the number rolled to the target’s AC until the end of the current turn, including against the triggering attack.
Puppetmaster: Kinetic Feature
Bonus Proficiencies: Upon reaching 9th level, you become proficient in Greataxes, Greatswords, and Mauls.
Dual-Minded: After reaching 9th level, when you use your Blade Puppetry feature, you can now animate 2 Weapons simultaneously, controlling both independently. Alternatively, you can instead animate a single weapon that has the Two-Handed property, or a Versatile weapon as if wielded with two hands.
Mind Prisoner:As a bonus action, you can move onecreature held by your Mind Grapple 10 feet in any direction.
Alternatively, you can expend one Psionic Energy Die and move the creature up to 30 feet instead. If the creature collides with a solid object while moved in this fashion, it stops moving and takes Bludgeoning Damage equal to one roll of your Psionic Energy Die. If it collides with another creature, the second creature must make a DEX saving throw. On a failure, both creatures stop moving and take damage equal to your Die Roll.
Kinetic Master: Kinetic Feature
Starting at 15th level, your Telekinetic Skills reach their peak, granting the following features:
*You can cast Telekinesis at will, requiring no components, but can only target Objects. When casting Telekinesis with this feature, you can expend one use of your Psionic Energy Dice to enable the spell to target creatures as well. Intelligence is your spellcasting ability for this spell.
*Once per turn, when you use the Attack Action to make an Animated Weapon Attack, you can make one additional Animated Weapon Attack with that weapon.
* When you use your bonus action to make an Animated Weapon Attack, the damage die is now a d6.
*Your Mind Grapple feature can now target creatures Huge or smaller.
Psychic Studies: Pyrokinetics
Your psychic forces have become more dangerous, manifesting in bursts of flame and extreme heat. Starting at 3rd level, you learn to use your psychic powers to manipulate flames in the following ways:
Flame Controller – You learn the Control Flames Cantrip. Intelligence is your spellcasting ability for this spell.
Flaming Psychic Force Attack – When making a Psychic Force Attack, you can deal Fire damage instead of Psychic Damage. If you use fire damage to hit a flammable object that is not being worn or carried, it catches on fire.
Ignite Foe – Once per turn, when you deal fire damage to a creature, that creature becomes Ignited for one minute.
Ignited – A creature that has been Ignited is covered with non-magical flames. At the start of their turn, they take 1d6 fire damage, and any flammable objects they touch that are not being worn or carried catches on fire. The ignited condition ends early if any creature uses their action to douse the flame, or if the Ignited creature becomes fully submerged in water.
Ignited Fury – As a bonus action, you can expend one use of your Psionic Energy Dice. Roll the die, dealing the number rolled in fire damage to all Ignited Creatures within 30 feet of yourself.
Flame Thrower: Pyrokinetics Feature
Starting at 6th level, you’ve learned to direct the raging fire within, learning to control your pyrokinetics in the following ways.
Flamewalker – You become resistant to fire damage.
Flame Conjure – You learn the following spells, requiring no material component:
Burning Hands
Flaming Sphere
Heat Metal
Fireball
You can cast each of these spells a number of times equal to your Proficiency Bonus, and cannot cast them again until you complete a Long rest. Intelligence is your spellcasting ability for these spells.
In addition, you can expend one use of your Psychic Energy Dice when casting one of these spells in order to cast them without requiring Vocal or Somatic Components. Roll your Psychic Energy Die, and add the number rolled in fire damage to one creature damaged by that spell on the turn the spell is cast.
Fire Lock: Pyrokinetics Feature
Starting at 9th level, any creature held by your Mind Grapple becomes Ignited, and if an ignited creature you can see within 30 feet of you is reduced to Zero HP, you can use your reaction to regain one use of your Psionic Energy Dice. In Addition, when you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Featue
When you reach 15th level, you’ve learned to embrace the raging fire within, using the flames to punish those who stand to harm you or those you choose to protect.
Flame Master – As a bonus action, you surround yourself in flames for 1 minute, casting bright light in a 30 foot radius, and dim light an additional 30 feet. When you activate this feature, every creature within 10 feet of you must succeed on a Dexterity Saving Throw or take fire damage equal to your Psionics Energy Dice and become ignited. While Surrounded in flames, you become immune to fire damage and resistant to cold damage. Ranged Weapon Attacks have disadvantage to hit you. Any creature within 10 feet of you who hits you with a weapon attack becomes ignited. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
Flame Burst – At the start of your turn, you can expend one use of your Psionic Energy Dice. During this turn, when you roll to deal fire damage, every die automatically rolls its highest value. You can use this feature once, and cannot use it again until completing a Long Rest.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
The pyrokinetics subclass is a bit strong. Being able to sling 3 fireballs at level 6 is same as a full caster. But it scales to 6 (as your PB goes up) so you can fire off 6 fireballs or 6 of each of the other spells where a wizard would only have 3 3rd level slots. Not that at 20th level fireball is that great compared to what a wizard can do. But wanted to mention it.
Also the capstone might need to cost more than one psi die to reactivate since it’s once per long rest but you could do it 6 more times just by using your die.
It’s not super powerful but it was just my first impression.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I'm okay with making the class on par with a full caster in damage output at level 6, since the spell selection is so limited... the idea partly being that this class is focused on outputting a lot of damage round-after-round, but it's primarily Fire Damage, which is highly resisted, and has potential for collateral damage. I do think that PB uses should be enough for any of the spells this class offers, so I removed the option to cast them with Psionic Energy Dice. I figure the Subclass is balanced a bit by the fact that it can cast these spells so many times by late-game, but because they can't up-cast the spells won't unbalance the game.
I also don't mind that the capstone is a bit cheap... I feel like it's okay to go a little overboard on your big capstone abilities, and I wanted this to feel like something that's empowering. I think if it was the only class feature that used Psionic Energy Dice it would be too easy to use, but the fact that it has to share that resource with all the other class features I think prevents it from feeling too much like it's just free to activate over and over.
Psychic Studies: Pyrokinetics
Your psychic forces have become more dangerous, manifesting in bursts of flame and extreme heat. Starting at 3rd level, you learn to use your psychic powers to manipulate flames in the following ways:
Flame Controller – You learn the Control Flames Cantrip. Intelligence is your sprellcasting ability for this spell.
Flaming Psychic Force Attack – When making a Psychic Force Attack, you can deal Fire damage instead of Psychic Damage. If you use fire damage to hit a flammable object that is not being worn or carried, it catches on fire.
Ignite Foe – Once per turn, when you deal fire damage to a creature, that creature becomes Ignited for one minute.
Ignited – A creature that has been Ignited is covered with non-magical flames. At the start of their turn, they take 1d6 fire damage, and any flammable objects they touch that are not being worn or carried catches on fire. The ignited condition ends early if any creature uses their action to douse the flame, or if the Ignited creature becomes fully submerged in water.
Ignited Fury – As a bonus action, you can expend one use of your Psionic Energy Dice. Roll the die, dealing the number rolled in fire damage to all Ignited Creatures within 30 feet of yourself.
Flame Thrower: Pyrokinetics Feature
Starting at 6th level, you’ve learned to direct the raging fire within, learning to control your pyrokinetics in the following ways.
Flamewalker – You become resistant to fire damage.
Flame Conjure – You learn the following spells, requiring no material component:
Burning Hands
Flaming Sphere
Heat Metal
Fireball
You can cast each of these spells a number of times equal to your Proficiency Bonus, and cannot cast them again until you complete a Long rest.
In addition, you can expend one use of your Psychic Energy Dice when casting one of these spells in order to cast them without requiring Vocal or Somatic Components. Roll your Psychic Energy Die, and add the number rolled in fire damage to one creature damaged by that spell on the turn the spell is cast.
Fire Lock: Pyrokinetics Feature
Starting at 9th level, any creature held by your Mind Grapple becomes Ignited, and if an ignited creature you can see within 30 feet of you is reduced to Zero HP, you can use your reaction to regain one use of your Psionic Energy Dice. In Addition, when you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Featue
When you reach 15th level, you’ve learned to embrace the raging fire within, using the flames to punish those who stand to harm you or those you choose to protect.
Flame Master – As a bonus action, you surround yourself in flames for 1 minute, casting bright light in a 30 foot radius, and dim light an additional 30 feet. When you activate this feature, every creature within 10 feet of you must succeed on a Dexterity Saving Throw or take fire damage equal to your Psionics Energy Dice and become ignited. While Surrounded in flames, you become immune to fire damage and resistant to cold damage. Ranged Weapon Attacks have disadvantage to hit you. Any creature within 10 feet of you who hits you with a weapon attack becomes ignited. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
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Does this mean that the hit dice, if used to replace psionic energy dice, are not available for healing during a short rest?
A STR saving throw versus your psionic ability DC?
I would make this portion a lower level ability (say 3rd) with the rest staying at 7.
A couple of other general items:
- Maybe consider stating in the beginning that psionic effects are not spell effects and cannot be target by such effects and vice versa
- Maybe consider, in areas where you state once per long rest, to use proficiency bonus instead per long rest
I'll look through the subclasses again and provide some input there...but this is great and I, for one, appreciate you spending time on it. :)
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Yes, the idea is that when you use your Hit Dice it reduces your ability to heal yourself. This is meant to be similar to a "psychic nosebleed" that you see in fiction, where a psychic character is clearly harming themselves somehow by using too much psychic power. Spending Hit Dice seemed like a simple way to represent that, without dealing self-damage or reducing hit point maximum or anything like that.
I had strength as the Mind Grapple save because the Telekinesis spell uses Strength to oppose the grapple of that spell. The Mind Grapple is meant to be a use of telekinesis, and not a mental stun, so a creature that's strong enough can fight their way out of it.
I think you're right about granting Psychic Resistance sooner. I'll edit that in soon.
As for stating that psionic effects are not spells... I'm actually of the mindset that it makes everything much simpler if psionics are considered magic effects and spells cast using psionics are still spells and subject to the same rules as traditional spellcasting. My compromise is that just about every instance of spellcasting included with this subclass is done without material components and can be done without vocal or somatic components in one form or another... whether the spell just doesn't require them, or if a Psionic Energy Dice can be spent to do so. There are still a lot of features that aren't spells and can't be counterspelled or anything like that, but the intent is that all features of the class are considered as much magic as any feature gained from a different class.
I think the only feature in the core class that uses once-per-day instead of Proficiency-Bonus-Per-Day is the Improved Telepathy. I based it pretty directly on the Psychic Whispers from Soulknife Rogue, which has the same restriction. I assumed there was some kind of balance reason it was treated as once-per-day ability... I'm not totally sure how much it would imbalance things to just let a player use the feature up to 6 times a day... I can't shake the feeling that there's some reason not to, although it does make sense to me.
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Should this be changed to say "Alternatively, you can instead animate a single weapon that has the Two-Handed property or a Versatile weapon used as if with two-hands"?
Not trying to be picky...but as someone who works with the general public, if you're not painfully obvious, questions will arise. ;)
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Oh, good point. I thought about Versatile weapons enought o remember to limit them earlier, but forgot about them at that level.
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Should this say "Any creature within 10 feet of you who hits you with a melee weapon attack..."?
It may be OP...but perhaps something around 11th level such as this:
When you roll fire damage, you can expend one Psionic Energy Die to deal maximum damage, instead of rolling. You cannot use this feature again until you complete a Long Rest.
Again, my two cents feel free to tell me to piss up a rope. :P
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Actually, I deliberately just used "Weapon Attack" instead of "Melee Weapon Attack" because I still wanted it to apply to creature that, for example, is standing just outside of melee range and using a ranged weapon, or a creature that uses a ranged weapon attack while still in melee range. I do like that idea for max damage... I think I'll attach it to 15th level, since there aren't any subclass features between 9th and 15th level.
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Here's another Subclass concept... I was trying to use the suggestion of giving the option to select from three options at each Subclass feature. My general thought process was to give one offensive option, one defensive option, and one spellcasting option. This is a first draft and needs a LOT of work. But I just wanted to get started on this idea, since being more customizable seems like it might be appealing.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice:
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice:
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice:
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
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Could be just me...but I feel like this one is pretty balanced. Only question I have is: can you change each analysis? If so, at what interval? For example: if I pick Manipulative for the First Analysis, after a Long Rest can I switch it to Aggressive?
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Huh. I hadn't actually considered that. I had actually based it primarily on the Hunter Ranger subclass, which doesn't include any options for changing Subclass features after selecting one. I feel like allowing a player to change analysis on a long rest would make the subclass a bit too powerful... maybe letting someone change analysis at each level up? That's how Storm Herald Barbarian works... allows a player to change as they grow, but doesn't make it too customizable.
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That wouldn't be a bad idea. Tasha's also allows you to change certain things at certain levels. Say every time you change feats/ASIs?
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"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
A very quick, minor edit... I figured it would be simplest to just tie it to all level ups instead of limiting it more strictly.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
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If you’re using any spells at all it will never satisfy the people who want a truly unique Psion Class. It’s the Spellcasting mechanic and reliance on spells that the Psion fans want to move away from.
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I totally understand that... I've tried not to have the class too reliant on spellcasting. The base class only includes two spells and the subclasses all have special rules for spellcasting to give them more of a psychic feel. Maybe a better homebrewer could find a balanced way to completely divorce the class from magic and create a plethora of unique features that aren't spells that fulfill a lot of the features that I'm using spells to fulfill, but I don't think I could do it.
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I was saying this previously: would be interesting if you, IamSposta, Yurie, and maybe Wi1dBi11 took a stab at it together. Would probably be better than anything WoTC might come up with. ;)
That being said, I actually like what you've done thus far. It is mostly divorced from the spell mechanic, provides some interesting and fun subclasses, while playing well within the existing rules.
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
I have been working on a Psionicist class for a while now, it’s not ready yet, or even close to it. It’s a lot of work putting together a whole class without Spellcasting, as TransmorpherDDS has pointed out. And I currently have a whole sourcebook I am working on completely separate from Psionics that’s more of a priority at the moment. But I’m workin’ on it.
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Be happy to test play any/all of that. :)
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
Thanks! I’ll let you know when it’s ready.
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Okay, I've compiled the class and all the subclasses. I'd love to have someone with a very critical eye take a look at this and offer any criticisms or suggestions, but for something that hasn't gone through any kind of playtesting yet I'm pretty happy with what we have here as a base to build off of. I know this won't satisfy the people who really don't want Psionics to have spellcasting of any kind or have them limited to the rules of magic, but I feel like it's closer to that concept than any of the official psychic classes.
The Psion
Hit Points
Hit Dice: 1d8
Hit Points at first level: 8+ Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Your Constitution Modifier Per Psion level after the 1st
Proficiencies
Armor: None
Weapons: Daggers, Hand axes, Quarterstaffs, Sickles, Slings, Spears, Hand Crossbows
Saving Throws: Intelligence, Wisdom
Languages: You know one additional language of your choice
Skills: Choose 2 from Animal Handling, Deception, History, Insight, Investigation, Perception
Starting Equipment
You start with the following items, plus anything provided by your background
* (a) A Quarterstaff or (b) A Dagger
* (a) An Explorer’s Pack or (b) A Scholar’s Pack
Alternatively, you may start with 4d4 x 10 gp to buy your own equipment
Multiclassing
Ability Score Minimum: 13 Intelligence
Psychic Defenses
Beginning at 1st level, while you are wearing no armor, your AC equals 13+ your Dexterity modifier
Psionic Power
You Harbor a Wellspring of Psionic energy within yourself. This is represented by your Psionic Energy Dice, which are a d6. You have a number of dice equal to twice your Proficiency Bonus, and they fuel your psionic powers.
Some of your Psionic Powers expend the Psionic Energy Die, as specified in the Power’s description. If you have no available Psionic Energy Die, you can instead expend one use of your Hit Dice gained from This Class, rolling 1d8 instead of your Psionic Energy Dice size. You can’t use a power if it requires you to expend a die and you have no Psionic Energy Dice or Hit Dice. You Regain all your Psionic Energy Dice when you finish a Long Rest.
When you reach certain levels in this class, the size of your Psionic Energy Dice increases, at 5th level (d8), 11th level (d10), 17th level (d12)
Some of your Psionic Features require a target to make a saving throw to resist the feature’s effects. The Saving Throw DC is calculated as follows:
Psionic save DC = 8 + Your proficiency bonus + Your Intelligence Modifier
Psychic Force
You know the Mage Hand Cantrip. You can cast it without Verbal or Somatic components and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
You gain a new attack option that you can use with the Attack Action. The special attack is called a Psychic Force Attack, and is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Intelligence Modifier to its attack and damage rolls. Its damage is Psychic and its damage die is equal to your Psionics Energy Dice.
Psychic Communication
You can telepathically speak to any creature you can see within 30 feet of you. You can expend one use of your Psionics Energy Dice, rolling it and increasing the range of your telepathy by 10x the number rolled, you also gain the ability to communicate your messages even if you don’t share a language with the creature you are contacting, but the creature must understand at least one language.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action on your turn and hit a creature with an attack, you can expend one use of your Psionics Energy Dice, rolling it and dealing psychic damage to the target equal to the number you rolled.
Mind Grapple – As an action, you can expend one use of your Psionic Energy Dice to force one creature Large or smaller of your choice within 60 feet of you to make a Strength Saving throw. Roll your Psionics Energy Dice, and subtract the number rolled from the creature’s Saving Throw. On a failure, its speed is reduced to Zero for one minute. The creature can attempt a Saving Throw again at the end of each of its turns, ending the condition on a success, and the condition ends automatically if you use your Mind Grapple on a different creature. You can end your Mind Grapple at any time, requiring no action.
Psychic Conditioning
Beginning at 3rd level, you gain resistance to psychic damage.
Psychic Studies
At 3rd level, you choose an aspect of your psionic powers to focus your studies upon. Choose one of the Psychic Studies subclasses, detailed at the end of the class description. The Studies you choose grants you features at 3rd level, and again at 6th, 9th, and 15th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you my instead take a feat.
Improved Telepathy
At 4th level, your skills with telepathy become more potent. As an action, select a number of creatures within 30 feet of yourself up to your Intelligence Modifier. For the next hour, you can communicate telepathically as long as you remain within 1 mile of each other. A creature can’t use this telepathy if it cannot speak any languages, and a creature can willingly end the telepathic connection at any time (no action required). You and the creature do not need to speak a common language to understand each other. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
Extra Attack
Starting at 5th level, you can attack twice instead of once when you take the attack action on your turn.
Mental Expertise
At 6th level, choose two of your Skill Proficiencies that use your Charisma, Intelligence, or Wisdom modifier. Your proficiency bonus is doubled for any ability check that uses either of the chosen proficiencies.
Shielded Mind
Starting at 7th level, you have advantage on any Saving Throw to resist being Charmed or Frightened, and your thoughts cannot be read by telepathy or other means unless you allow it.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Mind-Propelled Leaps
Beginning at 10th level, During your turn, your Jump Distance is tripled.
In addition, as a bonus action you can expend one use of your Psionic Energy Dice to gain a fly speed equal to your walking speed for one minute.
Mental Strength
At 11th level, any skill check you make using your Strength modifier can be made using your Intelligence modifier instead. In addition, when making a Strength Saving throw, you can expend one use of your Psionic Energy Dice to make an Intelligence Saving Throw instead. Roll your Psionic Energy Dice and add the number rolled to your Saving Throw.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you my instead take a feat.
Mental Domination
Starting at level 13, as an action, you can target one creature within 30 feet and force them to make an Intelligence Saving Throw. On a failure, that creature is charmed by you for 1 minute, and has disadvantage on one saving throw of your choice during that time. If the creature takes damage, or if you use your Mental Domination on a different creature, the Charmed condition ends. The creature does not realize it was charmed during this time. A creature targeted by this feature cannot be targeted by it again for 1 hour, unless you expend a Psionic Energy Die to do so.
Psychic Force Improvement
Beginning at 14th level, The range for your Mage Hand spell and your Psychic Force Attack both increase to 60 feet.
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Thought Collector
Upon reaching level 17, You learn the Detect Thoughts spell and can cast it at will without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell.
When you cast Detect Thoughts with this feature you can choose to expend one use of your Psionic Energy Dice, which has the following effects.
*Casting the spell does not require Vocal or Somatic Components
*If you attempt to probe the target’s thoughts more deeply, roll your Psionic Energy Dice and decrease their saving throw by the number rolled. If they fail their Saving throw, they do not know that you are probing their mind.
Mind Wrestler
Upon reaching 18th level, your Mind Grapple feature improves in the following ways:
*Once per turn, when you hit a creature with an Attack Roll, you can use your Mind Grapple against that creature as a free action.
*A creature under the effects of your Mind Grapple takes Psychic Damage equal to one roll of your Psionics Energy Dice at the start of its turn.
*If a creature succeeds on its saving throw to end your Mind Grapple at the end of its turn, you can use a reaction to expend one use of your Psionics Energy Dice, rolling the die and reducing their saving throw by the number rolled.
*Two creatures can be held by your Mind Grapple simultaneously. If you attempt to use your Mind Grapple again while two creatures are already held, the condition ends for the first creature held.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you my instead take a feat.
Psionic Mastery
Starting at 20th level, when you use any feature that includes a roll of your Psionic Energy Dice, you can roll the die twice and select which die roll to use. This includes when you use your Psionic Energy Dice size to determine damage. In addition, if you expend a use of your Hit Die to roll in place of your Psionic Energy Dice, you roll a d12 instead of a d8.
Psychic Studies: Kinetics
Those who study the art of Kinetics learn to utilize their psionic powers in combat to control their enemies and protect their allies. They specialize in honing their Telekinetic potential, performing feats of strength using only the power of their minds. Starting at 3rd level, you gain the following features:
Bonus Proficiencies
When you specialize in Kinetics Studies at 3rd level, you gain proficiency with Simple Weapons, Longswords, Rapiers, Shortswords, Scimitars, Warhammers and Shields. If you equip a shield, you still maintain the benefits of your Psychic Defenses.
Blade Puppetry
As a bonus action, you can cause any weapon you are proficient with within 30 feet that is not being held or carried by any creature other than yourself that lacks the Two-Handed or Ammunition Property to animate under your control for 1 minute. While animated, the weapon becomes a magical object that hovers in place. During your turn, you can move this animated weapon up to 30 feet, requiring no action. If the animated weapon moves more than 60 feet from you, it stops being animated.
* While animated, when you take the attack action on your turn you can make an Animated Weapon Attack. This is a melee Weapon Attack using the Animated Weapon and originating from the Animated Weapon’s space. When attacking in this manner, you use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. If the weapon has the Versatile property, the attack is made as if being wielded in one hand.
* As a bonus action, you may make an Animated Weapon Attack. The damage die for this attack becomes a d4.
* When a creature you can see within 5 feet of your Animated Weapon moves at least 5 feet away from it, you can use your reaction to make an Animated Weapon Attack as an Attack of Opportunity against that creature.
Defensive Blade: Kinetic Feature
When you reach 6th level, if a creature you can see within 5 ft of a weapon animated by your Blade Puppetry feature is hit by an attack, as a reaction you can expend one use of your Psionic Energy Dice to make the animated weapon protect the target of the attack. Roll your Psionic Energy Die, and add the number rolled to the target’s AC until the end of the current turn, including against the triggering attack.
Puppetmaster: Kinetic Feature
Bonus Proficiencies: Upon reaching 9th level, you become proficient in Greataxes, Greatswords, and Mauls.
Dual-Minded: After reaching 9th level, when you use your Blade Puppetry feature, you can now animate 2 Weapons simultaneously, controlling both independently. Alternatively, you can instead animate a single weapon that has the Two-Handed property, or a Versatile weapon as if wielded with two hands.
Mind Prisoner:As a bonus action, you can move onecreature held by your Mind Grapple 10 feet in any direction.
Alternatively, you can expend one Psionic Energy Die and move the creature up to 30 feet instead. If the creature collides with a solid object while moved in this fashion, it stops moving and takes Bludgeoning Damage equal to one roll of your Psionic Energy Die. If it collides with another creature, the second creature must make a DEX saving throw. On a failure, both creatures stop moving and take damage equal to your Die Roll.
Kinetic Master: Kinetic Feature
Starting at 15th level, your Telekinetic Skills reach their peak, granting the following features:
*You can cast Telekinesis at will, requiring no components, but can only target Objects. When casting Telekinesis with this feature, you can expend one use of your Psionic Energy Dice to enable the spell to target creatures as well. Intelligence is your spellcasting ability for this spell.
*Once per turn, when you use the Attack Action to make an Animated Weapon Attack, you can make one additional Animated Weapon Attack with that weapon.
* When you use your bonus action to make an Animated Weapon Attack, the damage die is now a d6.
*Your Mind Grapple feature can now target creatures Huge or smaller.
Psychic Studies: Pyrokinetics
Your psychic forces have become more dangerous, manifesting in bursts of flame and extreme heat. Starting at 3rd level, you learn to use your psychic powers to manipulate flames in the following ways:
Flame Controller – You learn the Control Flames Cantrip. Intelligence is your spellcasting ability for this spell.
Flaming Psychic Force Attack – When making a Psychic Force Attack, you can deal Fire damage instead of Psychic Damage. If you use fire damage to hit a flammable object that is not being worn or carried, it catches on fire.
Ignite Foe – Once per turn, when you deal fire damage to a creature, that creature becomes Ignited for one minute.
Ignited – A creature that has been Ignited is covered with non-magical flames. At the start of their turn, they take 1d6 fire damage, and any flammable objects they touch that are not being worn or carried catches on fire. The ignited condition ends early if any creature uses their action to douse the flame, or if the Ignited creature becomes fully submerged in water.
Ignited Fury – As a bonus action, you can expend one use of your Psionic Energy Dice. Roll the die, dealing the number rolled in fire damage to all Ignited Creatures within 30 feet of yourself.
Flame Thrower: Pyrokinetics Feature
Starting at 6th level, you’ve learned to direct the raging fire within, learning to control your pyrokinetics in the following ways.
Flamewalker – You become resistant to fire damage.
Flame Conjure – You learn the following spells, requiring no material component:
Burning Hands
Flaming Sphere
Heat Metal
Fireball
You can cast each of these spells a number of times equal to your Proficiency Bonus, and cannot cast them again until you complete a Long rest. Intelligence is your spellcasting ability for these spells.
In addition, you can expend one use of your Psychic Energy Dice when casting one of these spells in order to cast them without requiring Vocal or Somatic Components. Roll your Psychic Energy Die, and add the number rolled in fire damage to one creature damaged by that spell on the turn the spell is cast.
Fire Lock: Pyrokinetics Feature
Starting at 9th level, any creature held by your Mind Grapple becomes Ignited, and if an ignited creature you can see within 30 feet of you is reduced to Zero HP, you can use your reaction to regain one use of your Psionic Energy Dice. In Addition, when you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Featue
When you reach 15th level, you’ve learned to embrace the raging fire within, using the flames to punish those who stand to harm you or those you choose to protect.
Flame Master – As a bonus action, you surround yourself in flames for 1 minute, casting bright light in a 30 foot radius, and dim light an additional 30 feet. When you activate this feature, every creature within 10 feet of you must succeed on a Dexterity Saving Throw or take fire damage equal to your Psionics Energy Dice and become ignited. While Surrounded in flames, you become immune to fire damage and resistant to cold damage. Ranged Weapon Attacks have disadvantage to hit you. Any creature within 10 feet of you who hits you with a weapon attack becomes ignited. You can use this ability once, and must finish a Long Rest before using it again. Alternatively, you can expend a use of your Psionic Energy Dice to use it again.
Flame Burst – At the start of your turn, you can expend one use of your Psionic Energy Dice. During this turn, when you roll to deal fire damage, every die automatically rolls its highest value. You can use this feature once, and cannot use it again until completing a Long Rest.
Psychic Studies: Psychoanalyst
As you’ve grown in your understanding of your psionic powers, you’ve learned to focus them and adapt to the challenges you face, forging your own psychic path.
First Analysis
At 3rd level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Aggressive – Once per turn, you can use your Psionic Strike feature without expending a use of your Psionic Energy Dice, however, when used with this feature the Die Size is always a d6.
Controlling – You can use your Mind Grapple as a Bonus Action. In addition, when you roll your Psionic Energy Dice as part of your Mind Grapple Feature, if the number rolled is a 6 or higher you do not expend a use of your Psionic Energy Dice.
Manipulative – You know the following Spells, requiring no Material Components:
Guidance
Charm Person
Command
Detect Thoughts
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell. If the creature fails their saving throw, they do not realize you had cast this spell upon them.
Second Analysis
Beginning at 6th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Precise – Before you make a Psychic Force Attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Defensive – As a reaction to you or another creature you can see within 30 feet taking damage, you can expend one use of your Psionics Energy Dice. Roll the die and reduce the damage taken by the number rolled, or double the number rolled if the damage that triggers this reaction is Psyhic.
Curious - You know the following Spells, requiring no Material Components:
Levitate
Pass Without Trace
Clairvoyance
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components.
Third Analysis
Starting with 9th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Forceful – When you hit a creature with your Psychic Force Attack, you can push them away from you in a straight line by 10 feet.
Deflective – When you roll initiative, for one minute you are protected by a psychic shield. When a creature targets you with an attack, they must make an Intelligence Saving throw. On a failure, they must target a different creature of your choice within range of their attack. If there is no other creature within range, or if you do not wish to target any other creature, their attack is wasted. On a Success, you lose your psychic shield and they target you as normal.
Confounding - You know the following Spells, requiring no Material Components:
Hypnotic Pattern
Confusion
Phantasmal Killer
You can cast each these spells a number of times equal to your Proficiency Bonus, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
Fourth Analysis
Starting with 15th level, you gain one of the following features of your choice. You can change your Analysis choice whenever you gain a level in this class.
Combative – You gain a +2 bonus to the attack and damage rolls of your Psychic Force Attack. In addition, when you take the attack action on your turn, you can make one Psychic Force Attack as a bonus action.
Self-Preserving – When you expend a use of Psionic Energy Dice and roll the die as part of a class feature, you gain Temporary HP equal to the number rolled.
Demanding - You know the following Spells, requiring no Material Components:
Feeblemind
Reverse Gravity
Mental Prison
You can cast each of these spells once, and regain the ability to cast them upon completing a Long Rest. Intelligence is your spellcasting ability for these spells. In addition, you can expend one use of your Psionic Energy Dice when casting one of these spells in order to cast the spell without Vocal or Somatic Components. Roll your Psionic Energy Dice, and subtract the number rolled from one creature’s Saving Throw against this spell.
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