Still tinkering a bit... I change the Psychoanalyst "Deflective" feature... it was a little too good considering it activates in every combat, so I adjusted it a bit.
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 their choice within range of their attack. If there is no other creature within range 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.
Counterpoint: any fire based subclass that doesn't have fireball is also going to make people upset. It's not just a spell, it's an icon. I would also caution against trying to gain the full approval of every "No True Psion" fanatic out there because it's never been done before and never will be.
I know I'm getting ahead of myself on this, but I just couldn't stop thinking about how to make this class into a half-caster, which I'm calling the Mystic. I'm uh... not really happy with what I came up with. There's definitely some value in the versatility that spellcasting offers, but when it comes to being a Psychic Spellcaster, I feel like my Psychoanalyst subclass does a better job. Still, I wanted to share what I came up with because I want to see if anyone has any suggestions for the class. There's a couple details in particular I want to talk about.
Mostly I want to talk about a feature I referred to as the Mystic Spells Table... like what you've seen with a lot of other caster classes, it's a list of spells that are learned automatically and which don't count against your spells learned. However, I had the idea that the spells in the Mystic Spells Table can be cast once per day without requiring a spell slot. This has two effects... for one, it helps to compensate for the very low number of spell slots available to half-casters, and for two, it gives some means of giving out higher level spells. Many of the spells in the Mystic Spells Table are of a higher level than a Mystic's available spell slots at the level they unlock, and a couple of them are higher level than the Mystic will ever unlock. I'm curious if anyone else thinks that was a clever way to give this subclass a few better spells, or if it's just going to unbalance things in the long run. I'm also not sure if the spells I chose for the Mystic Spells Table are actually good choices... I'd love to get suggestions on what anyone else thinks.
Anyway, like I said, I'm not really happy with this one. I'll probably end up scrapping it in the future, but I spent probably too much of my free time today working on it, so I want to at least put it out there and get some feedback on the concept:
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting -When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spellsof 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Catapult, Cause Fear
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Enhance Ability
9th
Intellect Fortress, Sending
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract the number rolled from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it without expending a spell slot.
Okay, this is my last pass on this before I stop messing around with this and focus on trying to figure out playtesting (how do you playtest something as complicated as a new class?). Anyway, I've written up the entire Class, including some flavor writing, tables, etc. I've made a few major changes... filling everything out has made me realize a few things...
I dropped the ability to use Hit Dice in addition to Psionic Energy Dice. Although the class uses a lot of Psionic Die, just PBx2 is ultimately a lot of uses. If it ends up not being enough in play testing I might try out PBx3, but getting access to potentially 20 useable points by the end of the class is far too many, to the point of trivializing a lot of challenges.
Every instance of rolling a Psionic Die to reduce a saving throw is changed to half the number rolled (rounded up). A potential -6 to a Saving throw would be busted at 10th level, let alone at level 1. I think actually writing down the die size when filling out the table made me realize how high the Psionic Die is even from level 1.
I removed the ability to spend Psionic Die to improve your basic telepathy... the die roll didn't really make sense, and in two levels you unlock improved telepathy that also takes a psionic die and gave the ability to communicate without sharing a language, so it was both needlessly complicated and completely useless almost immediately.
For the Psychoanalysts 3rd Analysis I changed the number of castings for the spells learned to half-proficiency, since they're higher level spells. I originally settled on PB uses for spells while creating the Pyrokinetic, where it worked out fine when it was just 4 spells of different levels and the highest level is 3rd, but with the number of spells Psychoanalysts can get it adds up to way more spellcasting than an actual caster class, so I had to cut it back.
Finally, I changed the spells granted by the Mystic. I'm still not 100% sure if this subclass works, but just changing the specific spells given by the class helped me to feel like the subclass feels much more coherent.
The Psion
Formal wear ripped and torn, a mistreated half-elf in formal wear erupts with unseen force, foes falling, clutching their head in pain as they’re wracked with psionic forces.
Voices scream in pain as a young human conjures magical flame with nothing but a thought, explosions sending attackers flying and engulfing them in flames.
Wine spills as silver goblets clink in toast. Nobles mingle, never suspecting that the Dwarven man disguised as a servant is silently probing their minds, unlocking secrets that could shatter kingdoms.
Whether through a quirk of genetics, exposure to otherworldly forces, or intense training, Psions are uniquely blessed to tap into magical forces using the sheer power of their minds. While they may not show any outward sign of the power they possess, these mental warriors are never unarmed, never defenseless, as their minds are more powerful than any equipment they could find.
Awakened Minds
While some adventurers with latent psychic powers utilize them in combat, it is only those who nurture and train those powers who become true Psions. While some may believe one must be born with these powers, it’s possible for anyone with the mental fortitude, patience, and drive to unlock these powers through meditation and training.
Psions at first seem to share many traits with Sorcerers, but Psions have no need for spellcasting focuses or traditional spellcasting. Instead they utilize their psionic powers to manipulate others, and battle performing feats of strength without muscles or athleticism, but instead the sheer force of their minds.
Focused Mentalists
All living creatures have the potential for Psionic Powers, although a rare few are born with innate psychic powers. Across the planes, there are some people whose races are natively psychic, with telepathy as common as speech, and telekinetics used for daily, mundane chores. However, even among these societies, it is only those who hone and focus the power deep within who unlock their mind’s full potential, and attain the unmatched psychic power of a true Psion.
Level
Proficiency Bonus
Features
Psionic Energy Die
Psionic Energy Dice Uses
1
+2
Psychic Defenses, Psionic Power, Psychic Force, Psychic Communication
d6
4
2
+2
Psionic Manipulation
d6
4
3
+2
Psychic Conditioning, Psychic Studies
d6
4
4
+2
Ability Score Improvement, Improved Telepathy
d6
4
5
+3
Extra Attack
d8
6
6
+3
Psychic Studies Feature, Mental Expertise
d8
6
7
+3
Shielded Mind
d8
6
8
+3
Ability Score Improvement
d8
6
9
+4
Psychic Studies Feature
d8
8
10
+4
Mind Propelled Leaps
d8
8
11
+4
Mental Strength
d10
8
12
+4
Ability Score Improvement
d10
8
13
+5
Mental Domination
d10
10
14
+5
Psychic Force Improvement
d10
10
15
+5
Psychic Studies Feature
d10
10
16
+5
Ability Score Improvement
d10
10
17
+6
Thought Collector
d12
12
18
+6
Mind Wrestler
d12
12
19
+6
Ability Score Improvement
d12
12
20
+6
Psionic Mastery
d12
12
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. 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, but they are unable to respond to you in kind.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action 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 – When you take the attack action, you can replace one of the attacks with a Mind Grapple attempt. 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 half of the number rolled (rounded up) 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, or if you become incapacitated. 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, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20. You
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.
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.
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.
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 half of the number rolled (rounded up). 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 half of the number rolled (rounded up).
*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.
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, you ignore resistance and immunity when dealing Psychic damage.
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.
* When you take the Attack Action, you can use a bonus action to 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 1d4 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 Feature
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. You can end your Flame Master transformation at any time, requiring no action.
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 half the number rolled (rounded up) 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 their choice within range of their attack. If there is no other creature within range 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 half your Proficiency Bonus (rounded down), 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 half the number rolled (rounded up) 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 half the number rolled (rounded up) from one creature’s Saving Throw against this spell.
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Those who combine the forces of psionics and arcana are known as Mystics. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting -When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spellsof 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Thaumaturgy, Catapult, Charm Person
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Phantasmal Force
9th
Sending, Zone of Truth
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract half the number rolled (rounded up) from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it at first level without expending a spell slot.
You can’t use a power if it requires you to expend a die and you have no Psionic Energy Dice or Hit Dice.
Think you accidentally left the hit dice reference in.
*If you attempt to probe the target’s thoughts more deeply, roll your Psionic Energy Dice and decrease their saving throw by half of the number rolled (rounded up).
I feel like it should be the full die at level 17...
Would be very interesting to test. :)
Rollback Post to RevisionRollBack
#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 corrected the file... not sure how I missed that one lol. Anyway, I'll keep the half-die as the standard but I'm willing to experiment on it in the future. If nothing else maybe it could be a 20th level feature.
Here's the updated class features, plus despite myself I made another change... for the Pyrokinetics subclass, I removed the ability to regain Psionic Energy Dice from Ignited creatures at level 9, and instead added a feature where ignited creatures can erupt with flames, potentially igniting more creatures (but also definitely setting anything near them on fire and potentially catching allies in the blast as well, since the class is meant to be high damage output, but also very easy to deal a lot of collateral damage).
The Psion
Formal wear ripped and torn, a mistreated half-elf in formal wear erupts with unseen force, foes falling, clutching their head in pain as they’re wracked with psionic forces.
Voices scream in pain as a young human conjures magical flame with nothing but a thought, explosions sending attackers flying and engulfing them in flames.
Wine spills as silver goblets clink in toast. Nobles mingle, never suspecting that the Dwarven man disguised as a servant is silently probing their minds, unlocking secrets that could shatter kingdoms.
Whether through a quirk of genetics, exposure to otherworldly forces, or intense training, Psions are uniquely blessed to tap into magical forces using the sheer power of their minds. While they may not show any outward sign of the power they possess, these mental warriors are never unarmed, never defenseless, as their minds are more powerful than any equipment they could find.
Awakened Minds
While some adventurers with latent psychic powers utilize them in combat, it is only those who nurture and train those powers who become true Psions. While some may believe one must be born with these powers, it’s possible for anyone with the mental fortitude, patience, and drive to unlock these powers through meditation and training.
Psions at first seem to share many traits with Sorcerers, but Psions have no need for spellcasting focuses or traditional spellcasting. Instead they utilize their psionic powers to manipulate others, and battle performing feats of strength without muscles or athleticism, but instead the sheer force of their minds.
Focused Mentalists
All living creatures have the potential for Psionic Powers, although a rare few are born with innate psychic powers. Across the planes, there are some people whose races are natively psychic, with telepathy as common as speech, and telekinetics used for daily, mundane chores. However, even among these societies, it is only those who hone and focus the power deep within who unlock their mind’s full potential, and attain the unmatched psychic power of a true Psion.
Level
Proficiency Bonus
Features
Psionic Energy Die
Psionic Energy Dice Uses
1
+2
Psychic Defenses, Psionic Power, Psychic Force, Psychic Communication
d6
4
2
+2
Psionic Manipulation
d6
4
3
+2
Psychic Conditioning, Psychic Studies
d6
4
4
+2
Ability Score Improvement, Improved Telepathy
d6
4
5
+3
Extra Attack
d8
6
6
+3
Psychic Studies Feature, Mental Expertise
d8
6
7
+3
Shielded Mind
d8
6
8
+3
Ability Score Improvement
d8
6
9
+4
Psychic Studies Feature
d8
8
10
+4
Mind Propelled Leaps
d8
8
11
+4
Mental Strength
d10
8
12
+4
Ability Score Improvement
d10
8
13
+5
Mental Domination
d10
10
14
+5
Psychic Force Improvement
d10
10
15
+5
Psychic Studies Feature
d10
10
16
+5
Ability Score Improvement
d10
10
17
+6
Thought Collector
d12
12
18
+6
Mind Wrestler
d12
12
19
+6
Ability Score Improvement
d12
12
20
+6
Psionic Mastery
d12
12
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. You can’t use a power if it requires you to expend a die and you have no Psionic Energy 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, but they are unable to respond to you in kind.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action 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 – When you take the attack action, you can replace one of the attacks with a Mind Grapple attempt. 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 half of the number rolled (rounded up) 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, or if you become incapacitated. 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, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20.
If your DM allows the use of feats, you may 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, in addition to yourself. 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.
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.
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.
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 half of the number rolled (rounded up). 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 half of the number rolled (rounded up).
*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.
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, you ignore resistance and immunity when dealing Psychic damage.
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.
* When you take the Attack Action, you can use a bonus action to 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 1d4 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 Fighter: Pyrokinetics Feature
Starting at 9th level, your control of fire becomes more deadly. You gain the following features:
Fire Lock - Any creature held by your Mind Grapple becomes Ignited.
Ignited Blast – When using your Ignited Fury, you can choose to have the Ignited Creatures also erupt with a 5 foot radius blast of flame. Any flammable objects that are not being held or carried in that blast radius catch fire, and any creature that isn’t already ignited must make a DEX saving throw. On a failure, they take the same amount of fire damage rolled for your Ignited Fury and become Ignited. On a success, they take half damage and are not ignited.
Overwhelming Heat - When you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Feature
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. You can end your Flame Master transformation at any time, requiring no action.
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 half the number rolled (rounded up) 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 their choice within range of their attack. If there is no other creature within range 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 half your Proficiency Bonus (rounded down), 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 half the number rolled (rounded up) 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 half the number rolled (rounded up) from one creature’s Saving Throw against this spell.
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Those who combine the forces of psionics and arcana are known as Mystics. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting -When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spellsof 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Thaumaturgy, Catapult, Charm Person
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Phantasmal Force
9th
Sending, Zone of Truth
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract half the number rolled (rounded up) from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it at first level without expending a spell slot.
This thread, and the one that led up to this one, has been very interesting. TransmorpherDDS, you got me thinking about my own version of the "Psionic" class, so I've been working on it, off and on, for the last week or so. I decided to go more the "not magic" route with options for the main class to choose from. I may have to post it some time to see what people think. I'm sure it's probably not balanced properly, and I still have more I need to do, but it's been kind of fun coming up with ideas for such a class.
This thread, and the one that led up to this one, has been very interesting. TransmorpherDDS, you got me thinking about my own version of the "Psionic" class, so I've been working on it, off and on, for the last week or so. I decided to go more the "not magic" route with options for the main class to choose from. I may have to post it some time to see what people think. I'm sure it's probably not balanced properly, and I still have more I need to do, but it's been kind of fun coming up with ideas for such a class.
Sounds cool! I'm curious to see what someone else comes up with, especially if you're doing a class based on including more options. Maybe if your class concept ends up more appealing I could re-tool some of my ideas to work with your concept instead.
This thread, and the one that led up to this one, has been very interesting. TransmorpherDDS, you got me thinking about my own version of the "Psionic" class, so I've been working on it, off and on, for the last week or so. I decided to go more the "not magic" route with options for the main class to choose from. I may have to post it some time to see what people think. I'm sure it's probably not balanced properly, and I still have more I need to do, but it's been kind of fun coming up with ideas for such a class.
Sounds cool! I'm curious to see what someone else comes up with, especially if you're doing a class based on including more options. Maybe if your class concept ends up more appealing I could re-tool some of my ideas to work with your concept instead.
I'm curious, too! Please post!
Rollback Post to RevisionRollBack
#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."
This thread, and the one that led up to this one, has been very interesting. TransmorpherDDS, you got me thinking about my own version of the "Psionic" class, so I've been working on it, off and on, for the last week or so. I decided to go more the "not magic" route with options for the main class to choose from. I may have to post it some time to see what people think. I'm sure it's probably not balanced properly, and I still have more I need to do, but it's been kind of fun coming up with ideas for such a class.
Sounds cool! I'm curious to see what someone else comes up with, especially if you're doing a class based on including more options. Maybe if your class concept ends up more appealing I could re-tool some of my ideas to work with your concept instead.
I'm curious, too! Please post!
Hopefully I will get some time soon where I can post something. Transmorpher, Would it be ok to post in this thread or would you prefer I start a new one?
it might not be until Friday before I have enough time to post something. And it might not be a complete class but a rough draft
Ok, I didn't get as far as I had hoped, life just getting in the way. I based the class around learning Psionic Disciplines, with each discipline having 5 levels of mastery that they can gain as they level up. I took a little inspiration from my 1E AD&D PHB psionics section. But I tried to come up with some unique, and let's face it, some derivative powers for them to use. My plan was to have 8 disciplines that the class could choose from, but they maxed out at learning 5 disciplines, so there are choices a player has to make.
So here it is in the spoiler tag below. I named it the Mentalist as I couldn't think of a better name and didn't want to use Psion or Psionicist etc.
Mentalist
Hit Points
Hit Dice: 1d8 per Mentalist Level
Hit Points at 1 Level: 8 + Constitution modifier
Hit Points at Higher Level: 1d8 (or 5) + you Constitution modifier per Mentalist level after 1.
Proficiencies
Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from History, Insight, Investigation, Medicine, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
Any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Leather armor and a dagger
level
PB
Features
Disciplines known
Psionic Mastery Points
1
+2
Telekinetic Touch, Psychic Lance
-
2
+2
Psionic Disciplines
2
3
+2
Psionic Devotion (subclass)
2
+1
4
+2
Ability Score Improvement
2
+1
5
+3
Mind over Body, Devotion feature
2
6
+3
2
+1
7
+3
3
8
+3
Ability Score Improvement
3
+1
9
+4
Unfaltering Eye
3
+1
10
+4
3
11
+4
Devotion feature
3
+1
12
+4
Ability Score Improvement
4
13
+5
class feature
4
+1
14
+5
4
+1
15
+5
Devotion feature
4
16
+5
Ability Score Improvement
4
+1
17
+6
class feature
5
18
+6
5
+1
19
+6
Ability Score Improvement
5
+1
20
+6
Class feature
5
Telekinetic Touch
1-level Mentalist feature
As an action you can reach out with your mind and touch an object, within 30 feet of you, that isn’t worn or carried. You can manipulate an object like activating a lever, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move an object weighing no more than 50 pounds up to 30 feet on your turn. The movement doesn’t have enough force to cause damage.
At the end of your turn, an object you are moving will stop unless you maintain your focus on the object (as if concentrating on a spell)
Psychic Lance
1-level Mentalist feature
As an action you can strike out with psychic energy at a target, that you can see within 120 feet of you. Make a ranged attack, using your Proficiency Bonus + you Intelligence modifier to hit. On a hit, the target takes 1d8 plus your Intelligence modifier in psychic damage.
This ability’s damage increases by 1d8 when you reach 5 level (2d8+INT), 9 level (3d8+INT), 13 level (4d8+INT), and 17 level (5d8+INT).
Psionic Disciplines
2-level Mentalist feature
You begin focusing the psionic energies within yourself, known as Psionic Disciplines, and exert mastery over them. At 2 level learn one Psionic Discipline of your choice. You gain Mastery of the 1 Order for that discipline and can access the abilities listed under that 1 Order. At certain Mentalist levels, as described on the Mentalist table, you gain Psionic Mastery Points that you can use to increase your Mastery of Order by 1 level, in order, for a Psionic Discipline that you know.
Your Psionic Discipline options are detailed below. When you gain certain Mentalist levels, you learn additional Psionic Disciplines. You know two Psionic Disciplines at 2 level, three Psionic Disciplines at 7 level, four Psionic Disciplines at 12 level, five Psionic Disciplines at 17 level.
If a Mastery of Order has a prerequisite, you must meet them to learn it. You can learn a Mastery of Order at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.
As an action you can activate a Psionic Discipline that you know. If a Mastery of Order requires an action to use, it can be part of the action used to activate the discipline. While active, you have access to all of that discipline’s abilities described under the Masteries of Order that you know. The discipline lasts for 10 minutes or until you lose your concentration (as if concentrating on a spell). You can use each discipline you know a number of times equal to your proficiency bonus.
Behind the Veil
You reach out psychically, insinuating your thoughts into the unconscious minds of your targets.
Mastery of the 1st Order:
You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Mastery of the 2nd Order:
As you insinuate yourself in the mind of a creature you can read their surface thoughts and learn what is most prominent in their mind at that moment. You can also sense if they are friendly, indifferent, or hostile to you.
As an action you can implant suggestions into their mind. The creature must make a Wisdom saving throw. On a failed save you can cause them to do one of the following:
Hear an audible noise or see a flicker of movement that can seem to come from as far away as 60 feet from them.
Muddle their senses, the creature is Incapacitated and its speed is dropped to 0.
Have them stop, if they are moving or use its full movement to move in a direction you choose, on its next turn.
Mastery of the 3rd Order: prerequisite 6-level Mentalist
You project a mental aura around you to fool the senses of those nearby. The aura has a 30-foot radius, is centered on you, and moves with you. Any creature that enters the aura for the first time on a turn, or starts its turn there, must make a Wisdom saving throw. On a failed save, they cannot see you, as if you have the Invisible condition. If a creature rolls a natural 1 on their saving throw, they cannot hear you or detect your presence and you are considered hidden from them. On a successful save, they can see you normally.
Mastery of the 4th Order: prerequisite 11-level Mentalist
The range of your Mastery of the 1 Order ability of this discipline increases to 120 feet and you can telepathically speak to a number of creatures equal to your Intelligence modifier. Additionally, the target creatures do not need to be able to understand any language to understand you.
You can tap into the most primal emotions of one creature you can see within 120 feet of you. The creature must make a Wisdom saving throw. On a failed save you can target their unconscious minds to stoke the fires of paranoia within them. They will perceive everyone, except you and your allies, as their enemies and will attack the nearest enemy on their turn. At the end of each of their turns they can make another Wisdom saving throw. On a success, they regain their senses and are immune to the effects of this Mastery of the 4 Order ability for 24 hours
Mastery of the 5th Order: prerequisite 17-level Mentalist
You fully impress your thoughts over the mind of a creature you can see within 120 feet of you. The creature makes a Wisdom saving throw. On a failed save you choose how the creature will use its actions, reactions, and movement. At the end of each of the creatures turns they can make another Wisdom saving throw. On a success your control over the creature ends and the creature is immune to this disciplines Mastery of the 5 Order ability for 24 hours.
Body Equilibrium
You alter your bodies molecules to match the environment around you
Mastery of the 1st Order:
You can move across nonsolid surfaces such as water, quicksand, mud, etc. Weak or unstable surfaces like dilapidated flooring or pressure plates do not give under your weight. If you fall you take no damage if the distance is less than 10 times your proficiency bonus and half as much damage if it is greater.
Mastery of the 2nd Order:
You can move vertically, up to your movement speed, and remain suspended for the duration. You can move up or down as part of your move. And you can move in other directions if you have a fixed object or surface to push or pull against (such as a wall or ceiling). When this discipline ends, you float safely to the ground if still aloft.
Mastery of the 3rd Order: prerequisite 6-level Mentalist
You are unaffected by harsh environments such as extreme cold or hot weather. You breathe normally in any environment and can breathe under water.
As a reaction you gain resistance to acid, cold, fire, lightning, and poison damage and you are immune to the Poisoned condition, until the start of your next turn.
Mastery of the 4th Order: prerequisite 11-level Mentalist
You require no food or drink and are immune to disease. You are immune to Poison damage and the poisoned condition. When you gain this Mastery of Order, these benefits are permanent and require no concentration.
When you use your Master of the 3 Order reaction to gain resistance you now are resistant to all damage types until the start of your next turn.
Mastery of the 5th Order: prerequisite 17-level Mentalist
You gain a +3 to all saving throws. This feature is permanent and requires no concentration.
You have resistance to all damage types for the full duration of this discipline.
Back in the Fight
You focus your mental energies to heal both physical and mental wounds and to bolster your ally’s resolve.
Mastery of the 1st Order:
You focus your psychic energy inward, healing yourself from physical wounds. As an action you can heal yourself 2d8 plus your Intelligence modifier in hit points.
Mastery of the 2nd Order:
You focus your psychic energy outward to heal and bolster the resolve of an ally. As an action, you can touch one creature. That creature heals 2d8 plus your Intelligence modifier in hit points. In addition, you strengthen the creature’s mental and physical fortitude. For the duration, the creature has Temporary Hit Points equal to 5 times your Intelligence modifier and has advantage on all saving throws and ability checks.
Mastery of the 3rd Order: prerequisite 6-level Mentalist
When you use this disciplines 1 or 2 Order abilities the hit points healed is now 4d8 plus your Intelligence modifier and you can remove one disease or condition. The condition can be Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned.
Mastery of the 4th Order: prerequisite 11-level Mentalist
You extend your mental energies to heal and bolster multiple creatures. Choose a number of creatures up to your Intelligence modifier within 60 feet of you. Each creature heals 4d8 plus your Intelligence modifier in hit points. They also gain Temporary Hit Points equal to 5 times your Intelligence modifier and has advantage on all Attack rolls, Saving Throws, and ability checks for the duration. You also can remove one level of Exhaustion from each creature. Once you use this Mastery of the 4 Order you cannot do so again until you finish a long rest.
Mastery of the 5th Order: prerequisite 17-level Mentalist
Your ability to alter the physical and mental properties of living beings has grown so powerful that you can reach beyond death. You can do one of the following:
bring back to life one creature that has been dead less than 10 minutes. The creature returns with 1 hit point.
Remove the Petrified condition from one creature.
Regenerate a missing body part of one creature. This takes the full 10-minute duration and if you lose concentration at any time, the regeneration fails.
Once you use this Mastery of the 5 Order you cannot do so again until you finish a long rest.
Psionic Devotion (subclass)
When you reach 3 level, you focus your studies into a Psionic Devotion. Your Devotion grants you features at 3 level and again at 5, 11, and 15 level.
Mind over Body
5-level Mentalist feature
When you are reduced to 0 hit points but not killed outright, you can expend one Hit Die and drop to the number rolled in Hit Points instead. You cannot use this feature if you have no available Hit Dice. Once you use this feature you cannot use it again until you finish a long rest.
Unfaltering Eye
9-level Mentalist feature
As a bonus action you can expand your vision beyond the visual spectrum. You can see normally in darkness or magical darkness, and you can see Hidden or Invisible creatures or objects as if they were visible. Invisible creatures do not gain the benefit of the condition against you. You can also see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You can use this discipline a number of times equal to your proficiency bonus per long rest.
I put the Psionic Disciplines in Blue to help them stand out from the regular class abilities. Formatting kind of gets lost copying and pasting from Word a little bit.
I got up to level 9 as far as class features. And I know there are probably massive balance issues, but it is a first-ish draft, afterall.
Edit: The plan is to make additional Psionic Disciplines that cover a few categories like
Upgrading and building upon the Telekinetic Touch and Psychic Lance powers
More control based like slows, restrains, holds, mass incapacitations
Divination-ish, temporarily pull skill proficiency from a creature's brain to use yourself, Sense magical auras, remote viewing (finding locations, creatures, items), Identifying items and learning their histories and if they are cursed. Minor seeing into the future
Travel, like short- and long-range teleportation, flying, boosts to speed etc, passing through objects and walls (and creatures?)
altering the molecular structure of things (bending spoons, anyone?), creating things with their mind, transmuting things, (turn lead into gold?) that kind of stuff.
Just straight up clawing through creatures' minds to bring forth their greatest fears in combat.
Then as far as subclasses go, build off of disciplines so you have a more martial class, more support, more utility etc.. Whatever seems fun.
I like the idea of having these Disciplines as a way to customize a character to create your own psychic character... I think one of the problems I had trying to create a psion was that it ended up focusing on creating my idea of a generic psychic as a base, but what level everything unlocks at was kind of arbitrary... so converting a lot of that into customizable options is probably better, since there's probably some people who aren't really interested in telekinetics who would want to focus on abilities that affect mind controlling others over like... improved jumps.
I will say that I think it's a little clunky having both Disciplines Known and also skill points for those individual disciplines. Especially when you get to adding subclasses... since each discipline is kind of a subclass unto itself. I think I would drop Mastery Points entirely, and just increase Disciplines Known, and when a player gains a new Discipline Known they can either use that point to learn a wholly new Discipline, or just use that point to level up one of their Disciplines that they qualify for. So you would still have these evolving class features (since to get a 2nd Mastery you still need to have at least the 1st Mastery, and so on at higher levels), but you don't have to track two separate resources for it.
I do think it will be hard to come up with subclasses for this build, since so much of what you would create as subclass features are covered by the Disciplines, but I guess the same thing is true about Warlocks and their Invocations, so it's not like it hasn't been done before. Overall I like the versatility this potentially offers, and although there's a few minor wording changes and balance concerns with some of the features, I think for a first pass this is really interesting.
I like the idea of having these Disciplines as a way to customize a character to create your own psychic character... I think one of the problems I had trying to create a psion was that it ended up focusing on creating my idea of a generic psychic as a base, but what level everything unlocks at was kind of arbitrary... so converting a lot of that into customizable options is probably better, since there's probably some people who aren't really interested in telekinetics who would want to focus on abilities that affect mind controlling others over like... improved jumps.
I will say that I think it's a little clunky having both Disciplines Known and also skill points for those individual disciplines. Especially when you get to adding subclasses... since each discipline is kind of a subclass unto itself. I think I would drop Mastery Points entirely, and just increase Disciplines Known, and when a player gains a new Discipline Known they can either use that point to learn a wholly new Discipline, or just use that point to level up one of their Disciplines that they qualify for. So you would still have these evolving class features (since to get a 2nd Mastery you still need to have at least the 1st Mastery, and so on at higher levels), but you don't have to track two separate resources for it.
I do think it will be hard to come up with subclasses for this build, since so much of what you would create as subclass features are covered by the Disciplines, but I guess the same thing is true about Warlocks and their Invocations, so it's not like it hasn't been done before. Overall I like the versatility this potentially offers, and although there's a few minor wording changes and balance concerns with some of the features, I think for a first pass this is really interesting.
Thanks for your response. Originally, I had used the Psionic Energy Die like you did, since it's already a thing with Psi Warrior and Soulknife. And then I planned on a few class features they gained at certain levels like every other class does. The Master of the 3rd Order of the Behind the Veil discipline was one of those features, for example. But then, for inspiration, I dug out my old AD&D PHB and flipped to the psionics appendix in the back and saw how some abilities gave more features as you leveled and thought that might be a neat idea. So, I scrapped the Psionic Energy Die and went with the different discipline's idea.
I do agree it is clunky with the mastery points, I debated quite a while how to list them on the table, so they even made sense (I settled on the +1 at certain levels). I still like the idea of having a discipline that scales up and grants more features. It might be better to allow fewer disciplines known and just have the Orders scale up at Mentalist level. I didn't do that originally since I didn't want a character to gain a new discipline at level 11 and automatically have Mastery of the 4th Order right out of the gate.
I like your idea of choosing to take a new discipline or leveling up an existing discipline. I worried granting more disciplines might spread it out too much or not give enough chances to scale up existing disciplines. As it stands now, they get 5 disciplines by 17th level. If they only started with 1 discipline at 2nd level instead of 2, they would learn 4 more disciplines or spend those 4 points to scale 1 discipline to the 5th Order but couldn't take anything else. Which might actually be a good thing since it would leave room for subclass development. Or spread it out and have 5 disciplines, but only of the 1st Order. You make a good point as a discipline almost being a subclass in itself. I just wanted to make sure a player would have options and have to make choices if you want to dabble in a little of everything or focus on a couple disciplines if the others weren't of interest.
If I did my maths correctly, with the progression of Psionic Mastery Points, progression of disciplines known, and the level prerequisites for the 3rd, 4th, and 5th Orders at level 19 the Mentalist would have 5 disciplines with Mastery of Orders of 5,5,3,2,1 or 5,5,4,1,1 or 5,4,3,2,2.
Looking at it now, I wonder if that is too many disciplines or too many mastery points, or both. I may have to take another look at this.
You definitely need to have enough points to master at least two different Disciplines, otherwise you might as well just make these the Subclasses... like if you only had enough points to master 1, and they all increase at specific levels... that's just a subclass.
So although I think this overloads you a bit early on, Going for Double Proficiency Bonus sounds like a good guide post to build on. Right at level 2 you get 4 points to spend... you can either diversify and get first level in 4 disciplines, or specialize and get to level 2 in 2 disciplines. By the end of the game, you can Master 2 disciplines and still have two floating points for little customizations to the character, or just the ability to spread out features over a larger swath of disciplines to be just a little bit good at everything.
I think I'd also prefer for each Discipline feature to have it's full features written out. I think it makes for a cleaner write-up, since most of them are built on universal rules of taking an action to activate and a duration of 10 minutes, to just have those universal rules written at the start. But for the sake of variety and making each feature easy to read and understand, it would help if each one included the full write up for how it works. I think it helps to move away from the idea that each discipline needs to be something that takes a full action to activate... for example, Mastery of the 1st Order for Body Equilibrium, which grants the ability to run on non-solid surfaces... it feels like it could work as an always-on feature (it's only a bit better than owning a Ring of Water Walking, which is an Uncommon item that doesn't require attunement). But if it does work better as something with limited uses, it'd be better as something that activates with a Bonus Action so you can still use your turn to do something more impactful than just moving across water... if it takes a full turn to activate, I'd imagine it would almost only ever get use outside of combat.
You definitely need to have enough points to master at least two different Disciplines, otherwise you might as well just make these the Subclasses... like if you only had enough points to master 1, and they all increase at specific levels... that's just a subclass.
So although I think this overloads you a bit early on, Going for Double Proficiency Bonus sounds like a good guide post to build on. Right at level 2 you get 4 points to spend... you can either diversify and get first level in 4 disciplines, or specialize and get to level 2 in 2 disciplines. By the end of the game, you can Master 2 disciplines and still have two floating points for little customizations to the character, or just the ability to spread out features over a larger swath of disciplines to be just a little bit good at everything.
I think I'd also prefer for each Discipline feature to have it's full features written out. I think it makes for a cleaner write-up, since most of them are built on universal rules of taking an action to activate and a duration of 10 minutes, to just have those universal rules written at the start. But for the sake of variety and making each feature easy to read and understand, it would help if each one included the full write up for how it works. I think it helps to move away from the idea that each discipline needs to be something that takes a full action to activate... for example, Mastery of the 1st Order for Body Equilibrium, which grants the ability to run on non-solid surfaces... it feels like it could work as an always-on feature (it's only a bit better than owning a Ring of Water Walking, which is an Uncommon item that doesn't require attunement). But if it does work better as something with limited uses, it'd be better as something that activates with a Bonus Action so you can still use your turn to do something more impactful than just moving across water... if it takes a full turn to activate, I'd imagine it would almost only ever get use outside of combat.
A different point progression would probably be better. I started with a 2 point system like ASI’s so you could increase one discipline by two levels or two disciplines by one level. But wasn’t sure how that would work out. But was worried it would be too much at one go. I will have to take a look at it when I get some time and make some adjustments
Originally I did have the features fully written out on each but thought it might be too redundant so standardized the usage and put it before the descriptions. And different actions would be better on some. Instead of all being under an action.
Yeah, I think the point progression is inevitably going to be the hardest part of this concept to balance.
Here's kind of a wild idea... what if you get 20 total points to spend, but the class basically has no other class features. Similar to Warlocks, which, aside from subclass features, basically just has spellcasting and eldritch invocations. It would require coming up with a LOT of Disciplines, since they'd be pulling double duty compensating for not just class features but fulfilling the functions of spells as well.
Although typing that all out, I'm realizing how big of an ask it is. It sounds like a fun concept, but it's a lot of work, not just for creating the subclass, but just running it as well. Maybe we could instead pull from the "Spells Known" list of a class to get a good progression of abilities, since they kind of function the way spells do in other classes. If we stick with Warlocks as a base, they eventually get 15 spells known, and they progress at one spell learned per level, until you reach level ten and it moves to one spell learned every other level. I think 15 points total by end-game seems like a solid number to spend across a variety of potential features.
Do you think it would make sense to keep the disciplines to a minimum, 5-8 (with levels of mastery for each discipline) but higher levels of mastery require more points to spend? Again, a juggling act to make it balanced, but if you did do 20 points, gain a certain number of points at certain levels but you could "buy" lower-level mastery in many disciplines or save up points to gain higher level abilities in 1 or 2 disciplines.
Say, for example, you get 20 points (however they are divided up over the levels of your character) and the 1st and 2nd level of mastery costs 1 point each, 3rd and 4th cost 2 points each, and the 5th costs 3 points. That's 9 points total to max a discipline. Mastering 2 disciplines would be 18 points, leaving two left over for 2 levels in a 3rd discipline or 1 level in a 3rd and 4th discipline. Might work, I don't know. I might have to map it out to see if it's doable.
Edit: Or do you think it just might be better to break out of the 5 Masteries of Order and just break them down to individual powers, like warlock invocations, that you can pick from. I had thought about going that route early on but worried it would end up like feats. A whole bunch of feats with a handful almost always picked.
Edit 2: Another thought was what if you gain 1 major and 1 minor discipline. Your major discipline you gain the 1st - 5th Masteries of Order when you gain the level for the prerequisite automatically. And your minor discipline you only gain the 1st and 2nd (or 1st-3rd) Masteries at certain levels. No points needed. Maybe a tertiary discipline where you gain only the Mastery of the 1st Order.
I like the mastery levels system because it makes the class feel more distinct, instead of feeling like a Warlock that has swapped out spells for some other thing. I also agree that opening it up too much is likely to lead to stagnation where the "best" disciplines are always taken. I'm also not really a fan of just selecting one or two disciplines at the start that upgrade automatically at specific levels because, at that point, it just feels like those are the subclasses... although there is some potential there if that is literally how the "Subclasses" work, but I feel like at that point we're just inventing our own character building system and not really creating one in the mold of 5e.
I think that your idea to give the player a full 20 points by end-game and simply making higher level disciplines cost more points is a good solution. I think 6 varieties of disciplines, with 5 levels each gives us a nice solid 30 options for players. A lot to write, sure, but there is some freedom in that the lower level disciplines are allowed to be "bad" (or, at the very least, not incredibly impactful), since they're so easy to snag, while higher level disciplines can afford to lean a little on the broken side, since they cost so much to invest in to unlock in the first place.
Still tinkering a bit... I change the Psychoanalyst "Deflective" feature... it was a little too good considering it activates in every combat, so I adjusted it a bit.
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 their choice within range of their attack. If there is no other creature within range 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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Counterpoint: any fire based subclass that doesn't have fireball is also going to make people upset. It's not just a spell, it's an icon. I would also caution against trying to gain the full approval of every "No True Psion" fanatic out there because it's never been done before and never will be.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I know I'm getting ahead of myself on this, but I just couldn't stop thinking about how to make this class into a half-caster, which I'm calling the Mystic. I'm uh... not really happy with what I came up with. There's definitely some value in the versatility that spellcasting offers, but when it comes to being a Psychic Spellcaster, I feel like my Psychoanalyst subclass does a better job. Still, I wanted to share what I came up with because I want to see if anyone has any suggestions for the class. There's a couple details in particular I want to talk about.
Mostly I want to talk about a feature I referred to as the Mystic Spells Table... like what you've seen with a lot of other caster classes, it's a list of spells that are learned automatically and which don't count against your spells learned. However, I had the idea that the spells in the Mystic Spells Table can be cast once per day without requiring a spell slot. This has two effects... for one, it helps to compensate for the very low number of spell slots available to half-casters, and for two, it gives some means of giving out higher level spells. Many of the spells in the Mystic Spells Table are of a higher level than a Mystic's available spell slots at the level they unlock, and a couple of them are higher level than the Mystic will ever unlock. I'm curious if anyone else thinks that was a clever way to give this subclass a few better spells, or if it's just going to unbalance things in the long run. I'm also not sure if the spells I chose for the Mystic Spells Table are actually good choices... I'd love to get suggestions on what anyone else thinks.
Anyway, like I said, I'm not really happy with this one. I'll probably end up scrapping it in the future, but I spent probably too much of my free time today working on it, so I want to at least put it out there and get some feedback on the concept:
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting - When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Catapult, Cause Fear
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Enhance Ability
9th
Intellect Fortress, Sending
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract the number rolled from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it without expending a spell slot.
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Okay, this is my last pass on this before I stop messing around with this and focus on trying to figure out playtesting (how do you playtest something as complicated as a new class?). Anyway, I've written up the entire Class, including some flavor writing, tables, etc. I've made a few major changes... filling everything out has made me realize a few things...
I dropped the ability to use Hit Dice in addition to Psionic Energy Dice. Although the class uses a lot of Psionic Die, just PBx2 is ultimately a lot of uses. If it ends up not being enough in play testing I might try out PBx3, but getting access to potentially 20 useable points by the end of the class is far too many, to the point of trivializing a lot of challenges.
Every instance of rolling a Psionic Die to reduce a saving throw is changed to half the number rolled (rounded up). A potential -6 to a Saving throw would be busted at 10th level, let alone at level 1. I think actually writing down the die size when filling out the table made me realize how high the Psionic Die is even from level 1.
I removed the ability to spend Psionic Die to improve your basic telepathy... the die roll didn't really make sense, and in two levels you unlock improved telepathy that also takes a psionic die and gave the ability to communicate without sharing a language, so it was both needlessly complicated and completely useless almost immediately.
For the Psychoanalysts 3rd Analysis I changed the number of castings for the spells learned to half-proficiency, since they're higher level spells. I originally settled on PB uses for spells while creating the Pyrokinetic, where it worked out fine when it was just 4 spells of different levels and the highest level is 3rd, but with the number of spells Psychoanalysts can get it adds up to way more spellcasting than an actual caster class, so I had to cut it back.
Finally, I changed the spells granted by the Mystic. I'm still not 100% sure if this subclass works, but just changing the specific spells given by the class helped me to feel like the subclass feels much more coherent.
The Psion
Formal wear ripped and torn, a mistreated half-elf in formal wear erupts with unseen force, foes falling, clutching their head in pain as they’re wracked with psionic forces.
Voices scream in pain as a young human conjures magical flame with nothing but a thought, explosions sending attackers flying and engulfing them in flames.
Wine spills as silver goblets clink in toast. Nobles mingle, never suspecting that the Dwarven man disguised as a servant is silently probing their minds, unlocking secrets that could shatter kingdoms.
Whether through a quirk of genetics, exposure to otherworldly forces, or intense training, Psions are uniquely blessed to tap into magical forces using the sheer power of their minds. While they may not show any outward sign of the power they possess, these mental warriors are never unarmed, never defenseless, as their minds are more powerful than any equipment they could find.
Awakened Minds
While some adventurers with latent psychic powers utilize them in combat, it is only those who nurture and train those powers who become true Psions. While some may believe one must be born with these powers, it’s possible for anyone with the mental fortitude, patience, and drive to unlock these powers through meditation and training.
Psions at first seem to share many traits with Sorcerers, but Psions have no need for spellcasting focuses or traditional spellcasting. Instead they utilize their psionic powers to manipulate others, and battle performing feats of strength without muscles or athleticism, but instead the sheer force of their minds.
Focused Mentalists
All living creatures have the potential for Psionic Powers, although a rare few are born with innate psychic powers. Across the planes, there are some people whose races are natively psychic, with telepathy as common as speech, and telekinetics used for daily, mundane chores. However, even among these societies, it is only those who hone and focus the power deep within who unlock their mind’s full potential, and attain the unmatched psychic power of a true Psion.
Level
Proficiency Bonus
Features
Psionic Energy Die
Psionic Energy Dice Uses
1
+2
Psychic Defenses, Psionic Power, Psychic Force, Psychic Communication
d6
4
2
+2
Psionic Manipulation
d6
4
3
+2
Psychic Conditioning, Psychic Studies
d6
4
4
+2
Ability Score Improvement, Improved Telepathy
d6
4
5
+3
Extra Attack
d8
6
6
+3
Psychic Studies Feature, Mental Expertise
d8
6
7
+3
Shielded Mind
d8
6
8
+3
Ability Score Improvement
d8
6
9
+4
Psychic Studies Feature
d8
8
10
+4
Mind Propelled Leaps
d8
8
11
+4
Mental Strength
d10
8
12
+4
Ability Score Improvement
d10
8
13
+5
Mental Domination
d10
10
14
+5
Psychic Force Improvement
d10
10
15
+5
Psychic Studies Feature
d10
10
16
+5
Ability Score Improvement
d10
10
17
+6
Thought Collector
d12
12
18
+6
Mind Wrestler
d12
12
19
+6
Ability Score Improvement
d12
12
20
+6
Psionic Mastery
d12
12
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. 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, but they are unable to respond to you in kind.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action 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 – When you take the attack action, you can replace one of the attacks with a Mind Grapple attempt. 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 half of the number rolled (rounded up) 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, or if you become incapacitated. 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, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20. You
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.
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.
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.
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 half of the number rolled (rounded up). 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 half of the number rolled (rounded up).
*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.
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, you ignore resistance and immunity when dealing Psychic damage.
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.
* When you take the Attack Action, you can use a bonus action to 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 1d4 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 Feature
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. You can end your Flame Master transformation at any time, requiring no action.
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 half the number rolled (rounded up) 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 their choice within range of their attack. If there is no other creature within range 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 half your Proficiency Bonus (rounded down), 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 half the number rolled (rounded up) 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 half the number rolled (rounded up) from one creature’s Saving Throw against this spell.
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Those who combine the forces of psionics and arcana are known as Mystics. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting - When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Thaumaturgy, Catapult, Charm Person
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Phantasmal Force
9th
Sending, Zone of Truth
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract half the number rolled (rounded up) from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it at first level without expending a spell slot.
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Think you accidentally left the hit dice reference in.
I feel like it should be the full die at level 17...
Would be very interesting to test. :)
#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 corrected the file... not sure how I missed that one lol. Anyway, I'll keep the half-die as the standard but I'm willing to experiment on it in the future. If nothing else maybe it could be a 20th level feature.
Here's the updated class features, plus despite myself I made another change... for the Pyrokinetics subclass, I removed the ability to regain Psionic Energy Dice from Ignited creatures at level 9, and instead added a feature where ignited creatures can erupt with flames, potentially igniting more creatures (but also definitely setting anything near them on fire and potentially catching allies in the blast as well, since the class is meant to be high damage output, but also very easy to deal a lot of collateral damage).
The Psion
Formal wear ripped and torn, a mistreated half-elf in formal wear erupts with unseen force, foes falling, clutching their head in pain as they’re wracked with psionic forces.
Voices scream in pain as a young human conjures magical flame with nothing but a thought, explosions sending attackers flying and engulfing them in flames.
Wine spills as silver goblets clink in toast. Nobles mingle, never suspecting that the Dwarven man disguised as a servant is silently probing their minds, unlocking secrets that could shatter kingdoms.
Whether through a quirk of genetics, exposure to otherworldly forces, or intense training, Psions are uniquely blessed to tap into magical forces using the sheer power of their minds. While they may not show any outward sign of the power they possess, these mental warriors are never unarmed, never defenseless, as their minds are more powerful than any equipment they could find.
Awakened Minds
While some adventurers with latent psychic powers utilize them in combat, it is only those who nurture and train those powers who become true Psions. While some may believe one must be born with these powers, it’s possible for anyone with the mental fortitude, patience, and drive to unlock these powers through meditation and training.
Psions at first seem to share many traits with Sorcerers, but Psions have no need for spellcasting focuses or traditional spellcasting. Instead they utilize their psionic powers to manipulate others, and battle performing feats of strength without muscles or athleticism, but instead the sheer force of their minds.
Focused Mentalists
All living creatures have the potential for Psionic Powers, although a rare few are born with innate psychic powers. Across the planes, there are some people whose races are natively psychic, with telepathy as common as speech, and telekinetics used for daily, mundane chores. However, even among these societies, it is only those who hone and focus the power deep within who unlock their mind’s full potential, and attain the unmatched psychic power of a true Psion.
Level
Proficiency Bonus
Features
Psionic Energy Die
Psionic Energy Dice Uses
1
+2
Psychic Defenses, Psionic Power, Psychic Force, Psychic Communication
d6
4
2
+2
Psionic Manipulation
d6
4
3
+2
Psychic Conditioning, Psychic Studies
d6
4
4
+2
Ability Score Improvement, Improved Telepathy
d6
4
5
+3
Extra Attack
d8
6
6
+3
Psychic Studies Feature, Mental Expertise
d8
6
7
+3
Shielded Mind
d8
6
8
+3
Ability Score Improvement
d8
6
9
+4
Psychic Studies Feature
d8
8
10
+4
Mind Propelled Leaps
d8
8
11
+4
Mental Strength
d10
8
12
+4
Ability Score Improvement
d10
8
13
+5
Mental Domination
d10
10
14
+5
Psychic Force Improvement
d10
10
15
+5
Psychic Studies Feature
d10
10
16
+5
Ability Score Improvement
d10
10
17
+6
Thought Collector
d12
12
18
+6
Mind Wrestler
d12
12
19
+6
Ability Score Improvement
d12
12
20
+6
Psionic Mastery
d12
12
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. You can’t use a power if it requires you to expend a die and you have no Psionic Energy 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, but they are unable to respond to you in kind.
Psionic Manipulation
Starting at 2nd level, your mastery over your psionic powers increases.
Psionic Strike - when you take the Attack Action 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 – When you take the attack action, you can replace one of the attacks with a Mind Grapple attempt. 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 half of the number rolled (rounded up) 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, or if you become incapacitated. 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, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20.
If your DM allows the use of feats, you may 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, in addition to yourself. 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.
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.
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.
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 half of the number rolled (rounded up). 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 half of the number rolled (rounded up).
*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.
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, you ignore resistance and immunity when dealing Psychic damage.
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.
* When you take the Attack Action, you can use a bonus action to 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 1d4 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 Fighter: Pyrokinetics Feature
Starting at 9th level, your control of fire becomes more deadly. You gain the following features:
Fire Lock - Any creature held by your Mind Grapple becomes Ignited.
Ignited Blast – When using your Ignited Fury, you can choose to have the Ignited Creatures also erupt with a 5 foot radius blast of flame. Any flammable objects that are not being held or carried in that blast radius catch fire, and any creature that isn’t already ignited must make a DEX saving throw. On a failure, they take the same amount of fire damage rolled for your Ignited Fury and become Ignited. On a success, they take half damage and are not ignited.
Overwhelming Heat - When you deal fire damage to a creature using your Pyrokinetics features, you ignore resistance to fire damage.
Fire Starter: Pyrokinetics Feature
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. You can end your Flame Master transformation at any time, requiring no action.
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 half the number rolled (rounded up) 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 their choice within range of their attack. If there is no other creature within range 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 half your Proficiency Bonus (rounded down), 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 half the number rolled (rounded up) 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 half the number rolled (rounded up) from one creature’s Saving Throw against this spell.
Psychic Studies: Mysticism
Your psychic powers have opened your mind to the complex weave of mysticism. Those who combine the forces of psionics and arcana are known as Mystics. Through careful study, you’ve learned to use these powers to perform spells, and augment them with your psionic powers.
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Spellcasting - When you reach 3rd level, you expand your powers to include spellcasting.
Mental Casting – You do not need to provide a material component for any spells learned through this feature, unless that component has a GP cost. However, you cannot learn any spells that consume their material component.
Cantrips - You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell slots - The Mystic Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher - You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination, enchantment, or illusion spells on the sorcerer spell list.
The Spells Known column of the Mystic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination, enchantment, or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, enchantment, or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability - Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells utilizing your mental connection to the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus + your Intelligence modifier
Mystic Spells – You learn additional spells when you reach certain levels in this class, as shown in the Mystic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against your number of spells known. You can cast each spell on your Mystic Spells table once without consuming a spell slot, and cannot cast them again without consuming a spell slot until you complete a long rest.
3rd
Thaumaturgy, Catapult, Charm Person
5th
Tasha’s Hideous Laughter, Calm Emotions
7th
Suggestion, Phantasmal Force
9th
Sending, Zone of Truth
15th
Compulsion, Animate Objects
19th
Psychic Scream
Mental Magical Modifications
When you reach 6th level, you can expend one use of your Psionic Energy Dice when casting a spell, creating one of the following modifications:
*When you roll damage for a spell, you can roll your Psionic Energy Die, dealing the number rolled plus your Intelligence Modifier in psychic damage to one target of this spell on the turn it is cast.
*Roll your Psionic Energy Die, and subtract half the number rolled (rounded up) from the Saving Throw of one Creature against this spell.
*You do not require Vocal or Somatic Components for this spell. In addition, if this is an enchantment spell to charm one or more creature, you can alter one creature’s understanding so that it remains unaware of being charmed.
Psychic Attacker
Starting at 9th level, when you use your action to cast a cantrip, you can make one Psychic Force Attack as a bonus action.
Mystic Mastery
Beginning at 15th level, select one first level spell from the Sorcerer Spell List with a casting time of one action. You learn that spell, which does not count against your number of spells known, and can cast it at first level without expending a spell slot.
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This thread, and the one that led up to this one, has been very interesting. TransmorpherDDS, you got me thinking about my own version of the "Psionic" class, so I've been working on it, off and on, for the last week or so. I decided to go more the "not magic" route with options for the main class to choose from. I may have to post it some time to see what people think. I'm sure it's probably not balanced properly, and I still have more I need to do, but it's been kind of fun coming up with ideas for such a class.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Sounds cool! I'm curious to see what someone else comes up with, especially if you're doing a class based on including more options. Maybe if your class concept ends up more appealing I could re-tool some of my ideas to work with your concept instead.
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I'm curious, too! Please post!
#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."
Hopefully I will get some time soon where I can post something. Transmorpher, Would it be ok to post in this thread or would you prefer I start a new one?
it might not be until Friday before I have enough time to post something. And it might not be a complete class but a rough draft
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Sure, I'm fine with you sharing your concept in this thread
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Ok, I didn't get as far as I had hoped, life just getting in the way. I based the class around learning Psionic Disciplines, with each discipline having 5 levels of mastery that they can gain as they level up. I took a little inspiration from my 1E AD&D PHB psionics section. But I tried to come up with some unique, and let's face it, some derivative powers for them to use. My plan was to have 8 disciplines that the class could choose from, but they maxed out at learning 5 disciplines, so there are choices a player has to make.
So here it is in the spoiler tag below. I named it the Mentalist as I couldn't think of a better name and didn't want to use Psion or Psionicist etc.
Mentalist
Hit Points
Hit Dice: 1d8 per Mentalist Level
Hit Points at 1 Level: 8 + Constitution modifier
Hit Points at Higher Level: 1d8 (or 5) + you Constitution modifier per Mentalist level after 1.
Proficiencies
Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from History, Insight, Investigation, Medicine, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
level
PB
Features
Disciplines known
Psionic Mastery Points
1
+2
Telekinetic Touch, Psychic Lance
-
2
+2
Psionic Disciplines
2
3
+2
Psionic Devotion (subclass)
2
+1
4
+2
Ability Score Improvement
2
+1
5
+3
Mind over Body, Devotion feature
2
6
+3
2
+1
7
+3
3
8
+3
Ability Score Improvement
3
+1
9
+4
Unfaltering Eye
3
+1
10
+4
3
11
+4
Devotion feature
3
+1
12
+4
Ability Score Improvement
4
13
+5
class feature
4
+1
14
+5
4
+1
15
+5
Devotion feature
4
16
+5
Ability Score Improvement
4
+1
17
+6
class feature
5
18
+6
5
+1
19
+6
Ability Score Improvement
5
+1
20
+6
Class feature
5
Telekinetic Touch
1-level Mentalist feature
As an action you can reach out with your mind and touch an object, within 30 feet of you, that isn’t worn or carried. You can manipulate an object like activating a lever, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move an object weighing no more than 50 pounds up to 30 feet on your turn. The movement doesn’t have enough force to cause damage.
At the end of your turn, an object you are moving will stop unless you maintain your focus on the object (as if concentrating on a spell)
Psychic Lance
1-level Mentalist feature
As an action you can strike out with psychic energy at a target, that you can see within 120 feet of you. Make a ranged attack, using your Proficiency Bonus + you Intelligence modifier to hit. On a hit, the target takes 1d8 plus your Intelligence modifier in psychic damage.
This ability’s damage increases by 1d8 when you reach 5 level (2d8+INT), 9 level (3d8+INT), 13 level (4d8+INT), and 17 level (5d8+INT).
Psionic Disciplines
2-level Mentalist feature
You begin focusing the psionic energies within yourself, known as Psionic Disciplines, and exert mastery over them. At 2 level learn one Psionic Discipline of your choice. You gain Mastery of the 1 Order for that discipline and can access the abilities listed under that 1 Order. At certain Mentalist levels, as described on the Mentalist table, you gain Psionic Mastery Points that you can use to increase your Mastery of Order by 1 level, in order, for a Psionic Discipline that you know.
Your Psionic Discipline options are detailed below. When you gain certain Mentalist levels, you learn additional Psionic Disciplines. You know two Psionic Disciplines at 2 level, three Psionic Disciplines at 7 level, four Psionic Disciplines at 12 level, five Psionic Disciplines at 17 level.
If a Mastery of Order has a prerequisite, you must meet them to learn it. You can learn a Mastery of Order at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.
As an action you can activate a Psionic Discipline that you know. If a Mastery of Order requires an action to use, it can be part of the action used to activate the discipline. While active, you have access to all of that discipline’s abilities described under the Masteries of Order that you know. The discipline lasts for 10 minutes or until you lose your concentration (as if concentrating on a spell). You can use each discipline you know a number of times equal to your proficiency bonus.
Behind the Veil
You reach out psychically, insinuating your thoughts into the unconscious minds of your targets.
Mastery of the 1st Order:
You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Mastery of the 2nd Order:
Mastery of the 3rd Order: prerequisite 6-level Mentalist
You project a mental aura around you to fool the senses of those nearby. The aura has a 30-foot radius, is centered on you, and moves with you. Any creature that enters the aura for the first time on a turn, or starts its turn there, must make a Wisdom saving throw. On a failed save, they cannot see you, as if you have the Invisible condition. If a creature rolls a natural 1 on their saving throw, they cannot hear you or detect your presence and you are considered hidden from them. On a successful save, they can see you normally.
Mastery of the 4th Order: prerequisite 11-level Mentalist
Mastery of the 5th Order: prerequisite 17-level Mentalist
You fully impress your thoughts over the mind of a creature you can see within 120 feet of you. The creature makes a Wisdom saving throw. On a failed save you choose how the creature will use its actions, reactions, and movement. At the end of each of the creatures turns they can make another Wisdom saving throw. On a success your control over the creature ends and the creature is immune to this disciplines Mastery of the 5 Order ability for 24 hours.
Body Equilibrium
You alter your bodies molecules to match the environment around you
Mastery of the 1st Order:
You can move across nonsolid surfaces such as water, quicksand, mud, etc. Weak or unstable surfaces like dilapidated flooring or pressure plates do not give under your weight. If you fall you take no damage if the distance is less than 10 times your proficiency bonus and half as much damage if it is greater.
Mastery of the 2nd Order:
You can move vertically, up to your movement speed, and remain suspended for the duration. You can move up or down as part of your move. And you can move in other directions if you have a fixed object or surface to push or pull against (such as a wall or ceiling). When this discipline ends, you float safely to the ground if still aloft.
Mastery of the 3rd Order: prerequisite 6-level Mentalist
Mastery of the 4th Order: prerequisite 11-level Mentalist
Mastery of the 5th Order: prerequisite 17-level Mentalist
Back in the Fight
You focus your mental energies to heal both physical and mental wounds and to bolster your ally’s resolve.
Mastery of the 1st Order:
You focus your psychic energy inward, healing yourself from physical wounds. As an action you can heal yourself 2d8 plus your Intelligence modifier in hit points.
Mastery of the 2nd Order:
You focus your psychic energy outward to heal and bolster the resolve of an ally. As an action, you can touch one creature. That creature heals 2d8 plus your Intelligence modifier in hit points. In addition, you strengthen the creature’s mental and physical fortitude. For the duration, the creature has Temporary Hit Points equal to 5 times your Intelligence modifier and has advantage on all saving throws and ability checks.
Mastery of the 3rd Order: prerequisite 6-level Mentalist
When you use this disciplines 1 or 2 Order abilities the hit points healed is now 4d8 plus your Intelligence modifier and you can remove one disease or condition. The condition can be Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned.
Mastery of the 4th Order: prerequisite 11-level Mentalist
You extend your mental energies to heal and bolster multiple creatures. Choose a number of creatures up to your Intelligence modifier within 60 feet of you. Each creature heals 4d8 plus your Intelligence modifier in hit points. They also gain Temporary Hit Points equal to 5 times your Intelligence modifier and has advantage on all Attack rolls, Saving Throws, and ability checks for the duration. You also can remove one level of Exhaustion from each creature. Once you use this Mastery of the 4 Order you cannot do so again until you finish a long rest.
Mastery of the 5th Order: prerequisite 17-level Mentalist
Your ability to alter the physical and mental properties of living beings has grown so powerful that you can reach beyond death. You can do one of the following:
Once you use this Mastery of the 5 Order you cannot do so again until you finish a long rest.
Psionic Devotion (subclass)
When you reach 3 level, you focus your studies into a Psionic Devotion. Your Devotion grants you features at 3 level and again at 5, 11, and 15 level.
Mind over Body
5-level Mentalist feature
When you are reduced to 0 hit points but not killed outright, you can expend one Hit Die and drop to the number rolled in Hit Points instead. You cannot use this feature if you have no available Hit Dice. Once you use this feature you cannot use it again until you finish a long rest.
Unfaltering Eye
9-level Mentalist feature
As a bonus action you can expand your vision beyond the visual spectrum. You can see normally in darkness or magical darkness, and you can see Hidden or Invisible creatures or objects as if they were visible. Invisible creatures do not gain the benefit of the condition against you. You can also see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You can use this discipline a number of times equal to your proficiency bonus per long rest.
I put the Psionic Disciplines in Blue to help them stand out from the regular class abilities. Formatting kind of gets lost copying and pasting from Word a little bit.
I got up to level 9 as far as class features. And I know there are probably massive balance issues, but it is a first-ish draft, afterall.
Edit: The plan is to make additional Psionic Disciplines that cover a few categories like
Then as far as subclasses go, build off of disciplines so you have a more martial class, more support, more utility etc.. Whatever seems fun.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I like the idea of having these Disciplines as a way to customize a character to create your own psychic character... I think one of the problems I had trying to create a psion was that it ended up focusing on creating my idea of a generic psychic as a base, but what level everything unlocks at was kind of arbitrary... so converting a lot of that into customizable options is probably better, since there's probably some people who aren't really interested in telekinetics who would want to focus on abilities that affect mind controlling others over like... improved jumps.
I will say that I think it's a little clunky having both Disciplines Known and also skill points for those individual disciplines. Especially when you get to adding subclasses... since each discipline is kind of a subclass unto itself. I think I would drop Mastery Points entirely, and just increase Disciplines Known, and when a player gains a new Discipline Known they can either use that point to learn a wholly new Discipline, or just use that point to level up one of their Disciplines that they qualify for. So you would still have these evolving class features (since to get a 2nd Mastery you still need to have at least the 1st Mastery, and so on at higher levels), but you don't have to track two separate resources for it.
I do think it will be hard to come up with subclasses for this build, since so much of what you would create as subclass features are covered by the Disciplines, but I guess the same thing is true about Warlocks and their Invocations, so it's not like it hasn't been done before. Overall I like the versatility this potentially offers, and although there's a few minor wording changes and balance concerns with some of the features, I think for a first pass this is really interesting.
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How would this character class work as a duel spell caster?
How would the spell slot limits be adjusted? Would each class be a third caster or a half caster? Or even a full caster?
Thanks for your response. Originally, I had used the Psionic Energy Die like you did, since it's already a thing with Psi Warrior and Soulknife. And then I planned on a few class features they gained at certain levels like every other class does. The Master of the 3rd Order of the Behind the Veil discipline was one of those features, for example. But then, for inspiration, I dug out my old AD&D PHB and flipped to the psionics appendix in the back and saw how some abilities gave more features as you leveled and thought that might be a neat idea. So, I scrapped the Psionic Energy Die and went with the different discipline's idea.
I do agree it is clunky with the mastery points, I debated quite a while how to list them on the table, so they even made sense (I settled on the +1 at certain levels). I still like the idea of having a discipline that scales up and grants more features. It might be better to allow fewer disciplines known and just have the Orders scale up at Mentalist level. I didn't do that originally since I didn't want a character to gain a new discipline at level 11 and automatically have Mastery of the 4th Order right out of the gate.
I like your idea of choosing to take a new discipline or leveling up an existing discipline. I worried granting more disciplines might spread it out too much or not give enough chances to scale up existing disciplines. As it stands now, they get 5 disciplines by 17th level. If they only started with 1 discipline at 2nd level instead of 2, they would learn 4 more disciplines or spend those 4 points to scale 1 discipline to the 5th Order but couldn't take anything else. Which might actually be a good thing since it would leave room for subclass development. Or spread it out and have 5 disciplines, but only of the 1st Order. You make a good point as a discipline almost being a subclass in itself. I just wanted to make sure a player would have options and have to make choices if you want to dabble in a little of everything or focus on a couple disciplines if the others weren't of interest.
If I did my maths correctly, with the progression of Psionic Mastery Points, progression of disciplines known, and the level prerequisites for the 3rd, 4th, and 5th Orders at level 19 the Mentalist would have 5 disciplines with Mastery of Orders of 5,5,3,2,1 or 5,5,4,1,1 or 5,4,3,2,2.
Looking at it now, I wonder if that is too many disciplines or too many mastery points, or both. I may have to take another look at this.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
You definitely need to have enough points to master at least two different Disciplines, otherwise you might as well just make these the Subclasses... like if you only had enough points to master 1, and they all increase at specific levels... that's just a subclass.
So although I think this overloads you a bit early on, Going for Double Proficiency Bonus sounds like a good guide post to build on. Right at level 2 you get 4 points to spend... you can either diversify and get first level in 4 disciplines, or specialize and get to level 2 in 2 disciplines. By the end of the game, you can Master 2 disciplines and still have two floating points for little customizations to the character, or just the ability to spread out features over a larger swath of disciplines to be just a little bit good at everything.
I think I'd also prefer for each Discipline feature to have it's full features written out. I think it makes for a cleaner write-up, since most of them are built on universal rules of taking an action to activate and a duration of 10 minutes, to just have those universal rules written at the start. But for the sake of variety and making each feature easy to read and understand, it would help if each one included the full write up for how it works. I think it helps to move away from the idea that each discipline needs to be something that takes a full action to activate... for example, Mastery of the 1st Order for Body Equilibrium, which grants the ability to run on non-solid surfaces... it feels like it could work as an always-on feature (it's only a bit better than owning a Ring of Water Walking, which is an Uncommon item that doesn't require attunement). But if it does work better as something with limited uses, it'd be better as something that activates with a Bonus Action so you can still use your turn to do something more impactful than just moving across water... if it takes a full turn to activate, I'd imagine it would almost only ever get use outside of combat.
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A different point progression would probably be better. I started with a 2 point system like ASI’s so you could increase one discipline by two levels or two disciplines by one level. But wasn’t sure how that would work out. But was worried it would be too much at one go. I will have to take a look at it when I get some time and make some adjustments
Originally I did have the features fully written out on each but thought it might be too redundant so standardized the usage and put it before the descriptions. And different actions would be better on some. Instead of all being under an action.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Yeah, I think the point progression is inevitably going to be the hardest part of this concept to balance.
Here's kind of a wild idea... what if you get 20 total points to spend, but the class basically has no other class features. Similar to Warlocks, which, aside from subclass features, basically just has spellcasting and eldritch invocations. It would require coming up with a LOT of Disciplines, since they'd be pulling double duty compensating for not just class features but fulfilling the functions of spells as well.
Although typing that all out, I'm realizing how big of an ask it is. It sounds like a fun concept, but it's a lot of work, not just for creating the subclass, but just running it as well. Maybe we could instead pull from the "Spells Known" list of a class to get a good progression of abilities, since they kind of function the way spells do in other classes. If we stick with Warlocks as a base, they eventually get 15 spells known, and they progress at one spell learned per level, until you reach level ten and it moves to one spell learned every other level. I think 15 points total by end-game seems like a solid number to spend across a variety of potential features.
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Do you think it would make sense to keep the disciplines to a minimum, 5-8 (with levels of mastery for each discipline) but higher levels of mastery require more points to spend? Again, a juggling act to make it balanced, but if you did do 20 points, gain a certain number of points at certain levels but you could "buy" lower-level mastery in many disciplines or save up points to gain higher level abilities in 1 or 2 disciplines.
Say, for example, you get 20 points (however they are divided up over the levels of your character) and the 1st and 2nd level of mastery costs 1 point each, 3rd and 4th cost 2 points each, and the 5th costs 3 points. That's 9 points total to max a discipline. Mastering 2 disciplines would be 18 points, leaving two left over for 2 levels in a 3rd discipline or 1 level in a 3rd and 4th discipline. Might work, I don't know. I might have to map it out to see if it's doable.
Edit: Or do you think it just might be better to break out of the 5 Masteries of Order and just break them down to individual powers, like warlock invocations, that you can pick from. I had thought about going that route early on but worried it would end up like feats. A whole bunch of feats with a handful almost always picked.
Edit 2: Another thought was what if you gain 1 major and 1 minor discipline. Your major discipline you gain the 1st - 5th Masteries of Order when you gain the level for the prerequisite automatically. And your minor discipline you only gain the 1st and 2nd (or 1st-3rd) Masteries at certain levels. No points needed. Maybe a tertiary discipline where you gain only the Mastery of the 1st Order.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I like the mastery levels system because it makes the class feel more distinct, instead of feeling like a Warlock that has swapped out spells for some other thing. I also agree that opening it up too much is likely to lead to stagnation where the "best" disciplines are always taken. I'm also not really a fan of just selecting one or two disciplines at the start that upgrade automatically at specific levels because, at that point, it just feels like those are the subclasses... although there is some potential there if that is literally how the "Subclasses" work, but I feel like at that point we're just inventing our own character building system and not really creating one in the mold of 5e.
I think that your idea to give the player a full 20 points by end-game and simply making higher level disciplines cost more points is a good solution. I think 6 varieties of disciplines, with 5 levels each gives us a nice solid 30 options for players. A lot to write, sure, but there is some freedom in that the lower level disciplines are allowed to be "bad" (or, at the very least, not incredibly impactful), since they're so easy to snag, while higher level disciplines can afford to lean a little on the broken side, since they cost so much to invest in to unlock in the first place.
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