I'd appreciate any feedback on this. I doubt the class is properly balanced yet, but any comments on the powers and abilities would be great. Spellcasting limitations were particularly difficult to attempt to balance. Please forgive the table as I can't seem to resize it.
Psionic Table
Level
Proficiency Bonus
Highest spell level you can cast
Features
1
+2
--
Psionic Feature, Psionic Discipline
2
+2
--
Psionic Feature
3
+2
2
Psionic Feature
4
+2
2
ASI
5
+3
3
6
+3
3
Psionic Discipline Feature
7
+3
4
8
+3
4
ASI
9
+4
5
10
+4
5
Psionic Feature
11
+4
6
12
+4
6
13
+5
7
14
+5
7
Psionic Discipline Feature
15
+5
8
16
+5
8
ASI
17
+6
9
Psionic Feature
18
+6
9
Psionic Discipline Feature
19
+6
9
ASI
20
+6
9
Psionic Feature
Hit Points
Hit Dice: 1d6 per psionic level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psionic level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Deception, History, Insight, Intimidation, Investigation, Medicine, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
Psionic Spellcasting
Psionics have access to a special kind of resource and require a different kind of resource management.
The strain of using your psionic spellcasting places a toll on your body. To use a psionic spell or many abilities you must spend Hit Dice. Not all is lost however, as you possess an ability that will let you recover these spent Hit Dice at a cost.
You gain access to spell levels according to the ability chart above.
When you cast a psionic spell at level 1 or higher, you must discard one hit die per level of the spell. Hit dice discarded this way become “locked”. Locked hit dice are returned to your pool after a short rest to power your psionic spells, however cannot be used to heal yourself or be used for psionic abilities until you finish a long rest, at which point all locked dice become unlocked and available to be used for healing. If you use a locked hit die for spellcasting, you take feedback damage equal to the level of the spell cast x the number of locked hit dice used divided by 2. This damage cannot be reduced by any means.
When casting a spell you may ignore any listed verbal, somatic or material components.
Spellcasting Ability
Intelligence is your spellcasting ability for your psionic spells, since the power of your magic relies on your ability to access the deepest recesses of your mind. 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 psionic 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
Psionic Disciplines
At level 1, choose a Psionic Discipline, which describes what area of psionics you became most proficient in. Psionic Assault, Psionic Shield, or Psionic Manipulation.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Psionic Recovery
At level 1, if you spend an action meditating, you may choose to unlock one locked hit die. Forcing your psonic capacity to be restored in this way is painful and takes a toll on your body. When you unlock hit dice using this ability, subtract from your maximum hit points the highest roll possible from the hit die you just unlocked. If your current hit point level is above this new maximum, reduce your current hit points to this new maximum. The maximum hit points lost from this ability cannot be recovered until the end of a long rest.
Untapped Potential
At 2nd level, the years of mental discipline required to unlock your psionic abilities has resulted in both physical and mental recovery to occur at an abnormally fast rate.
After a long rest you recover all of your spent hit dice instead of just half your level. Any hit dice that were locked are now unlocked.
You can now speak telepathically to any creature that is within 60 feet of you and once that connection has been established, they can speak to you telepathically in return. You understand each other even if you do not share the same language, but the target creature must know at least one language to be able to communicate telepathically.
Breadth of Training
At level 3, you come to a crossroads in your growth. You are now able to use your psionic powers to mimic the effects of magic. You must choose to excel in one school of magic or spread out your time learning from multiple schools of magic. You may choose from the following schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Choose one of the options below.
You decide to excel at your chosen school of magic. Pick one school of magic to study. You know and can cast all spells from this school, except those that require an item to be consumed or have a gold cost associated with them. When you cast a spell from this school, you may reduce the required number of hit dice to be spent by 1.
OR
You decide to broaden your training to more than one school. Pick 3 schools of magic. You know and can cast all spells from these schools, except those that require an item to be consumed or have a gold cost associated with them. When you cast a spell from any of these schools, you must increase the required number of hit dice spent by 1. Cantrips still cost 0 hit die.
Regardless of which option you choose, you may pick 1 additional school of magic at level 10 and 1 more additional school of magic at level 17. These schools follow the same benefits or restrictions as you chose above.
Mental Discipline
At level 10, your continued training now allows you to deal with attacks by others against your mind.
If a creature communicates with you telepathically you are able to tell the exact location of the creature that is speaking to you, unless they are hidden from divination magic or on a different plane of existence.
If you are required to make a saving throw that would result in psychic damage, you take half the psychic damage on a failed saving throw and no psychic damage on a successful saving throw. If the psychic damage is from an attack roll, you take half psychic damage on a successful hit.
Mental Mastery
At level 17 you have unlocked many secrets of your art. As an action at any time, you may unlock 1 locked hit die. You can use this feature a number of times equal to your Constitution Modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Psionic Supreme
At level 20 Your mental agility and prowess have exceeded those of mere mortals. Your Intelligence score increases by 4 and your maximum for this score is now 24.
You are also now immune to all psychic damage and immune to any spell or ability that forces you to take actions against your will.
Psionic Disciplines
Psionic Assault
Psychic Weapons
At level 1 you become proficient in all martial weapons.
You may also use your intelligence modifier for your attack and damage rolls instead of your strength or dexterity modifiers.
Psionic Coatings
At level 6, you learn how to coat your weapons in psionic energy. Any weapon you equip now counts as magical for the purposes of overcoming resistances.
You also gain a second attack whenever you take the Attack action.
Imbued Weapons
At level 14 your coated weapons become imbued with psychic energy. You may add your intelligence modifier as additional damage to any damage done with your weapon attacks.
Once per long rest, as an action you may spend a Hit Die to add to your weapon’s magic bonus. This hit die must not be locked and becomes locked after you use it. Roll the Hit Die and add half that value (rounded up) as a bonus to hit and to attack. This bonus lasts for one minute.
Improved Compatibility
At level 18, You have discovered the ability to establish a psychic link with your weapons. After a long rest you may touch one or two weapons in your possession to link with. As a bonus action you can either summon both linked weapons to your hand or dismiss them to where they were last stored. There is no range limit to this ability. This link remains as long as you are conscious. You can link with a maximum of two weapons at once. Creating a link with a third weapon cancels the link to the first weapon.
At any point in a round you may now also choose to spend one hit die to take an additional reaction this round. This reaction must be spent to take an opportunity attack. The hit die spent must not be locked and becomes locked after you spend it.
When casting a spell that includes making a weapon attack, you may make this attack twice.
Psionic Shield
Psychically Armoured
At level 1, you gain proficiency in light armor, medium armor, heavy armour, and shields.
You also gain one of the following feats: Mobile, Medium Armor Master, Heavy Armor Master, or Shield Master
Psychic Shield
At level 6 you gain the ability to project a protective barrier over yourself or an ally. As a reaction, once an attack is declared against yourself or an ally within 60 feet, but before any dice are rolled, roll a hit die. The hit die spent must not be locked and becomes locked after you use it. Roll the Hit Die and add half that value (rounded up) as a bonus to the target’s AC and saving throws. The target maintains the shield until the end of the current creature’s turn.
The target has resistance to Psychic damage for the duration of the shield.
Improved Shielding
At level 14, your talent for imbuing your armor with psychic power is complete. Once per long rest, as an action you may spend a hit die. The spent hit die must not be locked and becomes locked once it is spent. For the next minute, you have resistance to all non-magical damage.
You are also able to use your psychic powers to equip your armor. As an action, you may don or doff both your armor and your shield. You do not require a free hand to take these actions.
Psychic Thorns
At level 18, once per round, you can cause an enemy who successfully hits you to take psychic damage equal to your AC.
You can no longer be pushed or pulled involuntarily.
Also, as long as you are conscious, your psionic proficiency with your shield allows you to no longer require a free hand to gain the benefit of an equipped shield as your psionic powers will hold a shield for you. You still cannot gain any benefits of equipping more than one shield.
Psionic Manipulation
A Mentalist’s Insight
At level 1, you gain proficiency in a tool of your choice. At the end of a long rest, you may choose to give up the proficiency in your current tool and choose a new tool to be proficient in.
At any time you may spend a hit die to give up the proficiency in your current tool and choose a new tool to become proficient in. The hit die spent must not be locked and becomes locked after it is spent.
You also become proficient in Wisdom saving throws.
The Mind’s Eye
At level 6, you find those around you have trouble hiding their true intentions. You give disadvantage to all rolls used to deceive you and have advantage on all saving throws against charm effects.
Any unsuccessful attempt to deceive you or successful saving throw against a magical charm effect causes the deceiver, spellcaster or ability user to take psychic damage equal to your proficiency modifier.
Psychometry
At level 14 you gain the ability to cast Legend Lore as a ritual a number of times a day equal to your wisdom modifier (minimum of 1). You do not require any components to cast this spell as a ritual. You regain all expended uses of this ability when you finish a long rest.
At any time during the effect of the spell, you may also choose to spend one hit die to learn additional details at the DMs discretion that are above and beyond what a normal Legend Lore spell might currently tell you. The hit die spent must not be locked and becomes locked once you spend it. These details might be specific information about the object or information otherwise unavailable to you. This will also cause Legend Lore to apply to objects that are not of legendary importance, although the information you learn may not be very interesting.
Also, you can no longer be Surprised. Your mental defenses are so developed that you will wake from sleep, including magical sleep, as soon as combat starts.
Battlefield Manipulation
At level 18 your skills in psychic manipulation now extend to the battlefield. As a reaction at the end of the initiative order, you may spend one hit die to move one creature one space up or one space down in initiative order. The hit die spent must not be locked and becomes locked once it is spent.
You gain a flying speed equal to half your movement speed.
The damage taken by a creature under The Mind’s Eye ability is now twice your proficiency modifier and extends to all attempts to magically charm you or control you, even if the spell or ability is unsuccessful.
Like you said, it is not balanced. E.g the third level ability: the first choice is pointless, the second is op, and makes wizards look like donkeys. There is a reason most of the summoning spells are out of bounds for many. Also, we are not given a spell list. I know it is HARD making a homebrew class (I'm doing it), but i found it easier to figure out the spell list and how spellcasting works for them FIRST, then do everything else. Then you can see how they are different to other classes, and how to make sure you're not giving them a spell in an ability (e.g they can have the spell barkskin. An ability gives them ac of 16+ half of prof bonus). Then, work out when subclasses come in, then do level abilities. Then do the subclasses. I hope this helps.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Yeah, the spellcasting was the hardest. I have figured out how I want the theme to work, but keeping people from casting multiple level 9 spells required some kind of punishment (hence the direct damage if they try it too often). I could go through the spells more directly, but the idea was to make a different kind of spellcaster. My first idea was to have a selection of spells that were unique to the psionic, but to be honest that was a lot of work that I wasn't really wanting to put in if I didn't have to - willing to, but not if this was an easy way out, heh.
The other spellcasting classes get to pick and choose from their respective spell lists that span multiple schools, so I wanted to have something a little more unique and have the psionic be able to cast stuff from a single school; however that seemed a little TOO restrictive. So, I added that second option but with a penalty (then tried to balance the first option against the second) but knew that if something had a gold or item consumption requirement, being able to cast those "for free" would be too unbalanced, so I left those out. I could easily add a restriction to summoning spells if that becomes too powerful, of course.
I'm, in theory, OK with them having spells that offer a unique bonus or double up on abilities just because of reduced self-healing they can receive as a balancing aspect, but I can look into that more (remember that using most abilities and casting spells locks hit dice, meaning greatly reduced healing during short rests, or reduced maximum hit points to unlock them).
I would maybe say they excel at a certain amount of schools equal to half of intelligence modifier. They then get an ability relayed to that (your necromancy spells let you use a bonus action to get hit points equal to proficiency bonus plus half of level as long as they last etc).
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll give that some thought. Just a note to remember is that their Intelligence modifier at level 20 could be +7, so 3 or 4 schools, depending on rounding.
It is rare to go to 20 levels, and even so, there aren't many (if any) items that raise intelligence that high. Either way, I think it is ok. Maybe say round down to stop this?
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Keep in mind that the level 20 class ability increase current and max Intelligence score by 4, so that's where the +7 can come from.
This is the first draft of the new level 3 ability. Comments would be appreciated. I tend to try to overtune abilities, then tone them down as time passes, so they might seem a little strong. I decided that they might be strong enough that picking a single school rather than multiple would work better.
Breadth of Training [updated]
At level 3, you come to a crossroads in your growth. You are now able to use your psionic powers to mimic the effects of magic. You must choose to excel in a school of magic of your choice.
When you acquire this ability, the focus in a singular school allows you to have a certain benefit when you cast spells from this school.
Abjuration - When you cast an Abjuration spell, you may use your reaction to add to or subtract (your choice) from 1d4 any die roll an Abjuration spell might cause to happen.
Conjuration - When you cast a Conjuration spell, you may extend the duration of the spell by an equivalent unit of time equal to half your intelligence modifier (minutes extended by minutes, hours extended by hours, etc)
Divination - When you cast a Divination spell, if the spell requires you to make a roll, you may use your reaction to make a second roll and use either result.
Enchantment - When you cast an Enchantment spell that charms the target, you may use your reaction when you cast the spell to prevent the target from knowing it was you who cast the spell.
Evocation - When you cast an Evocation spell, if the spell damages a target you may use your bonus action to change the damage type of that spell to psychic damage. If the spell heals a target, you may use your bonus action to heal yourself for hit points equal to the spells level.
Illusion - When you cast an Illusion spell and the target creature is subject to the spells effects, you may learn about your enemy. As you invade the creature's mind to implant the illusion, you may ask for information related to one of it’s Stat Block categories, or one ability score. The target creature then becomes immune to this ability for 24 hours.
Necromancy - When you cast a necromancy spell, you may use a bonus action to add your proficiency bonus plus half your Psionic level as Temporary HP.
Transmutation - When you cast a Transmutation spell, you may use your bonus action to increase the area the spell effects by a number of feet equal to your Intelligence Modifier.
First impressions were me getting it confused with the Sorcerer Psionic Soul in UA. Although you may use that for inspiration. My main concern is the confusion in the first three levels. What does this class do? It doesn't seem to have cantrips, but you reference them in your feature at 3rd level. It doesn't seem to be able to cast 1st level spells for the first two levels either. Let me know if I'm misunderstanding anything.
For how the class casts spells, and gains access to spells, you may have growing concerns with book keeping. Creating a new system for casting spells can complicate matters further, but it seems you are effectively using the character's life bar (my new term to merge hit points/max hp/hit dice related features). I would use a simpler method personally, but this is your class not mine so it might be easier for you to keep track.
Another thing to keep in mind is how low this class's hit dice is when you are doing some of the martial subclass features if they're melee oriented. You should also be concerned about giving out feats, especially at 1st level like your Psionic Shield subclass. Swashbuckler for rogue handles this by granting you half of what the mobility feat gives, but at the 3rd level for their "Fancy Footwork" feature.
From what I understand you don't have a spell list, and instead know the entire school? Again correct me if this is in error. While formulating a spell list might help guide you as suggested earlier. I think it would help more if you describe how the class would behave in a few situations (you can use the three pillars of adventure for reference). If you intended this class to operate in only one or a few pillars that is fine.
You may look at Blood Hunter, Evocation Wizards 14th level feature Overchannel, and the DMG's "Spell Points" for further inspiration.
The first two levels, like most other class, are there just to be there. I considered starting the subclasses at level 3, wanted to give them some tools since it is an Intelligence/Constitution based class, meaning it would be poor in combat with just simple weapons, no armor, no magic, and few hit points. Giving them something subclass related at level 1 to get them used to the very different roles seemed more beneficial.
The class is intended to be a specialist with spellcasting more on the side (which is why using "locked" die to cast spells hurts the spellcaster). A powerful caster, yes... but not one that can make use of a lot of the damage output without some major sacrifices along the way.
The spell list itself is currently in flux. It was initially that they would get access to an entire school of magic starting at level 3 with spells unlocking automatically as you increased in level, less those spells with consumed items or gold cost. But with the discussions with BramblefootDruid, that might be changing to a generalized spell list with perks for single schools (see my post prior to yours), that spell list is still to be determined at this point. I may even decide that 9th level spells are too much and reduce that accordingly.
I fully agree that the "life bar" method of casting is complicated at first (I went through about half a dozen different ways of simplifying it and un-breaking it before settling on its current variant), but I wanted something that would allow the psionic to not just be "another spellcaster" and came up with that idea for a limiting resource. The "awesome power" of a psionic being detrimental to ones mind if overused seemed something that would fit, instead of using spell slots, or "psi points" (which would just end up being re-skinned Ki points or Sorcery points).
I'll admit that the Shield's first level feat option exists because the level 1 perk for choosing the subclass otherwise seemed a little weak compared to the others. Mobile was thrown in because there is no light armor master option available and I wanted something to mimic what wearing light armor would permit. I will give that more thought and revise it.
The hit die is intentionally low. The psionic is above average in powerscale, so making it a little squishy helps to counter that. Case in point: at level 20, the psionic could cast 2 level 9 spells, but then be reduced to 0-3 hit die (under the initial level 3 ability) until a long rest unless they are willing to take a lot of self-inflicted damage for a third level 9 spell - this part still needs to be properly balanced. As well, some of the class abilities rely on rolling your hit die to determine the result of a bonus or punishment. A d6 is most basic as that would leave most bonuses as a +3 max, with the intended decision of multiclassing being a cost-benefit situation where you would risk that d12 barbarian hit die for ability increase (or max HP damage if unlocked) instead of a healing with it at a short rest.
As for bringing in concepts of other classes, I intentionally tried to stay away from treading on territory that another class might cover - see my above example about re-skinning existing resources.
The newer version of Breadth of Training is much more interesting in my opinion, I agreed with BramblefootDruids take on the original and think this is much better. It does however bring back up how many spells should this class know at each level? I personally think "all of a certain school" is both OP and it could be confusing since books don't tend to organize their spells by school of magic leading to a lot of table time where a player is searching for a spell.
I would suggest maybe making your list of known spells work somewhat like HP, giving you a number of spells = psionic level * intelligence mod(minimum of 1) that way you could still get a fairly large list of spells as you level up and ability score increases could be a huge boon.
I would also consider giving them level 1 spells at first and second level, at these levels they won't be casting many spells since they'd only have 1-2 hit dice but the option is still there.
I would also consider upping their hit dice, as it's written this feels kind of like a psychic paladin, with two of your disciplines focusing on weapons and armor a D6 I feel is much too squishy for them to do any close combat.
The first two levels, like most other class, are there just to be there. I considered starting the subclasses at level 3, wanted to give them some tools since it is an Intelligence/Constitution based class, meaning it would be poor in combat with just simple weapons, no armor, no magic, and few hit points. Giving them something subclass related at level 1 to get them used to the very different roles seemed more beneficial.
The class is intended to be a specialist with spellcasting more on the side (which is why using "locked" die to cast spells hurts the spellcaster). A powerful caster, yes... but not one that can make use of a lot of the damage output without some major sacrifices along the way.
The spell list itself is currently in flux. It was initially that they would get access to an entire school of magic starting at level 3 with spells unlocking automatically as you increased in level, less those spells with consumed items or gold cost. But with the discussions with BramblefootDruid, that might be changing to a generalized spell list with perks for single schools (see my post prior to yours), that spell list is still to be determined at this point. I may even decide that 9th level spells are too much and reduce that accordingly.
I fully agree that the "life bar" method of casting is complicated at first (I went through about half a dozen different ways of simplifying it and un-breaking it before settling on its current variant), but I wanted something that would allow the psionic to not just be "another spellcaster" and came up with that idea for a limiting resource. The "awesome power" of a psionic being detrimental to ones mind if overused seemed something that would fit, instead of using spell slots, or "psi points" (which would just end up being re-skinned Ki points or Sorcery points).
I'll admit that the Shield's first level feat option exists because the level 1 perk for choosing the subclass otherwise seemed a little weak compared to the others. Mobile was thrown in because there is no light armor master option available and I wanted something to mimic what wearing light armor would permit. I will give that more thought and revise it.
The hit die is intentionally low. The psionic is above average in powerscale, so making it a little squishy helps to counter that. Case in point: at level 20, the psionic could cast 2 level 9 spells, but then be reduced to 0-3 hit die (under the initial level 3 ability) until a long rest unless they are willing to take a lot of self-inflicted damage for a third level 9 spell - this part still needs to be properly balanced. As well, some of the class abilities rely on rolling your hit die to determine the result of a bonus or punishment. A d6 is most basic as that would leave most bonuses as a +3 max, with the intended decision of multiclassing being a cost-benefit situation where you would risk that d12 barbarian hit die for ability increase (or max HP damage if unlocked) instead of a healing with it at a short rest.
As for bringing in concepts of other classes, I intentionally tried to stay away from treading on territory that another class might cover - see my above example about re-skinning existing resources.
Balance discussion is going to be in flux until the spellcasting is figured out of course, but it's important to note that classes don't have the first two levels be dead.
If they're a full spell caster, then the spells at the first 2 levels are considered their feature. If they're a half caster they might be decent at martial for level 1 due to hit dice/proficiencies, then they get a class feature at level 2 such as smites (and paladin gets their subclass at 3rd too). Artificer, being a half-caster, goes another route of providing cantrips, and more spells at the beginning levels. Then for a class like rogue they start their sneak attack at level 1 or a fighter at level 2 gets their Action Surge. As of right now, I think your class is weak in terms of power until much later in the tiers of play where often an adventure might end anyway.
I think you're on the right track of Psionics 3rd feature improving a specific school of magic. Depending on how you handle the spells of course, you could align it along the lines of a full caster.
Now for inspiration you don't have to rip from the examples, but maybe reference for balance. While it seems overpowered to cast wish twice (probably is) at level 18 to 20 I'm not sure the class will live long enough to see it, nor am I seeing that as thematic. The following is how I might help balance it, and should only be taken as opinion. This is your class, so you have the final say.
Keep your current system of using hit dice. This makes you fairly limited as you intended since you only have so much hit dice and HP. Furthermore you give up an action (correct me if I'm wrong) to unlock a hit dice thus dipping into your action economy.
See DMG of Variant: Spell Points. It specifically mentions 6th and higher use spell points, but effectively you can only cast those spells once per long rest (this is for balance purposes as spells at those levels can be dramatic). I'd use a rule similar to that but with your system.
Add spells and/or cantrips for level 1 and 2 as this is easier than adding too many features that then need their own balance pass. Doing so may require adjusting to outlier features at those levels, such as granting feats (else you run the risk that class level being a multi-class dip for mobile feat).
Create a spell list or use the wizard spell list. It should have enough variety so when your new 3rd level feature comes into play it'll accent some of the spells.
I'm assuming you're using raw brain power or accessing the deep recesses for your spells and not a spell book. So you could have a prepared list to help with a player's book keeping. Such as equal to your Intelligence Modifier + Psionic level. You can change your prepared list after a long rest (or add other stipulations). This keeps it to theme as your intelligence becomes linked to your magical ability instead of trying to keep track of every single spell per day.
I can't get into the features until the core of the class is resolved. As the spell list could affect all pillars of adventure, but balance it around what your group tends to do. E.g. if your group is split in all three pillars, then the spell list and class features might reflect that.
Correct, it's an action to unlock a hit die at the cost of damage to your maximum hit points (maximize the roll on the hit die recovered. 6HP for a d6, 12HP for a d12, etc), then at level 17 you can do this without taking damage a limited number of times per day (CON modifier).
As for the rest, fair enough. I'll take all this into consideration.
I'll try to develop a more specific spell list for the time being.
To others reading this, feel free to keep commenting and critiquing, but I probably won't give much in the way of replies related to spellcasting until the spell list is developed.
Edit: Here are the first few levels of spells I've been considering. Anything initially seem wrong? Note that they are listed in order of magic school.
I'm assuming you mean you're going to decide from this. You can use the amount of spells for the wizard spell list for reference on how many you want to pick for a level. Let me count real quick.
Wizard spell list amounts (note I may have miss counted by 1 or 2 and I didn't include bonus spells from subclasses or class which is something you can add as class features too).
Cantrips: 16
1st: 30
2nd: 34
3rd: 29
4th: 23
5th: 23
6th: 20
7th: 15
8th: 13
9th: 12
If you wanted to be able to accent spell schools with your 3rd level feature you can have an even-ish split between the spell schools. Wizard has 16 cantrips. So you can have 16 as well with 2 from each school (8 schools if I can count right). You don't have to follow the wizard's numbers exactly it can be +/- 1 or 2 spells. You obviously don't want to allow 31 cantrips for example, which I don't think was your intent. I'd narrow it down like 1 utility and 1 combat cantrip for each of the 8 schools as an example for cantrips. Where as when you get into larger lists like 1st level you can expand to 3 or 4 spells for each college (24 or 32 depending on which amount you choose). Then in narrow lists like at 8th or 9th lists you might only have 1 from each school of magic.
I can't pick the spells for you unfortunately, but narrowing the scope this way should help. If you were trying to include a martial subclass including something like booming blade could help or it could be a bonus cantrip feature for a martial subclass instead.
Yes, this is the first pass at the spells. These are just the spell list that the psionic would be able to pick from, and as suggested they would pick from a limited set of these. The list may be reduced if it becomes too large, but these spells seemed the most thematically appropriate. I was going to hold off on the division of them until the spell list was "complete" and I could see the entire picture.
For comparison though, the number of spells the Wizard has access to are (for Levels 0-2):
Cantrips: 31 Level 1: 41 Level 2: 51
Just to note, this is simply a count of the Wizard spells listed on D&D beyond and includes the few multiple name variations and all sourcebooks.
Yes, this is the first pass at the spells. These are just the spell list that the psionic would be able to pick from, and as suggested they would pick from a limited set of these. The list may be reduced if it becomes too large, but these spells seemed the most thematically appropriate. I was going to hold off on the division of them until the spell list was "complete" and I could see the entire picture.
For comparison though, the number of spells the Wizard has access to are (for Levels 0-2):
Cantrips: 31 Level 1: 41 Level 2: 51
Just to note, this is simply a count of the Wizard spells listed on D&D beyond and includes the few multiple name variations and all sourcebooks.
Ahh I forgot to mention I only mentioned the list on PHB and not all spell lists, but yes it would be larger like that as you say.
Just a quick update for feedback purposes. I think I've solved the dilemma regarding higher level spell casting. First, Wish will not be in the spell list, haha. Second, the paragraphs below will govern spell casting. The first paragraph is not new, but added for convenience.
When you cast a psionic spell at level 1 or higher, you must discard one hit die per level of the spell. Hit dice discarded this way become “locked”. Locked hit dice are returned to your pool after a short rest to power your psionic spells, however cannot be used to heal yourself or be used for psionic abilities until you finish a long rest, at which point all locked dice become unlocked and available to be used for healing. If you use a locked hit die for spellcasting, you take feedback damage equal to the level of the spell cast x the number of locked hit dice used divided by 2. This damage cannot be reduced by any means.
Casting spells of 6th level or higher take such mental fortitude that the strain that attempting to replicate a magic spell begins to burn out your psionic capabilities. When you cast a spell of 6th level or higher, the spent hit dice are removed from your pool and can no longer be used to heal, power abilities or spent on additional spells until you finish a long rest. Locked hit dice spent this way still cause feedback damage.
In theory that might be sufficient to get over the balancing hurdle. You would be able to cast two 6th level spells at level 12 but nothing else (other full casters are only able to cast a 6th level spell, but do much more with the other slots). Also the last sentence you should drop "Locked" and leave it as "Hit dice spent this way..." because you're not really locking them anyway if I'm understanding the mechanics right.
At the moment part of the mechanic is that locked dice can be used for spells at the cost of damaging yourself (spell level x locked hit dice spent / 2). This was the initial balancing mechanic as I didn't want to take away all of a psionic's damage output just because of frequent ability use given that they share the same resources. With the new limitations though, this might change to prohibit spell casting using locked dice.
At the moment part of the mechanic is that locked dice can be used for spells at the cost of damaging yourself (spell level x locked hit dice spent / 2). This was the initial balancing mechanic as I didn't want to take away all of a psionic's damage output just because of frequent ability use given that they share the same resources. With the new limitations though, this might change to prohibit spell casting using locked dice.
Ahhh I see what you're saying now. They can use both locked and unlocked for the 6th + spells but it results in either type of hit dice being removed until resting.
Also this may have nerfed your higher tier spell output.The normal full casters can at least cast 1 of 6th, 7th, 8th, and 9th getting into 17th level (warlock being an exception, but have invocations and other features). If you're okay with that limitation you can make up for it with your class features moving forward.
Yes, I'm OK with that (should this class get as far as a playtest, we can see how effective it is then). Unlike other spell casters, they can still get off two or three higher level spells (even of the same level) as they progress, but at the cost of having only a few remaining hit die until a long rest In theory, that's how it is supposed to balance out.
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I'd appreciate any feedback on this. I doubt the class is properly balanced yet, but any comments on the powers and abilities would be great. Spellcasting limitations were particularly difficult to attempt to balance. Please forgive the table as I can't seem to resize it.
Psionic Table
Level
Proficiency Bonus
Highest spell level you can cast
Features
1
+2
--
Psionic Feature, Psionic Discipline
2
+2
--
Psionic Feature
3
+2
2
Psionic Feature
4
+2
2
ASI
5
+3
3
6
+3
3
Psionic Discipline Feature
7
+3
4
8
+3
4
ASI
9
+4
5
10
+4
5
Psionic Feature
11
+4
6
12
+4
6
13
+5
7
14
+5
7
Psionic Discipline Feature
15
+5
8
16
+5
8
ASI
17
+6
9
Psionic Feature
18
+6
9
Psionic Discipline Feature
19
+6
9
ASI
20
+6
9
Psionic Feature
Hit Points
Hit Dice: 1d6 per psionic level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psionic level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Deception, History, Insight, Intimidation, Investigation, Medicine, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Psionic Spellcasting
Psionics have access to a special kind of resource and require a different kind of resource management.
The strain of using your psionic spellcasting places a toll on your body. To use a psionic spell or many abilities you must spend Hit Dice. Not all is lost however, as you possess an ability that will let you recover these spent Hit Dice at a cost.
You gain access to spell levels according to the ability chart above.
When you cast a psionic spell at level 1 or higher, you must discard one hit die per level of the spell. Hit dice discarded this way become “locked”. Locked hit dice are returned to your pool after a short rest to power your psionic spells, however cannot be used to heal yourself or be used for psionic abilities until you finish a long rest, at which point all locked dice become unlocked and available to be used for healing. If you use a locked hit die for spellcasting, you take feedback damage equal to the level of the spell cast x the number of locked hit dice used divided by 2. This damage cannot be reduced by any means.
When casting a spell you may ignore any listed verbal, somatic or material components.
Spellcasting Ability
Intelligence is your spellcasting ability for your psionic spells, since the power of your magic relies on your ability to access the deepest recesses of your mind. 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 psionic 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
Psionic Disciplines
At level 1, choose a Psionic Discipline, which describes what area of psionics you became most proficient in. Psionic Assault, Psionic Shield, or Psionic Manipulation.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Psionic Recovery
At level 1, if you spend an action meditating, you may choose to unlock one locked hit die. Forcing your psonic capacity to be restored in this way is painful and takes a toll on your body. When you unlock hit dice using this ability, subtract from your maximum hit points the highest roll possible from the hit die you just unlocked. If your current hit point level is above this new maximum, reduce your current hit points to this new maximum. The maximum hit points lost from this ability cannot be recovered until the end of a long rest.
Untapped Potential
At 2nd level, the years of mental discipline required to unlock your psionic abilities has resulted in both physical and mental recovery to occur at an abnormally fast rate.
After a long rest you recover all of your spent hit dice instead of just half your level. Any hit dice that were locked are now unlocked.
You can now speak telepathically to any creature that is within 60 feet of you and once that connection has been established, they can speak to you telepathically in return. You understand each other even if you do not share the same language, but the target creature must know at least one language to be able to communicate telepathically.
Breadth of Training
At level 3, you come to a crossroads in your growth. You are now able to use your psionic powers to mimic the effects of magic. You must choose to excel in one school of magic or spread out your time learning from multiple schools of magic. You may choose from the following schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Choose one of the options below.
OR
Regardless of which option you choose, you may pick 1 additional school of magic at level 10 and 1 more additional school of magic at level 17. These schools follow the same benefits or restrictions as you chose above.
Mental Discipline
At level 10, your continued training now allows you to deal with attacks by others against your mind.
If a creature communicates with you telepathically you are able to tell the exact location of the creature that is speaking to you, unless they are hidden from divination magic or on a different plane of existence.
If you are required to make a saving throw that would result in psychic damage, you take half the psychic damage on a failed saving throw and no psychic damage on a successful saving throw. If the psychic damage is from an attack roll, you take half psychic damage on a successful hit.
Mental Mastery
At level 17 you have unlocked many secrets of your art. As an action at any time, you may unlock 1 locked hit die. You can use this feature a number of times equal to your Constitution Modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Psionic Supreme
At level 20 Your mental agility and prowess have exceeded those of mere mortals. Your Intelligence score increases by 4 and your maximum for this score is now 24.
You are also now immune to all psychic damage and immune to any spell or ability that forces you to take actions against your will.
Psionic Disciplines
Psionic Assault
Psychic Weapons
At level 1 you become proficient in all martial weapons.
You may also use your intelligence modifier for your attack and damage rolls instead of your strength or dexterity modifiers.
Psionic Coatings
At level 6, you learn how to coat your weapons in psionic energy. Any weapon you equip now counts as magical for the purposes of overcoming resistances.
You also gain a second attack whenever you take the Attack action.
Imbued Weapons
At level 14 your coated weapons become imbued with psychic energy. You may add your intelligence modifier as additional damage to any damage done with your weapon attacks.
Once per long rest, as an action you may spend a Hit Die to add to your weapon’s magic bonus. This hit die must not be locked and becomes locked after you use it. Roll the Hit Die and add half that value (rounded up) as a bonus to hit and to attack. This bonus lasts for one minute.
Improved Compatibility
At level 18, You have discovered the ability to establish a psychic link with your weapons. After a long rest you may touch one or two weapons in your possession to link with. As a bonus action you can either summon both linked weapons to your hand or dismiss them to where they were last stored. There is no range limit to this ability. This link remains as long as you are conscious. You can link with a maximum of two weapons at once. Creating a link with a third weapon cancels the link to the first weapon.
At any point in a round you may now also choose to spend one hit die to take an additional reaction this round. This reaction must be spent to take an opportunity attack. The hit die spent must not be locked and becomes locked after you spend it.
When casting a spell that includes making a weapon attack, you may make this attack twice.
Psionic Shield
Psychically Armoured
At level 1, you gain proficiency in light armor, medium armor, heavy armour, and shields.
You also gain one of the following feats: Mobile, Medium Armor Master, Heavy Armor Master, or Shield Master
Psychic Shield
At level 6 you gain the ability to project a protective barrier over yourself or an ally. As a reaction, once an attack is declared against yourself or an ally within 60 feet, but before any dice are rolled, roll a hit die. The hit die spent must not be locked and becomes locked after you use it. Roll the Hit Die and add half that value (rounded up) as a bonus to the target’s AC and saving throws. The target maintains the shield until the end of the current creature’s turn.
The target has resistance to Psychic damage for the duration of the shield.
Improved Shielding
At level 14, your talent for imbuing your armor with psychic power is complete. Once per long rest, as an action you may spend a hit die. The spent hit die must not be locked and becomes locked once it is spent. For the next minute, you have resistance to all non-magical damage.
You are also able to use your psychic powers to equip your armor. As an action, you may don or doff both your armor and your shield. You do not require a free hand to take these actions.
Psychic Thorns
At level 18, once per round, you can cause an enemy who successfully hits you to take psychic damage equal to your AC.
You can no longer be pushed or pulled involuntarily.
Also, as long as you are conscious, your psionic proficiency with your shield allows you to no longer require a free hand to gain the benefit of an equipped shield as your psionic powers will hold a shield for you. You still cannot gain any benefits of equipping more than one shield.
Psionic Manipulation
A Mentalist’s Insight
At level 1, you gain proficiency in a tool of your choice. At the end of a long rest, you may choose to give up the proficiency in your current tool and choose a new tool to be proficient in.
At any time you may spend a hit die to give up the proficiency in your current tool and choose a new tool to become proficient in. The hit die spent must not be locked and becomes locked after it is spent.
You also become proficient in Wisdom saving throws.
The Mind’s Eye
At level 6, you find those around you have trouble hiding their true intentions. You give disadvantage to all rolls used to deceive you and have advantage on all saving throws against charm effects.
Any unsuccessful attempt to deceive you or successful saving throw against a magical charm effect causes the deceiver, spellcaster or ability user to take psychic damage equal to your proficiency modifier.
Psychometry
At level 14 you gain the ability to cast Legend Lore as a ritual a number of times a day equal to your wisdom modifier (minimum of 1). You do not require any components to cast this spell as a ritual. You regain all expended uses of this ability when you finish a long rest.
At any time during the effect of the spell, you may also choose to spend one hit die to learn additional details at the DMs discretion that are above and beyond what a normal Legend Lore spell might currently tell you. The hit die spent must not be locked and becomes locked once you spend it. These details might be specific information about the object or information otherwise unavailable to you. This will also cause Legend Lore to apply to objects that are not of legendary importance, although the information you learn may not be very interesting.
Also, you can no longer be Surprised. Your mental defenses are so developed that you will wake from sleep, including magical sleep, as soon as combat starts.
Battlefield Manipulation
At level 18 your skills in psychic manipulation now extend to the battlefield. As a reaction at the end of the initiative order, you may spend one hit die to move one creature one space up or one space down in initiative order. The hit die spent must not be locked and becomes locked once it is spent.
You gain a flying speed equal to half your movement speed.
The damage taken by a creature under The Mind’s Eye ability is now twice your proficiency modifier and extends to all attempts to magically charm you or control you, even if the spell or ability is unsuccessful.
I think it is along the right lines but....
Like you said, it is not balanced. E.g the third level ability: the first choice is pointless, the second is op, and makes wizards look like donkeys. There is a reason most of the summoning spells are out of bounds for many. Also, we are not given a spell list. I know it is HARD making a homebrew class (I'm doing it), but i found it easier to figure out the spell list and how spellcasting works for them FIRST, then do everything else. Then you can see how they are different to other classes, and how to make sure you're not giving them a spell in an ability (e.g they can have the spell barkskin. An ability gives them ac of 16+ half of prof bonus). Then, work out when subclasses come in, then do level abilities. Then do the subclasses. I hope this helps.
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Yeah, the spellcasting was the hardest. I have figured out how I want the theme to work, but keeping people from casting multiple level 9 spells required some kind of punishment (hence the direct damage if they try it too often). I could go through the spells more directly, but the idea was to make a different kind of spellcaster. My first idea was to have a selection of spells that were unique to the psionic, but to be honest that was a lot of work that I wasn't really wanting to put in if I didn't have to - willing to, but not if this was an easy way out, heh.
The other spellcasting classes get to pick and choose from their respective spell lists that span multiple schools, so I wanted to have something a little more unique and have the psionic be able to cast stuff from a single school; however that seemed a little TOO restrictive. So, I added that second option but with a penalty (then tried to balance the first option against the second) but knew that if something had a gold or item consumption requirement, being able to cast those "for free" would be too unbalanced, so I left those out. I could easily add a restriction to summoning spells if that becomes too powerful, of course.
I'm, in theory, OK with them having spells that offer a unique bonus or double up on abilities just because of reduced self-healing they can receive as a balancing aspect, but I can look into that more (remember that using most abilities and casting spells locks hit dice, meaning greatly reduced healing during short rests, or reduced maximum hit points to unlock them).
I would maybe say they excel at a certain amount of schools equal to half of intelligence modifier. They then get an ability relayed to that (your necromancy spells let you use a bonus action to get hit points equal to proficiency bonus plus half of level as long as they last etc).
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I'll give that some thought. Just a note to remember is that their Intelligence modifier at level 20 could be +7, so 3 or 4 schools, depending on rounding.
It is rare to go to 20 levels, and even so, there aren't many (if any) items that raise intelligence that high. Either way, I think it is ok. Maybe say round down to stop this?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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Keep in mind that the level 20 class ability increase current and max Intelligence score by 4, so that's where the +7 can come from.
This is the first draft of the new level 3 ability. Comments would be appreciated. I tend to try to overtune abilities, then tone them down as time passes, so they might seem a little strong. I decided that they might be strong enough that picking a single school rather than multiple would work better.
Breadth of Training [updated]
At level 3, you come to a crossroads in your growth. You are now able to use your psionic powers to mimic the effects of magic. You must choose to excel in a school of magic of your choice.
When you acquire this ability, the focus in a singular school allows you to have a certain benefit when you cast spells from this school.
Abjuration - When you cast an Abjuration spell, you may use your reaction to add to or subtract (your choice) from 1d4 any die roll an Abjuration spell might cause to happen.
Conjuration - When you cast a Conjuration spell, you may extend the duration of the spell by an equivalent unit of time equal to half your intelligence modifier (minutes extended by minutes, hours extended by hours, etc)
Divination - When you cast a Divination spell, if the spell requires you to make a roll, you may use your reaction to make a second roll and use either result.
Enchantment - When you cast an Enchantment spell that charms the target, you may use your reaction when you cast the spell to prevent the target from knowing it was you who cast the spell.
Evocation - When you cast an Evocation spell, if the spell damages a target you may use your bonus action to change the damage type of that spell to psychic damage. If the spell heals a target, you may use your bonus action to heal yourself for hit points equal to the spells level.
Illusion - When you cast an Illusion spell and the target creature is subject to the spells effects, you may learn about your enemy. As you invade the creature's mind to implant the illusion, you may ask for information related to one of it’s Stat Block categories, or one ability score. The target creature then becomes immune to this ability for 24 hours.
Necromancy - When you cast a necromancy spell, you may use a bonus action to add your proficiency bonus plus half your Psionic level as Temporary HP.
Transmutation - When you cast a Transmutation spell, you may use your bonus action to increase the area the spell effects by a number of feet equal to your Intelligence Modifier.
First impressions were me getting it confused with the Sorcerer Psionic Soul in UA. Although you may use that for inspiration. My main concern is the confusion in the first three levels. What does this class do? It doesn't seem to have cantrips, but you reference them in your feature at 3rd level. It doesn't seem to be able to cast 1st level spells for the first two levels either. Let me know if I'm misunderstanding anything.
For how the class casts spells, and gains access to spells, you may have growing concerns with book keeping. Creating a new system for casting spells can complicate matters further, but it seems you are effectively using the character's life bar (my new term to merge hit points/max hp/hit dice related features). I would use a simpler method personally, but this is your class not mine so it might be easier for you to keep track.
Another thing to keep in mind is how low this class's hit dice is when you are doing some of the martial subclass features if they're melee oriented. You should also be concerned about giving out feats, especially at 1st level like your Psionic Shield subclass. Swashbuckler for rogue handles this by granting you half of what the mobility feat gives, but at the 3rd level for their "Fancy Footwork" feature.
From what I understand you don't have a spell list, and instead know the entire school? Again correct me if this is in error. While formulating a spell list might help guide you as suggested earlier. I think it would help more if you describe how the class would behave in a few situations (you can use the three pillars of adventure for reference). If you intended this class to operate in only one or a few pillars that is fine.
You may look at Blood Hunter, Evocation Wizards 14th level feature Overchannel, and the DMG's "Spell Points" for further inspiration.
The first two levels, like most other class, are there just to be there. I considered starting the subclasses at level 3, wanted to give them some tools since it is an Intelligence/Constitution based class, meaning it would be poor in combat with just simple weapons, no armor, no magic, and few hit points. Giving them something subclass related at level 1 to get them used to the very different roles seemed more beneficial.
The class is intended to be a specialist with spellcasting more on the side (which is why using "locked" die to cast spells hurts the spellcaster). A powerful caster, yes... but not one that can make use of a lot of the damage output without some major sacrifices along the way.
The spell list itself is currently in flux. It was initially that they would get access to an entire school of magic starting at level 3 with spells unlocking automatically as you increased in level, less those spells with consumed items or gold cost. But with the discussions with BramblefootDruid, that might be changing to a generalized spell list with perks for single schools (see my post prior to yours), that spell list is still to be determined at this point. I may even decide that 9th level spells are too much and reduce that accordingly.
I fully agree that the "life bar" method of casting is complicated at first (I went through about half a dozen different ways of simplifying it and un-breaking it before settling on its current variant), but I wanted something that would allow the psionic to not just be "another spellcaster" and came up with that idea for a limiting resource. The "awesome power" of a psionic being detrimental to ones mind if overused seemed something that would fit, instead of using spell slots, or "psi points" (which would just end up being re-skinned Ki points or Sorcery points).
I'll admit that the Shield's first level feat option exists because the level 1 perk for choosing the subclass otherwise seemed a little weak compared to the others. Mobile was thrown in because there is no light armor master option available and I wanted something to mimic what wearing light armor would permit. I will give that more thought and revise it.
The hit die is intentionally low. The psionic is above average in powerscale, so making it a little squishy helps to counter that. Case in point: at level 20, the psionic could cast 2 level 9 spells, but then be reduced to 0-3 hit die (under the initial level 3 ability) until a long rest unless they are willing to take a lot of self-inflicted damage for a third level 9 spell - this part still needs to be properly balanced. As well, some of the class abilities rely on rolling your hit die to determine the result of a bonus or punishment. A d6 is most basic as that would leave most bonuses as a +3 max, with the intended decision of multiclassing being a cost-benefit situation where you would risk that d12 barbarian hit die for ability increase (or max HP damage if unlocked) instead of a healing with it at a short rest.
As for bringing in concepts of other classes, I intentionally tried to stay away from treading on territory that another class might cover - see my above example about re-skinning existing resources.
The newer version of Breadth of Training is much more interesting in my opinion, I agreed with BramblefootDruids take on the original and think this is much better. It does however bring back up how many spells should this class know at each level? I personally think "all of a certain school" is both OP and it could be confusing since books don't tend to organize their spells by school of magic leading to a lot of table time where a player is searching for a spell.
I would suggest maybe making your list of known spells work somewhat like HP, giving you a number of spells = psionic level * intelligence mod(minimum of 1) that way you could still get a fairly large list of spells as you level up and ability score increases could be a huge boon.
I would also consider giving them level 1 spells at first and second level, at these levels they won't be casting many spells since they'd only have 1-2 hit dice but the option is still there.
I would also consider upping their hit dice, as it's written this feels kind of like a psychic paladin, with two of your disciplines focusing on weapons and armor a D6 I feel is much too squishy for them to do any close combat.
Balance discussion is going to be in flux until the spellcasting is figured out of course, but it's important to note that classes don't have the first two levels be dead.
If they're a full spell caster, then the spells at the first 2 levels are considered their feature. If they're a half caster they might be decent at martial for level 1 due to hit dice/proficiencies, then they get a class feature at level 2 such as smites (and paladin gets their subclass at 3rd too). Artificer, being a half-caster, goes another route of providing cantrips, and more spells at the beginning levels. Then for a class like rogue they start their sneak attack at level 1 or a fighter at level 2 gets their Action Surge. As of right now, I think your class is weak in terms of power until much later in the tiers of play where often an adventure might end anyway.
I think you're on the right track of Psionics 3rd feature improving a specific school of magic. Depending on how you handle the spells of course, you could align it along the lines of a full caster.
Now for inspiration you don't have to rip from the examples, but maybe reference for balance. While it seems overpowered to cast wish twice (probably is) at level 18 to 20 I'm not sure the class will live long enough to see it, nor am I seeing that as thematic. The following is how I might help balance it, and should only be taken as opinion. This is your class, so you have the final say.
Keep your current system of using hit dice. This makes you fairly limited as you intended since you only have so much hit dice and HP. Furthermore you give up an action (correct me if I'm wrong) to unlock a hit dice thus dipping into your action economy.
I can't get into the features until the core of the class is resolved. As the spell list could affect all pillars of adventure, but balance it around what your group tends to do. E.g. if your group is split in all three pillars, then the spell list and class features might reflect that.
Correct, it's an action to unlock a hit die at the cost of damage to your maximum hit points (maximize the roll on the hit die recovered. 6HP for a d6, 12HP for a d12, etc), then at level 17 you can do this without taking damage a limited number of times per day (CON modifier).
As for the rest, fair enough. I'll take all this into consideration.
I'll try to develop a more specific spell list for the time being.
To others reading this, feel free to keep commenting and critiquing, but I probably won't give much in the way of replies related to spellcasting until the spell list is developed.
Edit: Here are the first few levels of spells I've been considering. Anything initially seem wrong? Note that they are listed in order of magic school.
SPELL LIST
Cantrip
Level 1
Level 2
I'm assuming you mean you're going to decide from this. You can use the amount of spells for the wizard spell list for reference on how many you want to pick for a level. Let me count real quick.
Wizard spell list amounts (note I may have miss counted by 1 or 2 and I didn't include bonus spells from subclasses or class which is something you can add as class features too).
If you wanted to be able to accent spell schools with your 3rd level feature you can have an even-ish split between the spell schools. Wizard has 16 cantrips. So you can have 16 as well with 2 from each school (8 schools if I can count right). You don't have to follow the wizard's numbers exactly it can be +/- 1 or 2 spells. You obviously don't want to allow 31 cantrips for example, which I don't think was your intent. I'd narrow it down like 1 utility and 1 combat cantrip for each of the 8 schools as an example for cantrips. Where as when you get into larger lists like 1st level you can expand to 3 or 4 spells for each college (24 or 32 depending on which amount you choose). Then in narrow lists like at 8th or 9th lists you might only have 1 from each school of magic.
I can't pick the spells for you unfortunately, but narrowing the scope this way should help. If you were trying to include a martial subclass including something like booming blade could help or it could be a bonus cantrip feature for a martial subclass instead.
Yes, this is the first pass at the spells. These are just the spell list that the psionic would be able to pick from, and as suggested they would pick from a limited set of these. The list may be reduced if it becomes too large, but these spells seemed the most thematically appropriate. I was going to hold off on the division of them until the spell list was "complete" and I could see the entire picture.
For comparison though, the number of spells the Wizard has access to are (for Levels 0-2):
Cantrips: 31
Level 1: 41
Level 2: 51
Just to note, this is simply a count of the Wizard spells listed on D&D beyond and includes the few multiple name variations and all sourcebooks.
Ahh I forgot to mention I only mentioned the list on PHB and not all spell lists, but yes it would be larger like that as you say.
Just a quick update for feedback purposes. I think I've solved the dilemma regarding higher level spell casting. First, Wish will not be in the spell list, haha. Second, the paragraphs below will govern spell casting. The first paragraph is not new, but added for convenience.
When you cast a psionic spell at level 1 or higher, you must discard one hit die per level of the spell. Hit dice discarded this way become “locked”. Locked hit dice are returned to your pool after a short rest to power your psionic spells, however cannot be used to heal yourself or be used for psionic abilities until you finish a long rest, at which point all locked dice become unlocked and available to be used for healing. If you use a locked hit die for spellcasting, you take feedback damage equal to the level of the spell cast x the number of locked hit dice used divided by 2. This damage cannot be reduced by any means.
Casting spells of 6th level or higher take such mental fortitude that the strain that attempting to replicate a magic spell begins to burn out your psionic capabilities. When you cast a spell of 6th level or higher, the spent hit dice are removed from your pool and can no longer be used to heal, power abilities or spent on additional spells until you finish a long rest. Locked hit dice spent this way still cause feedback damage.
In theory that might be sufficient to get over the balancing hurdle. You would be able to cast two 6th level spells at level 12 but nothing else (other full casters are only able to cast a 6th level spell, but do much more with the other slots). Also the last sentence you should drop "Locked" and leave it as "Hit dice spent this way..." because you're not really locking them anyway if I'm understanding the mechanics right.
At the moment part of the mechanic is that locked dice can be used for spells at the cost of damaging yourself (spell level x locked hit dice spent / 2). This was the initial balancing mechanic as I didn't want to take away all of a psionic's damage output just because of frequent ability use given that they share the same resources. With the new limitations though, this might change to prohibit spell casting using locked dice.
Ahhh I see what you're saying now. They can use both locked and unlocked for the 6th + spells but it results in either type of hit dice being removed until resting.
Also this may have nerfed your higher tier spell output.The normal full casters can at least cast 1 of 6th, 7th, 8th, and 9th getting into 17th level (warlock being an exception, but have invocations and other features). If you're okay with that limitation you can make up for it with your class features moving forward.
Yes, I'm OK with that (should this class get as far as a playtest, we can see how effective it is then). Unlike other spell casters, they can still get off two or three higher level spells (even of the same level) as they progress, but at the cost of having only a few remaining hit die until a long rest In theory, that's how it is supposed to balance out.