Hot Take: I don't think psionics has to be easy to understand for new players.
As I understand it, part of what makes 5e so successful is that it tries to make the game easier for new players. So I'd imagine Wizards would aim to continue that trend with the psion. That said, spellcasting and spellcasting-like classes are generally a no-no for introducing brand new players to the game.
Yes, 5e is popular largely because of its simplicity, but spellcaster classes aren't super easy to understand either.
Psionics should be more complicated than Spellcasting, and only the players who want to play it enough to learn all the quirks about it should be able to play it.
I disagree. IMHO, Psionics should be at worst on par with Spellcasting. I am trying to stay within 5e design philosophy. It’s similar to how the Shadar-Kai can do the exact same thing as Misty Step 1ce/LR, but can’t actually cast Misty Step. Only I don’t have the luxury of a simple copy/paste from existing spells or else there would be no point. So I have to be more creative than that is all.
Whelp, this was an interesting thread to wake up to... O.o
Back to the subject at hand: I would like to see more spells, especially ones for classes that don't have any that are really unique to them *coughcoughSorcerersandArtificerscough*. As for a proper Psion/Mystic, I would prefer to see one with rules that were considered magic/spellcasting for balance purposes, but worked a little bit differently from what we currently have (I know at one point a psion using concentration cantrips that could be buffed a la the Archivist, that would be cool to see); to that end though, they would need to make a system that's a little more coherent than the one they used for the previous Mystic.
Whelp, this was an interesting thread to wake up to... O.o
Back to the subject at hand: I would like to see more spells, especially ones for classes that don't have any that are really unique to them *coughcoughSorcerersandArtificerscough*.
At least Sorcerer has Chaos Bolt. Artificer has literally nothing in that department.
Yes, but up until Xanathar's Sorcerers had literally nothing unique, spellwise.
The artificer spell that was in the UA was great. Too bad it didn't make it into publication.
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Hopefully we do get more unique spells for each class.
Paladin spell slots are best used for smites. Deciding to smite or save the slot for a spell should not be as easy of a choice to make as it is now.
There are only two spells that Rangers seem to cast, Hunter's Mark and Pass Without Trace. I like that they expanded spell list in the Variant UA but more unique spells would be nice.
They definitely should have abilities similar to other classes, because that's how balancing works, you compare one ability of a certain level to one of a similar theme and similar level. I would hate it if they made Mystics/Psions spellcasters. That's not what psionics is supposed to be. I'm not against there being a Wizard that it psionic based, but if they do that and call it good, I'd be furious.
I totally agree with this. I would prefer psionics to be a separate class called Psion (never liked the name Mystic for a psionics based class).
I really disliked the feel of the psionics Wizard. It felt like a disservice to psionics and a shortcut. I reaaaally hope that's not the way they choose.
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"A river cuts through rock, not because of its power, but because of its persistence."
Yeah, there is no such thing as a sorcerer original spell from what I can tell. It does kinda fit the theme though, since they're essentially wizards who didn't need to train, but more spells could reflect their innate power.
Some more chaotic spells, like ones that have AoE affects of other spells, like a radius around you that can polymorph creatures, slow them, teleport them to random places, a spell like that would be cool, I think.
I can't think of anything else specific, but the chaotic theme of spells seems to be a theme with sorcerers, and not just Wild Magic Sorcerers.
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The random polymorph spell would probably be its own thing, now that I think about it, but it would go like this:
Each creature within 30 feet of you must make a Wisdom saving throw, or immediately be turned into a creature of the caster's choice from the table. At the start of each of their turns, they roll on the table, turning into that creature. At the end of their turn, they can reroll the saving throw, ending the spell's effect on them on a success. If they're already transformed, they still have to roll on the table on their turns.
The table would have different, like Owl, giant rat, frog, brown bear, and a few other options.
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Please check out my homebrew, I would appreciate feedback:
Whelp, this was an interesting thread to wake up to... O.o
Back to the subject at hand: I would like to see more spells, especially ones for classes that don't have any that are really unique to them *coughcoughSorcerersandArtificerscough*.
At least Sorcerer has Chaos Bolt. Artificer has literally nothing in that department.
Yes, but up until Xanathar's Sorcerers had literally nothing unique, spellwise.
The artificer spell that was in the UA was great. Too bad it didn't make it into publication.
Arcane Weapon was great, but it felt like a must-have since the Artillerist wasn't as polished as it is now, and the Alchemist didn't have much in combat outside the homunculus and Arcane Armament (the UA Extra Attack feature all subclasses got back then).
it was a bit powerful compared to the other similar spells, perhaps you could make it an d4 using just a 1st level spell slot, an d6 with an 2nd level spell slot and d8 with an 3rd level spell slot, so that it is weaker at level one but stronger with higher levels like spirit shroud, but then reducing the duration to like 10- 20 minutes instad of an hour?
I would love to see a polymorph spell that could turn you into a swarm.
This would be cool. Also a spell that can summon swarms. It would be great for Swarmkeeper Rangers.
yes that would just well and truly be cool, but just animal swarms or swarms in general? sumoning bees would be really fun, as would the abillity to summon a swarm of bees to harass your enemies, especially when in the "summon X spirit" category of spells.
also do you all think there is an lack of ways in whom an player can make new constructs? like the previous editions had pretty fleshed out rules it seems, or at least some archetypes and classes that allowed for it, but now in 5e all we have is the steel defender, alchemical homunculus as well as the 6th level spell create humonculus, true polymorph, the shit that the tinker gnome gets and the manuals of golems. pretty much stuck to using a few magic items, a pair of super high level late game spells, an weak racial trait or an sidekick companion to fill up the aestetic of the mad scientist, and that just feels weird. It also feels weird how an bard, the ultimate dabbler and jack of all trades, can use an manual of golems sooner than the artificer, the supposed master of magical items and magic item creation.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Make no mistake. I would have been totally fine with Arcane Weapon being in the game as it was.
I think part of the reason the class didn't get any specific spells is that whatever the spells might have done, the infusions already do.
except there is no infusion that corresponds to the elemental weapon spell, and the artificer should still get new spells
But there can be, which is the point. There can be an infusion that lets you turn a weapon into a +1 weapon that deals a certain damage type instead of or in addition to its normal damage. And the homunculus infusion shows that they aren't above providing infusions that make entire constructs. The main advantage spells would have are time and flexibility, as you don't have to wait until you finish a long rest to use them, and you switch them out every long rest instead of when you level up.
but then it would not be too much to ask to have a little of both, is it not? the artificer has both an infusion that lets them gain resistance to elemental damage types, and the abillity to cast protection from energy that does the same thing, they get both the magic weapon spell and the abillity to infuse magic weapons, the abillity to cast tiny servant and build some small constructs, having a little overlap is no biggie, but the artificer should have a few more ways to make their own constructs and arcane weapon was a nice spell, it is a little weird becuase of the three half casters, both palladins and rangers get spells that are more or less only available to them and none of the proper classes like swift quiver, find steed, all the smite spells, and hunters mark, yet the artificer, an half caster defined by its heavier tendency towards the casting side of the half caster instead of the martial aspect has no spells to call its own, this is an major injustice and it needs to be resolved at some point. if we add an spell sort of akin to conjure animals that lets an artificer create one CR 2, two CR 1, four CR 1/2 or eight CR 1/4th constructs that last for concentration, up to one hour, perhaps spice it up a bit and give it an 10 minute base casting time, making it an ritual spell and giving it an more expensive casting component that is consumed by the spell that would add so much to the artificer and set it apart as its own class even more, as would re-adding the arcane weapon spell, or giving it its very own version of "summon X spirit" that creates golems, modrons and other constructs. The ranger and palladin both have their own spells, why cannot the artificer get them.
also while we are at it, i think that the dragons breath spell would simply for its mechanical effects make a perfect artificer spell, since you can easily reflavour it in so many diffrent ways from alchemists tools to magic cannons, should have been in there.
and i do not think they will add many more infusions that create constructs, even if it would be cool, but i really do hope i am incorrect in that assesment.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Think it's possible there will be a artificer subclass coming soon based around tattoos?
Could have the painters supplies as a articifying tool and get a spellcasting focus tattoo and some color spells (color spray, chromatic orb, hypnotic pattern) or illusions?
Think it'd work with the lore as well. Like the red wizards use tattoos and the whole dragonmark in eberron.
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I disagree. IMHO, Psionics should be at worst on par with Spellcasting. I am trying to stay within 5e design philosophy. It’s similar to how the Shadar-Kai can do the exact same thing as Misty Step 1ce/LR, but can’t actually cast Misty Step. Only I don’t have the luxury of a simple copy/paste from existing spells or else there would be no point. So I have to be more creative than that is all.
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Whelp, this was an interesting thread to wake up to... O.o
Back to the subject at hand: I would like to see more spells, especially ones for classes that don't have any that are really unique to them *coughcoughSorcerersandArtificerscough*. As for a proper Psion/Mystic, I would prefer to see one with rules that were considered magic/spellcasting for balance purposes, but worked a little bit differently from what we currently have (I know at one point a psion using concentration cantrips that could be buffed a la the Archivist, that would be cool to see); to that end though, they would need to make a system that's a little more coherent than the one they used for the previous Mystic.
I’m sorry about my part in the unpleasantness before. My apologies to you all.
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Yes, but up until Xanathar's Sorcerers had literally nothing unique, spellwise.
The artificer spell that was in the UA was great. Too bad it didn't make it into publication.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hopefully we do get more unique spells for each class.
Paladin spell slots are best used for smites. Deciding to smite or save the slot for a spell should not be as easy of a choice to make as it is now.
There are only two spells that Rangers seem to cast, Hunter's Mark and Pass Without Trace. I like that they expanded spell list in the Variant UA but more unique spells would be nice.
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I totally agree with this. I would prefer psionics to be a separate class called Psion (never liked the name Mystic for a psionics based class).
I really disliked the feel of the psionics Wizard. It felt like a disservice to psionics and a shortcut. I reaaaally hope that's not the way they choose.
"A river cuts through rock, not because of its power, but because of its persistence."
Bards could use a few more but don't need them. Sorcerers need them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, there is no such thing as a sorcerer original spell from what I can tell. It does kinda fit the theme though, since they're essentially wizards who didn't need to train, but more spells could reflect their innate power.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Yes, Chaos Bolt is the only one.
There should be more, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
What have you got in mind?
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Some more chaotic spells, like ones that have AoE affects of other spells, like a radius around you that can polymorph creatures, slow them, teleport them to random places, a spell like that would be cool, I think.
I can't think of anything else specific, but the chaotic theme of spells seems to be a theme with sorcerers, and not just Wild Magic Sorcerers.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How would you do a random polymorph?
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I'd have it be a table, either a d6 or d8.
The random polymorph spell would probably be its own thing, now that I think about it, but it would go like this:
Each creature within 30 feet of you must make a Wisdom saving throw, or immediately be turned into a creature of the caster's choice from the table. At the start of each of their turns, they roll on the table, turning into that creature. At the end of their turn, they can reroll the saving throw, ending the spell's effect on them on a success. If they're already transformed, they still have to roll on the table on their turns.
The table would have different, like Owl, giant rat, frog, brown bear, and a few other options.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would love to see a polymorph spell that could turn you into a swarm.
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This would be cool. Also a spell that can summon swarms. It would be great for Swarmkeeper Rangers.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
it was a bit powerful compared to the other similar spells, perhaps you could make it an d4 using just a 1st level spell slot, an d6 with an 2nd level spell slot and d8 with an 3rd level spell slot, so that it is weaker at level one but stronger with higher levels like spirit shroud, but then reducing the duration to like 10- 20 minutes instad of an hour?
yes that would just well and truly be cool, but just animal swarms or swarms in general? sumoning bees would be really fun, as would the abillity to summon a swarm of bees to harass your enemies, especially when in the "summon X spirit" category of spells.
also do you all think there is an lack of ways in whom an player can make new constructs? like the previous editions had pretty fleshed out rules it seems, or at least some archetypes and classes that allowed for it, but now in 5e all we have is the steel defender, alchemical homunculus as well as the 6th level spell create humonculus, true polymorph, the shit that the tinker gnome gets and the manuals of golems. pretty much stuck to using a few magic items, a pair of super high level late game spells, an weak racial trait or an sidekick companion to fill up the aestetic of the mad scientist, and that just feels weird. It also feels weird how an bard, the ultimate dabbler and jack of all trades, can use an manual of golems sooner than the artificer, the supposed master of magical items and magic item creation.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Half-Caster spells tend to be a bit more powerful than other classes's spells of the same levels.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
except there is no infusion that corresponds to the elemental weapon spell, and the artificer should still get new spells
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
but then it would not be too much to ask to have a little of both, is it not? the artificer has both an infusion that lets them gain resistance to elemental damage types, and the abillity to cast protection from energy that does the same thing, they get both the magic weapon spell and the abillity to infuse magic weapons, the abillity to cast tiny servant and build some small constructs, having a little overlap is no biggie, but the artificer should have a few more ways to make their own constructs and arcane weapon was a nice spell, it is a little weird becuase of the three half casters, both palladins and rangers get spells that are more or less only available to them and none of the proper classes like swift quiver, find steed, all the smite spells, and hunters mark, yet the artificer, an half caster defined by its heavier tendency towards the casting side of the half caster instead of the martial aspect has no spells to call its own, this is an major injustice and it needs to be resolved at some point. if we add an spell sort of akin to conjure animals that lets an artificer create one CR 2, two CR 1, four CR 1/2 or eight CR 1/4th constructs that last for concentration, up to one hour, perhaps spice it up a bit and give it an 10 minute base casting time, making it an ritual spell and giving it an more expensive casting component that is consumed by the spell that would add so much to the artificer and set it apart as its own class even more, as would re-adding the arcane weapon spell, or giving it its very own version of "summon X spirit" that creates golems, modrons and other constructs. The ranger and palladin both have their own spells, why cannot the artificer get them.
also while we are at it, i think that the dragons breath spell would simply for its mechanical effects make a perfect artificer spell, since you can easily reflavour it in so many diffrent ways from alchemists tools to magic cannons, should have been in there.
and i do not think they will add many more infusions that create constructs, even if it would be cool, but i really do hope i am incorrect in that assesment.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Think it's possible there will be a artificer subclass coming soon based around tattoos?
Could have the painters supplies as a articifying tool and get a spellcasting focus tattoo and some color spells (color spray, chromatic orb, hypnotic pattern) or illusions?
Think it'd work with the lore as well. Like the red wizards use tattoos and the whole dragonmark in eberron.