Not to mention mechanics he mentions are already implemented as spells. He even mentions cantrips and the spells cast by monks. "we're getting somewhere" if that somewhere is psionics be a never-ending novel.
Yes, that is probably closer to how it will turn out unfortunately. But I refuse to use “Spells” to represent Psionics. I f-ing hate it and will ban it at my table.
I will happily consider any and all options for the Psion that do not reference that gorram list of spells in any way beyond the Cantrips, and I am only using Cantrips to save myself the work of re-writing all of them individually into “Talents.” Things that do the same stuff as level 1-9 spells are fine as long as they do not use those spells and do not coast a gorram spell slot.
All those things combine to make 4 mechanics: Talents (Cantrips), Sciences (those Chanel Divinity style feature I mentioned), Devotions (Eldritch Invocations), and Metapsionics (Metamagic).
The Focus points are just a way to regulate how many total times per day the Character can activate their Sciences, the Psi Points are just to fuel the Metapsionics, and the Psi Dice are just a convenient way to scale the damage from the Sciences along with the character level. (That way, no matter the order in which they choose their Sciences, they are always level appropriate.)
If we are counting "combined" mechanics, then classes should only have 3 or less.
If "focus points" are just number of uses of "Sciences" then just give sciences limited uses and they won't count. If psi points can only be used for metapsionics (and not any of the other stuff sorcery points could be used for) then those can be excluded too.
Psi dice apply to multiple things though, no different from martial arts dice which I consider a separate mechanic for this complexity rating system that I made up (but the argument behind it is valid).
As an avid lover of that "Path of the Wild Soul" barbarian, I would love a similar subclass for the bard.
Bards tend to already encompass that wild, stylish personality...applying that colorful, explosive magic to their spellcasting is not only fun, but appropriate.
It also adds a type of bard we are currently lacking...the blasty bard : )
Glamour = Control
Lore = Skill / Debuff
Sword / Valor = Martial / Melee
Eloquence = Social / Support
Whisper = Assassination / Subterfuge
...of those subclasses, the Whispers bard comes the closest to a blasty bard, but is more like a rogue that magically enhances their weapons.
I would propose a bard subclass that is more like an Evoker Wizard...channeling their magic do some damage.
Applying the concept of a "Wild Soul" barbarian, for example:
College of Invocation: "Bards of this college have learned to invoke the immense powers of the Weave, conjuring impressive spectacles of magic. The bards mere words or shouts can create explosions of potent magic, or conjure figures of legends or folktales to aid in combat."
Like the "Wild Soul" barbarian, the bard would channel a magical effect from a chart, based upon a school of magic.
They could be called "Roars"; and by expending a Bardic Inspiration, they can generate an effect that damages, debuffs, and buffs allies, provided they can hear and see them.
Necromancy = summoning a spectral warrior that uses necrotic damage equal to Bardic Inspiration die.
Illusion = a Shadowfell wraith that delivers psychic damage equal to the Bardic Inspiration die, and Fears a target if they fail a Wisdom saving throw.
Enchantment = summons alluring sprites or Fey spirits to captivate onlookers. Attempt to Charm a number of individuals, per Bardic Inspiration used, if they fail a Charisma saving throw.
Divination = give an ally supernatural insight, giving enemies disadvantage to hit them for a turn.
Transmutation = affect an enemies natural armor or skin, reducing their AC by 2 for a turn if they fail a Constitution saving throw. Alternatively, boost an allies AC by 2 for a turn.
Evocation = deliver force damage equal to the Bardic Inspiration die, and pushes the target 10ft away if they fail a Strength saving throw.
Conjuration = teleport an ally up to 30ft away.
...these would be some fun effects that give the bard some variety and tactical uses, without making them too overpowered or undermining their role as a support class.
If I may go back to the subject of a potential psionic class for a moment,
Back in the feedback for the UA Artificer this year, I mentioned in mine that the mechanics the Archivist used felt like they might make for a really good basis for psionics (basic cantrip effect that scales with additional damage and conditions when used with a spell slot). I was thinking earlier of taking that particular concept and combining it with the Monk's ki system (renamed psi points for these purposes) in lieu of spell slots, make the usual rules of countering magic apply so it doesn't unbalance the game, but beyond that I don't think they would need to do all that much; they certainly don't need to go as crazy as they did with the Mystic, but I think there's room to make something new while still using existing mechanics to make something that can stand on it's own. I had also toyed with the idea of taking spells that already exist and combining them into "Discipline" lists, but after a while I realized this has it's own problems as well, namely that I'm not sure there's enough thematically appropriate spells for each level to recreate each discipline...
On to other things: something else I would like to see is a Bard that uses rune magic! I was happy to see them revisiting rune magic with the Rune Knight, and I really think the idea would lend itself to Bards really well as a seeker of lore searching out runes they could spend spell slots on to create different effects; call it a College of Skalds or something of the like.
Tangent topic, but as this thread sounds more like a hope/wishlist sort of UA idea. But on the topoic of the class ability varient UA concepts. Personally, I'm hoping for a Mundane Alchemy varient of the Alchemical Artificer-I dunno just go with Combat Chemist. Basically alternate class features for those who ddislike the Elixirs. Basically they get to produce in the moment Alchemical item varients and attack with them. Or strengthen their ally with the mundan items. Something like... (just random spitball concepts. I have no clue on balance in 5E) lv3 they gain Mundane Marvels -As a bonus action they may create an Alchemical Item. But these mundane marvels last only until the end of your next turn. In addition, (Some scaling number) times after a long rest, you may create a Non-Magical elixir of the Healing, Swiftness or Resilience typep. When consumed these bonuses only last for 1 min. These elixir persist until you next take a long rest. The Combat Chemist may imbibe these as a bonus action. (standard for anyone else or applying it to anyone else) Combat Chemists gain proficiency in Alchemical Items. (Note: would have to disclude, or limit the time, for Antivenom-the only benefical alchemical item I know of)
Lv5. Potent Alchemy. You add your INT to thte damage or healing of Alchemical items you create. (meaning class feature or mundane). When attacking with Alchemical Items, you may attack twice. In addition, when you create an alchemical item via Mundane Marvel, you may create two items. Your range for Alchemical Items increases from 20ft, to 60ft.
The rest of the abilities would remain as is in this varient class ability. Basically it would replace their cantrip based combat with Alchemical Items. The damage scaling would be weird, level 3 Acid Flask would be rather strong (as it is thrown, 2d6+Dex damage), but it would eat bonus and action to do so. At level 5 two attacks with it-but it would also be adding two stats (Dex and int). it wouldn't really get higher than that though. So it does feel like its in line iwth the ARtificer and Battlesmith's action-bonus action damage amounts. Having far less elixir-with far less usable time on them, is neat way to limit them in flavor as mundane items. Would have to figure out how they scale though. INT per long rest (with no ability to exchange spell slots), or perhaps Proficiency bonus per long rest. Or just gain 1 at lv 3, 2 at 6, and so on.. but those feel way too limting. Int feels most compelling. WIth the current spell list, there would be some competeting bonus action issues though (flaming sphere for instance). Also it feels less like a healing support and more like combat with some support. So maybe switch out Flaming Sphere and Mas Healing word in this varient. So acid/Alch fire, Bomb, tangler grenade, future items (ideally it would come out with more influx of mundane alchemical items--such as Liquid Caltrops, thunderstones, Liquid Blade (replicating a short sword perhaps). Potentially expanded for Poisons idk the balance on those. Proficiency because otherwise you need tavern brawler. Though if one wanted they could expand them into a subclass. Something like lv 9 Potent Alchemy raising the DC (stuff like bombs, Tangler grenades etc), damage die (acid/alch fire,etc). and/or Change the Damage type of Mundane Marvel (bonus action creation type only). and/or bypasses magical resistances via a alchemical research trick-or they just plain become magical through refinement. Level 15. Alchemy Research No clue. Spell list? Idk, I like the Alchemists, though I wish it had vitrolic sphere. So maybe keep healing word(but not mass), acid arrow, give vitrolic sphere, cloudkill. and replace the others. Full subclas is far harder to think of. So I'd probably rather have the varient up to lv 5. And then an Artificer Infusion that is a bracer-that makes Alchemical items magic damage or something.
At this point, it’s been almost a month since the last one. I’m starting to wonder more when we’re gonna get a new UA, rather than what it will include.
out of curioisty. do they release UA in chunks? or does the newest one on their page always have it?
cause I thought I had the newest UA stuff, but then I heard theres some telekentic feat? So I'm wondering if i'm just missing stuff now~
Google Unearthed Arcana, the new one should be a few lines down, saying Unearthed Arcana: Fighter, Rogue and Wizard. This is the psionic UA, the most recent one.
Since they're taking so long for the new UA, it has to be a big one. Possibly revised Class Feature Variants, or High Level Class Feature Variants, or Revised Classes/Capstone Abilities.
I think they either took a break, or are working on something big.
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Please check out my homebrew, I would appreciate feedback:
Frankly I get the feeling that the Class Feature Variants is prep for the inevitable 6e (or 5.5 maybe, who knows?). It is inevitable, they may as well get ready for when the time comes.
More likely 5.5e. 5e is a really popular edition from what I get, and feature variants feels more like half an edition instead of a whole new one.
On the topic though, I think that more class feature variants are a strong possibility now. With the kind of stuff in eberron, including the originally UA artificer, they added some cool things. The warlock boons and invocations in particular are what interest me though.
To be honest I actually found my College of Glamour Bard plays almost entirely as a Telepath. So much so that I started to choose my spells almost exclusively with that theme.
Expertise choices were Persuasion and Insight.
Level 1 spells are Dissonant Whispers, Hideous Laughter, Healing Word
Level 2 spells: Detect Thoughts, Calm Emotions, Phantasmal Force
The Glamour abilities really play up the mental manipulation angle of the Bard, which has really earned the distrust of my entire party. They like the Bard, they even look to the Bard for leadership, but they never fully trust him. I love it.
Side note: I don't think I will be taking the UA psionic spells. They are thematically perfect, but I find them overwhelmingly powerful and I constantly fear power creep unbalancing my characters.
I'd love if they threw in genrealized concepts? LIke "fairly typical of the concept of the class, that can replace core class set or a subclass feature" so you could kind of personalize classes a bit more.. Would be hard to balance and such... but would be pretty neat.
Even if they're weaker giving some kind of unique twist or personalized thing would be neat. Kind of like how feats are used to personalize your character
I would propose a bard subclass that is more like an Evoker Wizard...channeling their magic do some damage.
I actually had an idea for a bard that uses the power of the elements to enhance their performance, I called it "The College of Amplification". Essentially, they would harness the power of the elements to strengthen their performances with extreme displays of wonder, like howling electrically infused chords, drum solos that shake the earth with every beat, high notes that literally send chills down your spine, and so on.
Would be cool if there were more wild bards colleges.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I would propose a bard subclass that is more like an Evoker Wizard...channeling their magic do some damage.
I actually had an idea for a bard that uses the power of the elements to enhance their performance, I called it "The College of Amplification". Essentially, they would harness the power of the elements to strengthen their performances with extreme displays of wonder, like howling electrically infused chords, drum solos that shake the earth with every beat, high notes that literally send chills down your spine, and so on.
Would be cool if there were more wild bards colleges.
I would propose a bard subclass that is more like an Evoker Wizard...channeling their magic do some damage.
I actually had an idea for a bard that uses the power of the elements to enhance their performance, I called it "The College of Amplification". Essentially, they would harness the power of the elements to strengthen their performances with extreme displays of wonder, like howling electrically infused chords, drum solos that shake the earth with every beat, high notes that literally send chills down your spine, and so on.
Would be cool if there were more wild bards colleges.
Ooh this reminds me heavily of Legend of Mana on playstation. It had magical instruments that were in effect like these
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Yes, that is probably closer to how it will turn out unfortunately. But I refuse to use “Spells” to represent Psionics. I f-ing hate it and will ban it at my table.
I will happily consider any and all options for the Psion that do not reference that gorram list of spells in any way beyond the Cantrips, and I am only using Cantrips to save myself the work of re-writing all of them individually into “Talents.” Things that do the same stuff as level 1-9 spells are fine as long as they do not use those spells and do not coast a gorram spell slot.
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If we are counting "combined" mechanics, then classes should only have 3 or less.
If "focus points" are just number of uses of "Sciences" then just give sciences limited uses and they won't count. If psi points can only be used for metapsionics (and not any of the other stuff sorcery points could be used for) then those can be excluded too.
Psi dice apply to multiple things though, no different from martial arts dice which I consider a separate mechanic for this complexity rating system that I made up (but the argument behind it is valid).
Let's change things up a bit...!
As an avid lover of that "Path of the Wild Soul" barbarian, I would love a similar subclass for the bard.
Bards tend to already encompass that wild, stylish personality...applying that colorful, explosive magic to their spellcasting is not only fun, but appropriate.
It also adds a type of bard we are currently lacking...the blasty bard : )
Glamour = Control
Lore = Skill / Debuff
Sword / Valor = Martial / Melee
Eloquence = Social / Support
Whisper = Assassination / Subterfuge
...of those subclasses, the Whispers bard comes the closest to a blasty bard, but is more like a rogue that magically enhances their weapons.
I would propose a bard subclass that is more like an Evoker Wizard...channeling their magic do some damage.
Applying the concept of a "Wild Soul" barbarian, for example:
College of Invocation: "Bards of this college have learned to invoke the immense powers of the Weave, conjuring impressive spectacles of magic. The bards mere words or shouts can create explosions of potent magic, or conjure figures of legends or folktales to aid in combat."
Like the "Wild Soul" barbarian, the bard would channel a magical effect from a chart, based upon a school of magic.
They could be called "Roars"; and by expending a Bardic Inspiration, they can generate an effect that damages, debuffs, and buffs allies, provided they can hear and see them.
Necromancy = summoning a spectral warrior that uses necrotic damage equal to Bardic Inspiration die.
Illusion = a Shadowfell wraith that delivers psychic damage equal to the Bardic Inspiration die, and Fears a target if they fail a Wisdom saving throw.
Enchantment = summons alluring sprites or Fey spirits to captivate onlookers. Attempt to Charm a number of individuals, per Bardic Inspiration used, if they fail a Charisma saving throw.
Divination = give an ally supernatural insight, giving enemies disadvantage to hit them for a turn.
Transmutation = affect an enemies natural armor or skin, reducing their AC by 2 for a turn if they fail a Constitution saving throw. Alternatively, boost an allies AC by 2 for a turn.
Evocation = deliver force damage equal to the Bardic Inspiration die, and pushes the target 10ft away if they fail a Strength saving throw.
Conjuration = teleport an ally up to 30ft away.
...these would be some fun effects that give the bard some variety and tactical uses, without making them too overpowered or undermining their role as a support class.
For players that like Wild Magic it sounds like a blast.
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If I may go back to the subject of a potential psionic class for a moment,
Back in the feedback for the UA Artificer this year, I mentioned in mine that the mechanics the Archivist used felt like they might make for a really good basis for psionics (basic cantrip effect that scales with additional damage and conditions when used with a spell slot). I was thinking earlier of taking that particular concept and combining it with the Monk's ki system (renamed psi points for these purposes) in lieu of spell slots, make the usual rules of countering magic apply so it doesn't unbalance the game, but beyond that I don't think they would need to do all that much; they certainly don't need to go as crazy as they did with the Mystic, but I think there's room to make something new while still using existing mechanics to make something that can stand on it's own. I had also toyed with the idea of taking spells that already exist and combining them into "Discipline" lists, but after a while I realized this has it's own problems as well, namely that I'm not sure there's enough thematically appropriate spells for each level to recreate each discipline...
On to other things: something else I would like to see is a Bard that uses rune magic! I was happy to see them revisiting rune magic with the Rune Knight, and I really think the idea would lend itself to Bards really well as a seeker of lore searching out runes they could spend spell slots on to create different effects; call it a College of Skalds or something of the like.
Tangent topic, but as this thread sounds more like a hope/wishlist sort of UA idea. But on the topoic of the class ability varient UA concepts.
Personally, I'm hoping for a Mundane Alchemy varient of the Alchemical Artificer-I dunno just go with Combat Chemist. Basically alternate class features for those who ddislike the Elixirs. Basically they get to produce in the moment Alchemical item varients and attack with them. Or strengthen their ally with the mundan items.
Something like... (just random spitball concepts. I have no clue on balance in 5E)
lv3 they gain Mundane Marvels -As a bonus action they may create an Alchemical Item. But these mundane marvels last only until the end of your next turn. In addition, (Some scaling number) times after a long rest, you may create a Non-Magical elixir of the Healing, Swiftness or Resilience typep. When consumed these bonuses only last for 1 min. These elixir persist until you next take a long rest. The Combat Chemist may imbibe these as a bonus action. (standard for anyone else or applying it to anyone else)
Combat Chemists gain proficiency in Alchemical Items.
(Note: would have to disclude, or limit the time, for Antivenom-the only benefical alchemical item I know of)
Lv5. Potent Alchemy. You add your INT to thte damage or healing of Alchemical items you create. (meaning class feature or mundane). When attacking with Alchemical Items, you may attack twice. In addition, when you create an alchemical item via Mundane Marvel, you may create two items. Your range for Alchemical Items increases from 20ft, to 60ft.
The rest of the abilities would remain as is in this varient class ability. Basically it would replace their cantrip based combat with Alchemical Items. The damage scaling would be weird, level 3 Acid Flask would be rather strong (as it is thrown, 2d6+Dex damage), but it would eat bonus and action to do so. At level 5 two attacks with it-but it would also be adding two stats (Dex and int). it wouldn't really get higher than that though. So it does feel like its in line iwth the ARtificer and Battlesmith's action-bonus action damage amounts.
Having far less elixir-with far less usable time on them, is neat way to limit them in flavor as mundane items. Would have to figure out how they scale though. INT per long rest (with no ability to exchange spell slots), or perhaps Proficiency bonus per long rest. Or just gain 1 at lv 3, 2 at 6, and so on.. but those feel way too limting. Int feels most compelling. WIth the current spell list, there would be some competeting bonus action issues though (flaming sphere for instance). Also it feels less like a healing support and more like combat with some support. So maybe switch out Flaming Sphere and Mas Healing word in this varient. So acid/Alch fire, Bomb, tangler grenade, future items (ideally it would come out with more influx of mundane alchemical items--such as Liquid Caltrops, thunderstones, Liquid Blade (replicating a short sword perhaps). Potentially expanded for Poisons idk the balance on those. Proficiency because otherwise you need tavern brawler.
Though if one wanted they could expand them into a subclass. Something like lv 9 Potent Alchemy raising the DC (stuff like bombs, Tangler grenades etc), damage die (acid/alch fire,etc). and/or Change the Damage type of Mundane Marvel (bonus action creation type only). and/or bypasses magical resistances via a alchemical research trick-or they just plain become magical through refinement. Level 15. Alchemy Research No clue. Spell list? Idk, I like the Alchemists, though I wish it had vitrolic sphere. So maybe keep healing word(but not mass), acid arrow, give vitrolic sphere, cloudkill. and replace the others. Full subclas is far harder to think of. So I'd probably rather have the varient up to lv 5. And then an Artificer Infusion that is a bracer-that makes Alchemical items magic damage or something.
At this point, it’s been almost a month since the last one. I’m starting to wonder more when we’re gonna get a new UA, rather than what it will include.
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Considering the Holidays are coming soon I think we will only get new UA on January.
out of curioisty. do they release UA in chunks? or does the newest one on their page always have it?
cause I thought I had the newest UA stuff, but then I heard theres some telekentic feat?
So I'm wondering if i'm just missing stuff now~
The telekinetic feat is on the Psionic UA, together with the Psionic Spells and Psionic Subclasses for Wizards, Fighters and Rogues.
Google Unearthed Arcana, the new one should be a few lines down, saying Unearthed Arcana: Fighter, Rogue and Wizard. This is the psionic UA, the most recent one.
Since they're taking so long for the new UA, it has to be a big one. Possibly revised Class Feature Variants, or High Level Class Feature Variants, or Revised Classes/Capstone Abilities.
I think they either took a break, or are working on something big.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I don't think revised classes are a possibility at this point.
Frankly I get the feeling that the Class Feature Variants is prep for the inevitable 6e (or 5.5 maybe, who knows?). It is inevitable, they may as well get ready for when the time comes.
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More likely 5.5e. 5e is a really popular edition from what I get, and feature variants feels more like half an edition instead of a whole new one.
On the topic though, I think that more class feature variants are a strong possibility now. With the kind of stuff in eberron, including the originally UA artificer, they added some cool things. The warlock boons and invocations in particular are what interest me though.
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.
That’s because they need them so bad. They’re due for some love.
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To be honest I actually found my College of Glamour Bard plays almost entirely as a Telepath. So much so that I started to choose my spells almost exclusively with that theme.
Expertise choices were Persuasion and Insight.
Level 1 spells are Dissonant Whispers, Hideous Laughter, Healing Word
Level 2 spells: Detect Thoughts, Calm Emotions, Phantasmal Force
Level 3 spells: Tongues, Hypnotic Pattern, Clairvoyance
Level 4 spells: Dimension Door, Locate Creature
The Glamour abilities really play up the mental manipulation angle of the Bard, which has really earned the distrust of my entire party. They like the Bard, they even look to the Bard for leadership, but they never fully trust him. I love it.
Side note: I don't think I will be taking the UA psionic spells. They are thematically perfect, but I find them overwhelmingly powerful and I constantly fear power creep unbalancing my characters.
I'd love if they threw in genrealized concepts? LIke "fairly typical of the concept of the class, that can replace core class set or a subclass feature" so you could kind of personalize classes a bit more..
Would be hard to balance and such... but would be pretty neat.
Even if they're weaker giving some kind of unique twist or personalized thing would be neat. Kind of like how feats are used to personalize your character
I actually had an idea for a bard that uses the power of the elements to enhance their performance, I called it "The College of Amplification". Essentially, they would harness the power of the elements to strengthen their performances with extreme displays of wonder, like howling electrically infused chords, drum solos that shake the earth with every beat, high notes that literally send chills down your spine, and so on.
Would be cool if there were more wild bards colleges.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Sounds like a Noise Marine. I love it.
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Ooh this reminds me heavily of Legend of Mana on playstation. It had magical instruments that were in effect like these