Actually if the Astral arms did Force or psychic damage, instead of radiant or necrotic, i can't think of a single thing about this that wouldn't fit psionics.
Oh, so you want to make it more OP?
But, yeah I agree, it should be force or psychic damage.
"More OP"
The Astral Monk is actually kinda weak before it hits later levels. You cannot make flurry of blows attacks with the arms, they cost 2 ki which is a hefty cost at early levels, and only last a short time.
When the monk does come online in later levels its hard to say its any more crazy than "Make a CON save or you drop to 0 hp.....oh and if you make it is still 10d10 damage" for 3 ki cost.
The Astral monk is actually quite balanced or even on the weaker side for 99% of where games are played: Tiers 1-3
Psionics is not just mind reading and telekinesis, it is more of a catch all term for "weird magic" that manipulates the world around it. It is not based on the Weave, instead being more connected to the psion's mind, and the psion has much greater control over what they "cast". Psion is also not tied to any ability score, you could justify it being any ability score for a subclass, although it works easiest with mental ones. Psionics is basically whatever the psion wants it to be, it is as open ended as magic, but with less of an emphasis on casting, and more of an emphasis on world manipulation. To put in other words: The types of magic: Divine: Usually more focused on support, with some damaging spells mixed in, leans into the preparing from the whole spell list. "Natural": Often focuses on buffs and utility, as well as a few damaging spells, however is heavily concentration focused.
Arcane: Basically everything except for healing, extremely open ended but most classes that use this can only know a small portion of the spell list at a time. "Psionics": Focused on minor buffs, some utility, some heavy damage, but has fewer options than anything else, but these options are more open ended through their upcasting.
I kind of loop this one together with the Oath of the Ancients Paladin conceptually, the oath is your lifetime job. Imagine a portal to some star-sick outer plane where aberrations try and get through. The portal can't be closed but a few Watchers have taken up the calling to protect the realms from whatever might try break through.
The spells: For the most part, I like these, Chromatic Orb and Counterspell though sort of stick out to me though. I sort of 'get' why Orb is there, to capitalize on an elemental weakness, but it seems a bit of an odd choice. Counterspell though I would replace with Dispel Magic.
Watcher's Will: I like this one, powerful but I can practically see the rushing hordes, the paladin standing at the front of the group and his aura washing over his allies strengthening their resolve. Mechanically, I feel like all 3 mental saves is a bit much. Perhaps when you use it you specify which of the 3 you are buffing?
Abjure the Extraplanar: very campaign specific, but if you have a player with this subclass as a DM, you should be taking the opportunity to push things in an Extraplanar direction anyway. I know some people voiced concerns regarding the number of types targeted, but my thoughts are "which one would you remove?" because I cant think of anything that does not belong on that list.
Aura of the Sentinel: Adding your charisma to your (likely low) initiative rolls is a nice crutch. Adding them to everyone else around you....wow. Imagine a high Dex, High Int War Wizard with heavy controls spells standing next to a Watcher....yeah you like that +15 modifier? It's strong but it's also your 'Big Aura'.
Vigilant Rebuke: I feel like this one falls into the same place as Counterspell, Whatever thought process said "they should get counterspell" also made this ability. I almost want to flip it around and have it "When a creature makes their save against a spell, you an use your reaction to deal 2d8 + your Charisma Modifier to the creature" just to yell out "HOW DARE YOU RESIST!" just for the fun of it.
Mortal Bulwark: let's for a second your campaign goes to level 20 and you're still playing. Your DM has read this ability and is ABSOLUTELY going to drop a extraplanar portal complete with horde of enemies, just to let your Mortal Bulwark ability go nuts Banishing the crap out of them. It practically writes itself.
All in all, the abilities are solid and the theme is palpable. There is a very clear intended target for this Oath, but it's not so specific not to be useful elsewhere should the campaign spend 6 months hunting down Fire Giants, it also makes for a powerful MageSlayer since it can both attack the mage directly and really mess with any summoned minions the Mage has summoned into their bidding.
What do you mean? Seriously, Yurei, what do you mean? The literal definition of psionics (not psychic, psionics, which is a different word) is just paranormal/supernatural abilities able to be used through the mind.
Alright. So, I honestly really do think this is a psionic barb. Thematically it is currently too similar to Totem Warrior for my sakes, but it fits into the psionics that have been established in D&D for decades pretty well.
My argument is about the content. Thanks very much for that Mellie, I appreciate the censuring.
Saying "I use psionics that're driven by my Constitution, and which allow me to summon toads that assault my enemies with a hailstorm of acid spittle by clenching my buttocks" is kinda like saying "I use my Druidic magic driven by my Strength score to cast Fireballs that deal poison damage by striking Pillar Man poses." You can string all those words together and they'll be more-or-less grammatically correct, but the end result is still nonsense.
Saying "psionics can be literally anything you want, driven by literally any score you like, with any effects you'd care to name" destroys the identity of a psionic character being someone with an incredibly powerful mind or an irresistible iron will. I love psychic/psionic characters, and I'm honestly terribly excited by all the attention being paid to this archetype lately...but if 'psionics' is "anything we feel like attaching the word 'psionics' to", I'm out. No book sale, no dice.
I'm gonna be honest, the physical ability scores (except constitution imo) were a serious stretch, and I regret making that post. I do not think there should be one score associated with psionics, i think that INT, WIS, and CHA all have a fairly legitimate claim, and CON is negotiable. However, historically, psionics has been pretty much "whatever power that you can think of that is connected to reality manipulation and powered by the mind". You have the obvious ones, like: Telepathy
Telekinesis
"Mind blasts" That attack minds But there is also stuff like: Apportation (teleportation)
Astral Projection
Divination
Dowsing
Transvection (flight)
Channeling
Precognition
Retrocognition
Psychometry
Telesthesia
And all the "Kinesises", of which there are a lot. Aerokinesis (air), Atmokinesis (weather), Biokinesis (basically shapeshifting), Chlorokinesis (plants), Chronokinesis (time), Cryokinesis (ice), Electrokinesis (electricity), Ergokinesis (energy), Gravitakinesis (gravity), Geokinesis (earth), Hydrokinesis (water), Magnokinesis (magnetism), Molecukinesis (matter), Photokinesis (light), Pyrokinesis (fire), Sonokinesis (sound), and Umbrakinesis (darkness).
the watchers concept is cool but all the abillities and traits feel too generic, like this is mostly a trait of paladins overall but it does not feel significantly diffrent to an normal palladin, like if you wanted to play an cool space opera buddy cop movie style campaign where you have an horizon walker ranger and an oath of the watchers palladin as they go arround towns banishing extraplanar entities, the palladin would not significantly diffrent from an typical palladin, but the ranger will feel much diffrent from an ordinary ranger, i dont know how they could really change it but the 20th level feature is the only one that really feels like what the sublclass is all about.
Maybe its the fact that the first subclass feature has to be spells and channel divinity leaving no room for cool passive abillities and then 7th level feature has to be an aura feature and this was the best they had with the theme (its really good still) but i feel they maybe could've done something better, like its good, kinda fits the theme but i dont know
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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
I kind of loop this one together with the Oath of the Ancients Paladin conceptually, the oath is your lifetime job. Imagine a portal to some star-sick outer plane where aberrations try and get through. The portal can't be closed but a few Watchers have taken up the calling to protect the realms from whatever might try break through.
The spells: For the most part, I like these, Chromatic Orb and Counterspell though sort of stick out to me though. I sort of 'get' why Orb is there, to capitalize on an elemental weakness, but it seems a bit of an odd choice. Counterspell though I would replace with Dispel Magic.
Watcher's Will: I like this one, powerful but I can practically see the rushing hordes, the paladin standing at the front of the group and his aura washing over his allies strengthening their resolve. Mechanically, I feel like all 3 mental saves is a bit much. Perhaps when you use it you specify which of the 3 you are buffing?
Abjure the Extraplanar: very campaign specific, but if you have a player with this subclass as a DM, you should be taking the opportunity to push things in an Extraplanar direction anyway. I know some people voiced concerns regarding the number of types targeted, but my thoughts are "which one would you remove?" because I cant think of anything that does not belong on that list.
Aura of the Sentinel: Adding your charisma to your (likely low) initiative rolls is a nice crutch. Adding them to everyone else around you....wow. Imagine a high Dex, High Int War Wizard with heavy controls spells standing next to a Watcher....yeah you like that +15 modifier? It's strong but it's also your 'Big Aura'.
Vigilant Rebuke: I feel like this one falls into the same place as Counterspell, Whatever thought process said "they should get counterspell" also made this ability. I almost want to flip it around and have it "When a creature makes their save against a spell, you an use your reaction to deal 2d8 + your Charisma Modifier to the creature" just to yell out "HOW DARE YOU RESIST!" just for the fun of it.
Mortal Bulwark: let's for a second your campaign goes to level 20 and you're still playing. Your DM has read this ability and is ABSOLUTELY going to drop a extraplanar portal complete with horde of enemies, just to let your Mortal Bulwark ability go nuts Banishing the crap out of them. It practically writes itself.
All in all, the abilities are solid and the theme is palpable. There is a very clear intended target for this Oath, but it's not so specific not to be useful elsewhere should the campaign spend 6 months hunting down Fire Giants, it also makes for a powerful MageSlayer since it can both attack the mage directly and really mess with any summoned minions the Mage has summoned into their bidding.
I agree, their spell list is a bit strange.
I would change Chromatic orb to something else, possibly thunderous smite, I'm not sure.
Dispel Magic would be a better choice than Counterspell.
Banishment is strange, I would just have it be Banishing Smite at 17th level. I understand this will give you a banishing spell 4 levels earlier, I just think that banishing smite is better for the paladin.
I think that the Aura is too strange to be an aura, I'd change it to a Channel Divinity ability, and make the Aura be more of an extraplanar debuff ability.
The current Channel Divinities are okay, I prefer Abjure the Extraplanar instead of the Watcher's Will.
I love Vigilant Rebuke, as far as I know there is nothing like this in the game. You will fail whether or not you succeed, I will still punish you. I love combining this with Banishment or Banishing Smite. "GO AWAY! Oh, you don't want to? THEN DIE!"
I love their capstone ability, but it is pretty Niche. Great if the Blood War ever comes to the Material Plane, terrible if you're fighting goblins or other creatures native to your plane.
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I love their capstone ability, but it is pretty Niche. Great if the Blood War ever comes to the Material Plane, terrible if you're fighting goblins or other creatures native to your plane.
If you're fighting goblins at level 20, they'd better be summoning creatures you can banish.
Backing up to the Noble Genie, because I don't think this has been discussed, leaving aside the fact that these are not the traits I would have expected for an elemental, I think people are focusing on the weaker part of the Vessel's tether. The second bullet point is much more interesting.
When you cast a spell, you can deliver it from your space or the bound creature's space.
If I'm not misunderstanding, this means the two options for sourcing a spell's location are you and your ally, implying you can cast ANY spell you have through them, even Self spells. This means a Familiar is a more fragile Astral Projection, and you can get up to some interesting shenanigans by casting Self spells on allies.
I think this would make it a very powerful one-level dip. Just imagine Wizards taking this.
See Invisibility would be great to offload.
Detect Magic would be nice as well, but isn't terribly powerful.
Mirror Image would be scary.
Thunderwave would allow some more interesting battlefield manipulations.
Misty Step... it's not clear how it would interact with the tether, but I'm guessing you could misty step to within 30 feet of your ally instead of just around yourself? Or maybe force-teleport your ally?
Blink would be scary.
Tenser's Transformation is pretty darn useless on a Wizard, but if you can pump that into a crit-fishing class, 10 minutes of advantage and 2d12 on-hit isn't shabby.
Antimagic Field would be even scarier, provided knocking out its own tether doesn't kill the spell.
Sunbeam would sort-of give your party member an auto-turret because it would be consuming your action economy to fire it, not theirs.
Wish offloading might mean you can cycle through the entire party when souls burn out. Normally as a DM I'd fiat-block something that allows you to spread wishes around, but considering your patron is a Genie...
note: just like with find familliar, you are the caster of any spell you cast, the only diffrence is where the effect comes from, so tensers transformation still affects inly you
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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
I love extra-planar characters (similar to the ranger's Horizon Walker), so having a paladin who specializes in neutralizing extra-planar threats is perfect. It also stands apart from the other Oaths by not necessarily being committed to an ideal, but a purpose.
Nice defensive features and support spells, good longevity throughout all levels of play.
The paladin is the reason for the above quote. I find the quote best describes the issues with the new paladin subclass. Purpose is ranger territory another encroachment to a class that has been thoroughly stepped on. It's even called the oath of the Watcher. Paladins should have a limitation in that their oaths are unquestionable, dogmatic and partly esoteric, it is the only thing limiting an extremely powerful class. Speaking of power the spell list once again seems to be designed to facilitate the most mechanical power to the paladin, I honestly have trouble capturing the theme. For instance wouldn't Magic circle and Glyph of warding make much more sense than Counterspell and Nondetection. Speaking of power one has to mention the insane amounts of free banishments the capstone offers as ridiculous, which I feel would be called too powerful if it wasn't the paladin dishing them out. I feel the need to add that I very much enjoy powerful characters both as a player and as a DM, but it seems to me that there is a blindspot here that should be addressed.
Reposting since the paladin is in the spotlight now
I think Chromatic orb should be replaced with Absorb Elements (I know they can't do this because it is a Xanathar's Guide spell instead of Player's Handbook, but they really should have it.)
Dispel Magic or Glyph of Warding instead of Counterspell.
Otherwise, I think their spell list is pretty okay.
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chromatic orb helps you ovecome specific energy resistances and counterspell helps counteract innate spellcasters, i feel the list fits the watchers pretty well, but the more defensive spells might be cool
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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
This paladin is clearly an attempt to be the "arcane paladin" similar to how oath of the ancients is "nature paladin". They are using their strategy of "what could divine magic do that is related to arcane magic" being "Oh! Banishment! Of course!" which they also used for the arcane cleric. Chromatic Orb actually makes sense for this concept, as does counterspell. Honestly my problem with this paladin is that many of its ablities are seriously situational (INT, CHA, and WIS saves rarely happen, and the monsters this one is clearly trying to go "screw you" towards are uncommon). What really annoys me is the 20th level ability, which only matters if you are fighting extraplanar creatures, other than truesight, so may never come up.
What do you mean? Seriously, Yurei, what do you mean? The literal definition of psionics (not psychic, psionics, which is a different word) is just paranormal/supernatural abilities able to be used through the mind.
Psionics as defined by Wikipedia: In American science fiction of the 1950s and '60s, psionics was a proposed discipline that applied principles of engineering (especially electronics) to the study (and employment) of paranormal, or psychic, phenomena, such as telepathy and psychokinesis. The term is a portmanteau of psi(in the sense of "psychic phenomena") and the -onics from electronics. The word "psionics" began as, and always remained, a term of art within the science fiction community and — despite the promotional efforts of editor John W. Campbell, Jr — it never achieved general currency, even among academic parapsychologists. In the years after the term was coined in 1951, it became increasingly evident that no scientific evidence supports the existence of "psionic" abilities.
"More OP"
The Astral Monk is actually kinda weak before it hits later levels. You cannot make flurry of blows attacks with the arms, they cost 2 ki which is a hefty cost at early levels, and only last a short time.
When the monk does come online in later levels its hard to say its any more crazy than "Make a CON save or you drop to 0 hp.....oh and if you make it is still 10d10 damage" for 3 ki cost.
The Astral monk is actually quite balanced or even on the weaker side for 99% of where games are played: Tiers 1-3
Psionics is not just mind reading and telekinesis, it is more of a catch all term for "weird magic" that manipulates the world around it. It is not based on the Weave, instead being more connected to the psion's mind, and the psion has much greater control over what they "cast". Psion is also not tied to any ability score, you could justify it being any ability score for a subclass, although it works easiest with mental ones. Psionics is basically whatever the psion wants it to be, it is as open ended as magic, but with less of an emphasis on casting, and more of an emphasis on world manipulation. To put in other words:
The types of magic:
Divine: Usually more focused on support, with some damaging spells mixed in, leans into the preparing from the whole spell list.
"Natural": Often focuses on buffs and utility, as well as a few damaging spells, however is heavily concentration focused.
Arcane: Basically everything except for healing, extremely open ended but most classes that use this can only know a small portion of the spell list at a time.
"Psionics": Focused on minor buffs, some utility, some heavy damage, but has fewer options than anything else, but these options are more open ended through their upcasting.
Woop woop, back on subject.
The Watcher on the Wall (of reality)
I kind of loop this one together with the Oath of the Ancients Paladin conceptually, the oath is your lifetime job. Imagine a portal to some star-sick outer plane where aberrations try and get through. The portal can't be closed but a few Watchers have taken up the calling to protect the realms from whatever might try break through.
The spells: For the most part, I like these, Chromatic Orb and Counterspell though sort of stick out to me though. I sort of 'get' why Orb is there, to capitalize on an elemental weakness, but it seems a bit of an odd choice. Counterspell though I would replace with Dispel Magic.
Watcher's Will: I like this one, powerful but I can practically see the rushing hordes, the paladin standing at the front of the group and his aura washing over his allies strengthening their resolve. Mechanically, I feel like all 3 mental saves is a bit much. Perhaps when you use it you specify which of the 3 you are buffing?
Abjure the Extraplanar: very campaign specific, but if you have a player with this subclass as a DM, you should be taking the opportunity to push things in an Extraplanar direction anyway. I know some people voiced concerns regarding the number of types targeted, but my thoughts are "which one would you remove?" because I cant think of anything that does not belong on that list.
Aura of the Sentinel: Adding your charisma to your (likely low) initiative rolls is a nice crutch. Adding them to everyone else around you....wow. Imagine a high Dex, High Int War Wizard with heavy controls spells standing next to a Watcher....yeah you like that +15 modifier? It's strong but it's also your 'Big Aura'.
Vigilant Rebuke: I feel like this one falls into the same place as Counterspell, Whatever thought process said "they should get counterspell" also made this ability. I almost want to flip it around and have it "When a creature makes their save against a spell, you an use your reaction to deal 2d8 + your Charisma Modifier to the creature" just to yell out "HOW DARE YOU RESIST!" just for the fun of it.
Mortal Bulwark: let's for a second your campaign goes to level 20 and you're still playing. Your DM has read this ability and is ABSOLUTELY going to drop a extraplanar portal complete with horde of enemies, just to let your Mortal Bulwark ability go nuts Banishing the crap out of them. It practically writes itself.
All in all, the abilities are solid and the theme is palpable. There is a very clear intended target for this Oath, but it's not so specific not to be useful elsewhere should the campaign spend 6 months hunting down Fire Giants, it also makes for a powerful MageSlayer since it can both attack the mage directly and really mess with any summoned minions the Mage has summoned into their bidding.
What do you mean? Seriously, Yurei, what do you mean? The literal definition of psionics (not psychic, psionics, which is a different word) is just paranormal/supernatural abilities able to be used through the mind.
Hello everyone! Just a reminder to keep our arguments and responses about the content, as opposed to one another.
Thank you!
Alright. So, I honestly really do think this is a psionic barb. Thematically it is currently too similar to Totem Warrior for my sakes, but it fits into the psionics that have been established in D&D for decades pretty well.
My argument is about the content. Thanks very much for that Mellie, I appreciate the censuring.
Saying "I use psionics that're driven by my Constitution, and which allow me to summon toads that assault my enemies with a hailstorm of acid spittle by clenching my buttocks" is kinda like saying "I use my Druidic magic driven by my Strength score to cast Fireballs that deal poison damage by striking Pillar Man poses." You can string all those words together and they'll be more-or-less grammatically correct, but the end result is still nonsense.
Saying "psionics can be literally anything you want, driven by literally any score you like, with any effects you'd care to name" destroys the identity of a psionic character being someone with an incredibly powerful mind or an irresistible iron will. I love psychic/psionic characters, and I'm honestly terribly excited by all the attention being paid to this archetype lately...but if 'psionics' is "anything we feel like attaching the word 'psionics' to", I'm out. No book sale, no dice.
Please do not contact or message me.
I'm gonna be honest, the physical ability scores (except constitution imo) were a serious stretch, and I regret making that post. I do not think there should be one score associated with psionics, i think that INT, WIS, and CHA all have a fairly legitimate claim, and CON is negotiable. However, historically, psionics has been pretty much "whatever power that you can think of that is connected to reality manipulation and powered by the mind".
You have the obvious ones, like:
Telepathy
Telekinesis
"Mind blasts" That attack minds
But there is also stuff like:
Apportation (teleportation)
Astral Projection
Divination
Dowsing
Transvection (flight)
Channeling
Precognition
Retrocognition
Psychometry
Telesthesia
And all the "Kinesises", of which there are a lot. Aerokinesis (air), Atmokinesis (weather), Biokinesis (basically shapeshifting), Chlorokinesis (plants), Chronokinesis (time), Cryokinesis (ice), Electrokinesis (electricity), Ergokinesis (energy), Gravitakinesis (gravity), Geokinesis (earth), Hydrokinesis (water), Magnokinesis (magnetism), Molecukinesis (matter), Photokinesis (light), Pyrokinesis (fire), Sonokinesis (sound), and Umbrakinesis (darkness).
the watchers concept is cool but all the abillities and traits feel too generic, like this is mostly a trait of paladins overall but it does not feel significantly diffrent to an normal palladin, like if you wanted to play an cool space opera buddy cop movie style campaign where you have an horizon walker ranger and an oath of the watchers palladin as they go arround towns banishing extraplanar entities, the palladin would not significantly diffrent from an typical palladin, but the ranger will feel much diffrent from an ordinary ranger, i dont know how they could really change it but the 20th level feature is the only one that really feels like what the sublclass is all about.
Maybe its the fact that the first subclass feature has to be spells and channel divinity leaving no room for cool passive abillities and then 7th level feature has to be an aura feature and this was the best they had with the theme (its really good still) but i feel they maybe could've done something better, like its good, kinda fits the theme but i dont know
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
I agree, their spell list is a bit strange.
I would change Chromatic orb to something else, possibly thunderous smite, I'm not sure.
Dispel Magic would be a better choice than Counterspell.
Banishment is strange, I would just have it be Banishing Smite at 17th level. I understand this will give you a banishing spell 4 levels earlier, I just think that banishing smite is better for the paladin.
I think that the Aura is too strange to be an aura, I'd change it to a Channel Divinity ability, and make the Aura be more of an extraplanar debuff ability.
The current Channel Divinities are okay, I prefer Abjure the Extraplanar instead of the Watcher's Will.
I love Vigilant Rebuke, as far as I know there is nothing like this in the game. You will fail whether or not you succeed, I will still punish you. I love combining this with Banishment or Banishing Smite. "GO AWAY! Oh, you don't want to? THEN DIE!"
I love their capstone ability, but it is pretty Niche. Great if the Blood War ever comes to the Material Plane, terrible if you're fighting goblins or other creatures native to your plane.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If you're fighting goblins at level 20, they'd better be summoning creatures you can banish.
i mean you're probably fine
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
I was just referencing something from Toril. A better monster would be a dragon.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Backing up to the Noble Genie, because I don't think this has been discussed, leaving aside the fact that these are not the traits I would have expected for an elemental, I think people are focusing on the weaker part of the Vessel's tether. The second bullet point is much more interesting.
If I'm not misunderstanding, this means the two options for sourcing a spell's location are you and your ally, implying you can cast ANY spell you have through them, even Self spells. This means a Familiar is a more fragile Astral Projection, and you can get up to some interesting shenanigans by casting Self spells on allies.
I think this would make it a very powerful one-level dip. Just imagine Wizards taking this.
note: just like with find familliar, you are the caster of any spell you cast, the only diffrence is where the effect comes from, so tensers transformation still affects inly you
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
Reposting since the paladin is in the spotlight now
I think Chromatic orb should be replaced with Absorb Elements (I know they can't do this because it is a Xanathar's Guide spell instead of Player's Handbook, but they really should have it.)
Dispel Magic or Glyph of Warding instead of Counterspell.
Otherwise, I think their spell list is pretty okay.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
chromatic orb helps you ovecome specific energy resistances and counterspell helps counteract innate spellcasters, i feel the list fits the watchers pretty well, but the more defensive spells might be cool
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
This paladin is clearly an attempt to be the "arcane paladin" similar to how oath of the ancients is "nature paladin". They are using their strategy of "what could divine magic do that is related to arcane magic" being "Oh! Banishment! Of course!" which they also used for the arcane cleric. Chromatic Orb actually makes sense for this concept, as does counterspell. Honestly my problem with this paladin is that many of its ablities are seriously situational (INT, CHA, and WIS saves rarely happen, and the monsters this one is clearly trying to go "screw you" towards are uncommon). What really annoys me is the 20th level ability, which only matters if you are fighting extraplanar creatures, other than truesight, so may never come up.
Psionics as defined by Wikipedia:
In American science fiction of the 1950s and '60s, psionics was a proposed discipline that applied principles of engineering (especially electronics) to the study (and employment) of paranormal, or psychic, phenomena, such as telepathy and psychokinesis. The term is a portmanteau of psi (in the sense of "psychic phenomena") and the -onics from electronics. The word "psionics" began as, and always remained, a term of art within the science fiction community and — despite the promotional efforts of editor John W. Campbell, Jr — it never achieved general currency, even among academic parapsychologists. In the years after the term was coined in 1951, it became increasingly evident that no scientific evidence supports the existence of "psionic" abilities.
Psioncs sound pretty darned psychic to me.
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