A friend and I have both played Mystics in different campaigns.
Yes, they were a touch complicated, and OP, but they were a LOT of fun we both thought.
And even if they were scrapping that, which is just sad, I was interested in the Fighter and Rogue ones, and I've actually been playing an Aberrant Mind Sorcerer in another campaign, where there is weird crazy psychic things all bout and it fit it just perfectly. It was fun and flavorful, and I really liked it. :(
And these new subclasses all just feel very blah and uninteresting. And I do not like the PsiDie thing. It could be okay for like 1 subclass feature, but not the whole subclass, just too random for regular playing.
I can understand wanting a unifying theme, but I do not like this. for it. Hopefully something better will be developed.
Idk. Everybody's complaining about the psydie burning out on high rolls but it makes sense to me narratively.
When you first start off, you don't have much control over your power. You have a high chance of burning through your die pretty quickly, exerting too much power instead of controlling the amount you let out. Rolling high means you burn through your power faster, so you won't be able to do that very often next time unless you preserve your power (roll a 1)
As you level up and get better at controlling your abilities, the chances of you burning yourself out becomes smaller (a 1 in 6 chance to gimp your die becomes a 1 in 8, 10, 12) and you get more chances to recover it (you get more dice categories before you completely run out.)
I'm not a big fan that the old "telekinetic" feat was archived in favor of the new one, the new one also drains from your psydice. But it's also significantly stronger so there's a bit of give and take with it.
Yeah, I mean I feel like it's pretty obvious. It might not lend itself out to power gaming but as a narrative tool and even mechanically, it seems to really build upon the previous iteration. I'm looking forward to cracking out my Kalashtar Psi knight in a game sometime soon. and I can't wait till they work out the kinks and make psionics an official thing.
Idk. Everybody's complaining about the psydie burning out on high rolls but it makes sense to me narratively.
When you first start off, you don't have much control over your power. You have a high chance of burning through your die pretty quickly, exerting too much power instead of controlling the amount you let out. Rolling high means you burn through your power faster, so you won't be able to do that very often next time unless you preserve your power (roll a 1)
As you level up and get better at controlling your abilities, the chances of you burning yourself out becomes smaller (a 1 in 6 chance to gimp your die becomes a 1 in 8, 10, 12) and you get more chances to recover it (you get more dice categories before you completely run out.)
I'm not a big fan that the old "telekinetic" feat was archived in favor of the new one, the new one also drains from your psydice. But it's also significantly stronger so there's a bit of give and take with it.
The problem with this is it has nothing to do with any "control" that your character learns as it will always be random and completely out of your character's control.
Idk. Everybody's complaining about the psydie burning out on high rolls but it makes sense to me narratively.
When you first start off, you don't have much control over your power. You have a high chance of burning through your die pretty quickly, exerting too much power instead of controlling the amount you let out. Rolling high means you burn through your power faster, so you won't be able to do that very often next time unless you preserve your power (roll a 1)
As you level up and get better at controlling your abilities, the chances of you burning yourself out becomes smaller (a 1 in 6 chance to gimp your die becomes a 1 in 8, 10, 12) and you get more chances to recover it (you get more dice categories before you completely run out.)
The problem with this is it has nothing to do with any "control" that your character learns as it will always be random and completely out of your character's control.
well yeah but i think what they are doing here is that psionics is supposed to be a thing that is incredebly hard to do, conjuring an effect from your mind is likely an less straightforward process compared to casting a spell, and the effectiveness of your disiplinces will most likely differ massively depending on your current emotional state when you are trying to manifest the effect, remember none of these sub classes are full on psions, they are people who dabble a little in psionics or people who are gifted with some amount of it, but they will not have a mastery of the skill like an mystic or psion might. The sorcerer is still an sorcerer, and his spells are still spells, but he can manifest some effects with the power of the mind
The most likely outcome of rolling the psi dice will always be nothing at all happening to its size, but sometimes it does. The high and low numbers may also be ruled by your subconscious making decisions instead of your conscious mind, deciding when to conserve and when to lash out with energy
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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
These are my late night thoughts put in writing. Should sleep. I doubt this is even coherent.
Psi Ability
Int is your Psi ability for your psionic powers. The power of your abilities comes from years of mental discipline and focus as you trained your mind to do extraordinary things. You use your Intelligence whenever a Psion power refers to your Psi ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic power you use and when making an attack roll with one.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier
Psi attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Discipline
Choose one Psionic Discipline to represent the focus of your talent and training. Each Discipline grants you powers, abilities, and other features when you choose it at 1st level. It also grants you additional ways to use your chosen Discipline 2nd, 6th, 8th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Secondary Psionic Discipline
At 10th level select a second Psionic Discipline. You have expanded your training and understanding to include abilities from this Discipline. You gain all the 1st level abilities of that Discipline when you gain this feature. You gain the next feature of this ability at 12th level and the next at 19th level
Telekinetic
Telekinetic Punch
Starting at 1st level, when you select this Psionic Discipline you can use an action to create a dense ball of telekinetic force that streaks towards a creature within 30 feet. Make a ranged Psi Attack against the target. On a hit, the target takes 1d10 + your Intelligence modifier in force damage.
As you level, the number to Telekinetic Punches you can do each turn increases: two at level 5, three at 11th level and four at 17th level.
Telekinetic Boost
Starting at 1st level, when you select this Psionic Discipline you can use a bonus action to double the distance you can jump or as an action triple the distance you or an ally can jump.
Special Telekinetic Maneuvers
At 2nd level you gain the ability to do special attack actions using your Telekinetic Discipline.
Telekinetic Grapple
You can attempt to use your mental strength to grapple a creature within range. As an action you can make a special Psi ranged attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Telekinetic Grapple must be within 30 feet and a creature that you can see. You try to seize the target by making a grapple check instead of an attack roll: make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Telekinetic Grapple. A Telekinetically Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check. Should you (or the creature) move beyond 30 feet from one another, the Telekinetic Grapple immediately ends.
Moving a Telekinetically Grappled Creature. You can drag or carry the grappled creature up to 15 feet per round.
You can only Telekinetically Grapple a single target at a time.
Telekinetic Shove
Using the Attack action, you can make a special Psi ranged attack to shove a creature, either to knock it prone or push it away from you. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within 30 feet. Instead of making an attack roll, you make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Kinetic Deflection
Starting at 6th level, you can use your reaction to lessen the damage of an attack. You decrease the damage of a single damage source by 1d10 + your level in this class.
Telekinesis
At 8th level your mind has become strong enough to move things that your body may not. Your Telekinetic carrying capacity is your Intelligence score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your Telekinetic carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Any thing that you move via this ability is dropped if it moves beyond 30 feet of your location.
You can use this ability to do fine manipulation such as untying knots or using tools without difficulty as long as you are within 30 feet of the task.
Your Telekinetic carrying capacity, Push, Drag, lift and Range are doubled at 12th level and tripled at 20th level.
Telekinetic Storm
At 17th level you can unleash your rage in a storm of flying debris in a 20-foot radius of you for 1 minute. Any creature that starts is turn or enters the area for the first time on its turn, takes 2d10 Force Damage. The area of effect is also considered difficult terrain for all creatures except you as they are battered by the telekinetic forces and loose objects whirling about.
As a bonus action you can end the effect and force all creatures other than yourself to make a strength saving throw. If they fail, they are pushed 20 feet directly away from you and knocked prone. If they succeed in the saving throw, they are still moved but do not get knocked prone.
Once you use this ability, you can not use it again until you complete a long rest.
These are my late night thoughts put in writing. Should sleep. I doubt this is even coherent.
Psi Ability
Int is your Psi ability for your psionic powers. The power of your abilities comes from years of mental discipline and focus as you trained your mind to do extraordinary things. You use your Intelligence whenever a Psion power refers to your Psi ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic power you use and when making an attack roll with one.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier
Psi attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Discipline
Choose one Psionic Discipline to represent the focus of your talent and training. Each Discipline grants you powers, abilities, and other features when you choose it at 1st level. It also grants you additional ways to use your chosen Discipline 2nd, 6th, 8th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Secondary Psionic Discipline
At 10th level select a second Psionic Discipline. You have expanded your training and understanding to include abilities from this Discipline. You gain all the 1st level abilities of that Discipline when you gain this feature. You gain the next feature of this ability at 12th level and the next at 19th level
Telekinetic
Telekinetic Punch
Starting at 1st level, when you select this Psionic Discipline you can use an action to create a dense ball of telekinetic force that streaks towards a creature within 30 feet. Make a ranged Psi Attack against the target. On a hit, the target takes 1d10 + your Intelligence modifier in force damage.
As you level, the number to Telekinetic Punches you can do each turn increases: two at level 5, three at 11th level and four at 17th level.
Telekinetic Boost
Starting at 1st level, when you select this Psionic Discipline you can use a bonus action to double the distance you can jump or as an action triple the distance you or an ally can jump.
Special Telekinetic Maneuvers
At 2nd level you gain the ability to do special attack actions using your Telekinetic Discipline.
Telekinetic Grapple
You can attempt to use your mental strength to grapple a creature within range. As an action you can make a special Psi ranged attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Telekinetic Grapple must be within 30 feet and a creature that you can see. You try to seize the target by making a grapple check instead of an attack roll: make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Telekinetic Grapple. A Telekinetically Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check. Should you (or the creature) move beyond 30 feet from one another, the Telekinetic Grapple immediately ends.
Moving a Telekinetically Grappled Creature. You can drag or carry the grappled creature up to 15 feet per round.
You can only Telekinetically Grapple a single target at a time.
Telekinetic Shove
Using the Attack action, you can make a special Psi ranged attack to shove a creature, either to knock it prone or push it away from you. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within 30 feet. Instead of making an attack roll, you make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Kinetic Deflection
Starting at 6th level, you can use your reaction to lessen the damage of an attack. You decrease the damage of a single damage source by 1d10 + your level in this class.
Telekinesis
At 8th level your mind has become strong enough to move things that your body may not. Your Telekinetic carrying capacity is your Intelligence score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your Telekinetic carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Any thing that you move via this ability is dropped if it moves beyond 30 feet of your location.
You can use this ability to do fine manipulation such as untying knots or using tools without difficulty as long as you are within 30 feet of the task.
Your Telekinetic carrying capacity, Push, Drag, lift and Range are doubled at 12th level and tripled at 20th level.
Telekinetic Storm
At 17th level you can unleash your rage in a storm of flying debris in a 20-foot radius of you for 1 minute. Any creature that starts is turn or enters the area for the first time on its turn, takes 2d10 Force Damage. The area of effect is also considered difficult terrain for all creatures except you as they are battered by the telekinetic forces and loose objects whirling about.
As a bonus action you can end the effect and force all creatures other than yourself to make a strength saving throw. If they fail, they are pushed 20 feet directly away from you and knocked prone. If they succeed in the saving throw, they are still moved but do not get knocked prone.
Once you use this ability, you can not use it again until you complete a long rest.
2nd, 6th and 10th level are all kinda strange milestones is the disiplince like spells or more akin to an subclass here ?
I can get behind the idea of the subconscious mind, but I think a full Psion class should be able to master their minds completely.
Agreed. Possible psion class feature could be that they roll the psi-die with advantage.
I think I would just give them an ability to reduce the number rolled on their PsiDie by 1 as a reaction a number of times/LR = Int mod. It could be used to negate a bust roll or force a boom roll.
It’s directly controlled by the player increasing that stat, so yay player agency. It would also definitely add a layer of control that people feel is missing.
That might be too powerful though, so maybe just make it a 1ce/Short Rest ability they can gain after 10th-level? I’m still working on the concept.
Maybe something more like this:
“Beginning at Xth- level, you can goose to reroll the result on your Psionic Tallent Die. If you do so, you must use the new roll. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature when you finish a long rest.”
I think I would just give them an ability to reduce the number rolled on their PsiDie by 1 as a reaction a number of times/LR = Int mod. It could be used to negate a bust roll or force a boom roll.
It’s directly controlled by the player increasing that stat, so yay player agency. It would also definitely add a layer of control that people feel is missing.
That might be too powerful though, so maybe just make it a 1ce/Short Rest ability they can gain after 10th-level? I’m still working on the concept.
I'm thinking thats too powerful. That and you now have to keep track of the number of times you can reduce as well as your psi-die size. Feel its more elegant to just roll two dice and picking between them.
I think I would just give them an ability to reduce the number rolled on their PsiDie by 1 as a reaction a number of times/LR = Int mod. It could be used to negate a bust roll or force a boom roll.
It’s directly controlled by the player increasing that stat, so yay player agency. It would also definitely add a layer of control that people feel is missing.
That might be too powerful though, so maybe just make it a 1ce/Short Rest ability they can gain after 10th-level? I’m still working on the concept.
I'm thinking thats too powerful. That and you now have to keep track of the number of times you can reduce as well as your psi-die size. Feel its more elegant to just roll two dice and picking between them.
It’s no more to track than any other “you can use this ability a number of times equal to your ____ modifier per long rest” ability, such as Bardic Inspiration.
Maybe something more like this:
“Beginning at Xth- level, you can choose to reroll the result on your Psionic Tallent Die. If you do so, you must use the new roll. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature when you finish a long rest.”
I think I would just give them an ability to reduce the number rolled on their PsiDie by 1 as a reaction a number of times/LR = Int mod. It could be used to negate a bust roll or force a boom roll.
It’s directly controlled by the player increasing that stat, so yay player agency. It would also definitely add a layer of control that people feel is missing.
That might be too powerful though, so maybe just make it a 1ce/Short Rest ability they can gain after 10th-level? I’m still working on the concept.
I'm thinking thats too powerful. That and you now have to keep track of the number of times you can reduce as well as your psi-die size. Feel its more elegant to just roll two dice and picking between them.
It’s no more to track than any other “you can use this ability a number of times equal to your ____ modifier per long rest” ability, such as Bardic Inspiration.
Maybe something more like this:
“Beginning at Xth- level, you can goose to reroll the result on your Psionic Tallent Die. If you do so, you must use the new roll. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature when you finish a long rest.”
i think they were going for the idea that psionics is an dangerous and difficult ordeal, so much in fact that one may never fully master and control it like one might with magic, that temporary bursts of emotion and your current mood might affect how effective the disciplines you are trying to manifest will end up, as well as how many distactions there are and how clear your mind is at the moment, so i think in that sense this feature is a good compromise, you are not immune to bad rolls, but you become more resistant to them just like how a skilled psion might become less receptive to distractions and emotions, but never truly rid of them competely
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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
How about this? Still no Talent Die, but added in Psi Points.
Psi Ability
Int is your Psi ability for your psionic powers. The power of your abilities comes from years of mental discipline and focus as you trained your mind to do extraordinary things. You use your Intelligence whenever a Psion power refers to your Psi ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic power you use and when making an attack roll with one.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier
Psi attack modifier = your proficiency bonus + your Intelligence modifier
Psi Points
By spending the required Psi Points, you can add enhancements as described under each ability. You may only apply an enhancement to an ability once per turn unless the ability says otherwise.
You have a number of Psi Points equal to your proficiency bonus + your Intelligence modifier. You regain all expend Psi Points upon completing either a long or short rest.
Psionic Discipline
Choose one Psionic Discipline to represent the focus of your talent and training. Each Discipline grants you powers, abilities, and other features when you choose it at 1st level. It also grants you additional ways to use your chosen Discipline 2nd, 6th, 8th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Secondary Psionic Discipline
At 10th level select a second Psionic Discipline. You have expanded your training and understanding to include abilities from this Discipline. You gain all the 1st level abilities of that Discipline when you gain this feature. You gain the next feature of this ability at 12th level and the next at 19th level
Telekinetic
Telekinetic Punch
Starting at 1st level, when you select this Psionic Discipline you can use an action to create a dense ball of telekinetic force that streaks towards a creature within 30 feet. Make a ranged Psi Attack against the target. On a hit, the target takes 1d10 + your Intelligence modifier in force damage.
At 5th level you may make two separate Telekinetic Punch attacks each turn. You may spend Psi Points to enhance each attack separately when you make the attack.
Pushing attack: On a successful attack roll, you may expend 1 PP to force the target to make a Strength Saving throw or be pushed 5 feet directly away from you.
Forceful Attack: After making the attack roll, you may expend 1 PP to increase the damage of the Telekinetic Punch by an amount equal to your proficiency bonus.
Telekinetic Boost
Starting at 1st level, when you select this Psionic Discipline you can use a bonus action to double the distance you can jump or as an action triple the distance you or an ally can jump.
Telekinetic Disengage: You may spend 1 Psi Point as part of the Bonus action to double your jump distance to also to use the Disengage Action.
Telekinetic Grapple
Starting at 2nd level, you can attempt to use your mental strength to grapple a creature within range. As an Attack action, you can make a special Psi ranged attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Telekinetic Grapple must be within 30 feet and a creature that you can see. You try to seize the target by making a grapple check instead of an attack roll: make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Telekinetic Grapple. A Telekinetically Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check. Should you (or the creature) move beyond 30 feet from one another, the Telekinetic Grapple immediately ends.
Moving a Telekinetically Grappled Creature. You can drag or carry the grappled creature up to 15 feet per round.
You can only Telekinetically Grapple a single target at a time.
Strength of Will: You may expend 1 Psi Point to give yourself advantage on your Intelligence (Athletics) check to Grapple.
Telekinetic Shove
Beginning at 2nd level, you can use an Attack action to make a special Psi ranged attack to shove a creature, either to knock it prone or push it away from you. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be within 30 feet. Instead of making an attack roll, you make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Strength of Will: You may expend 1 Psi Point to give yourself advantage on your Intelligence (Athletics) check to Shove.
Kinetic Deflection
Starting at 6th level, you can use your reaction to lessen the damage of an attack against you. You decrease the damage you take from a single damage source by 1d10 + your level in this class.
Kinetic Protector: If you expend 1 Psi Point you may use this reaction to defend an ally within 30 feet instead.
Telekinesis
At 8th level your mind has become strong enough to move objects that your body may not. Your Telekinetic carrying capacity is your Intelligence score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift objects that weight in pounds up to twice your Telekinetic carrying capacity (or 30 times your Intelligence score). While pushing or dragging objects that weigh in excess of your carrying capacity, your speed drops to 5 feet.
Any object that you move via this ability is dropped if it moves beyond 30 feet of your location.
You can use this ability to do fine manipulation such as untying knots or using tools without difficulty as long as you are within 30 feet of the task.
Your Telekinetic carrying capacity, Push, Drag, lift and Range are doubled at 12th level and tripled at 20th level.
Over Reaching: You may expend 1 Psi Point to double your current range with this ability for 1 minute.
Feat of Mental Strength: You may expend 1 Psi Point to double your current Push, Drag and Lift weight limit for 1 minute.
Telekinetic Storm
At 17th level you can unleash your rage in a storm of flying debris in a 20-foot radius of you for 1 minute. Any creature that starts is turn or enters the area for the first time on its turn, takes 2d10 Force Damage. The area of effect is also considered difficult terrain for all creatures except you.
As a bonus action you can end the effect and force all creatures other than yourself to make a strength saving throw. If they fail, they are pushed 20 feet directly away from you and knocked prone. If they succeed in the saving throw, they are still moved but do not get knocked prone.
Once you use this ability, you can’t do so again until you complete a long rest.
Boundless Energy: You may expend 1 Psi Point to increase the radius of this effect to 30 feet or increase the Force damage to 3d10. You may expend 3 Psi Points to do both.
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A friend and I have both played Mystics in different campaigns.
Yes, they were a touch complicated, and OP, but they were a LOT of fun we both thought.
And even if they were scrapping that, which is just sad, I was interested in the Fighter and Rogue ones, and I've actually been playing an Aberrant Mind Sorcerer in another campaign, where there is weird crazy psychic things all bout and it fit it just perfectly. It was fun and flavorful, and I really liked it. :(
And these new subclasses all just feel very blah and uninteresting. And I do not like the PsiDie thing. It could be okay for like 1 subclass feature, but not the whole subclass, just too random for regular playing.
I can understand wanting a unifying theme, but I do not like this. for it. Hopefully something better will be developed.
Idk. Everybody's complaining about the psydie burning out on high rolls but it makes sense to me narratively.
When you first start off, you don't have much control over your power. You have a high chance of burning through your die pretty quickly, exerting too much power instead of controlling the amount you let out. Rolling high means you burn through your power faster, so you won't be able to do that very often next time unless you preserve your power (roll a 1)
As you level up and get better at controlling your abilities, the chances of you burning yourself out becomes smaller (a 1 in 6 chance to gimp your die becomes a 1 in 8, 10, 12) and you get more chances to recover it (you get more dice categories before you completely run out.)
I'm not a big fan that the old "telekinetic" feat was archived in favor of the new one, the new one also drains from your psydice. But it's also significantly stronger so there's a bit of give and take with it.
Yes, you see it.
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Yeah, I mean I feel like it's pretty obvious. It might not lend itself out to power gaming but as a narrative tool and even mechanically, it seems to really build upon the previous iteration. I'm looking forward to cracking out my Kalashtar Psi knight in a game sometime soon. and I can't wait till they work out the kinks and make psionics an official thing.
The problem with this is it has nothing to do with any "control" that your character learns as it will always be random and completely out of your character's control.
She/Her Player and Dungeon Master
well yeah but i think what they are doing here is that psionics is supposed to be a thing that is incredebly hard to do, conjuring an effect from your mind is likely an less straightforward process compared to casting a spell, and the effectiveness of your disiplinces will most likely differ massively depending on your current emotional state when you are trying to manifest the effect, remember none of these sub classes are full on psions, they are people who dabble a little in psionics or people who are gifted with some amount of it, but they will not have a mastery of the skill like an mystic or psion might. The sorcerer is still an sorcerer, and his spells are still spells, but he can manifest some effects with the power of the mind
The most likely outcome of rolling the psi dice will always be nothing at all happening to its size, but sometimes it does. The high and low numbers may also be ruled by your subconscious making decisions instead of your conscious mind, deciding when to conserve and when to lash out with energy
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 can get behind the idea of the subconscious mind, but I think a full Psion class should be able to master their minds completely.
She/Her Player and Dungeon Master
These are my late night thoughts put in writing. Should sleep. I doubt this is even coherent.
Psi Ability
Int is your Psi ability for your psionic powers. The power of your abilities comes from years of mental discipline and focus as you trained your mind to do extraordinary things. You use your Intelligence whenever a Psion power refers to your Psi ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic power you use and when making an attack roll with one.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier
Psi attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Discipline
Choose one Psionic Discipline to represent the focus of your talent and training. Each Discipline grants you powers, abilities, and other features when you choose it at 1st level. It also grants you additional ways to use your chosen Discipline 2nd, 6th, 8th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Secondary Psionic Discipline
At 10th level select a second Psionic Discipline. You have expanded your training and understanding to include abilities from this Discipline. You gain all the 1st level abilities of that Discipline when you gain this feature. You gain the next feature of this ability at 12th level and the next at 19th level
Telekinetic
Telekinetic Punch
Starting at 1st level, when you select this Psionic Discipline you can use an action to create a dense ball of telekinetic force that streaks towards a creature within 30 feet. Make a ranged Psi Attack against the target. On a hit, the target takes 1d10 + your Intelligence modifier in force damage.
As you level, the number to Telekinetic Punches you can do each turn increases: two at level 5, three at 11th level and four at 17th level.
Telekinetic Boost
Starting at 1st level, when you select this Psionic Discipline you can use a bonus action to double the distance you can jump or as an action triple the distance you or an ally can jump.
Special Telekinetic Maneuvers
At 2nd level you gain the ability to do special attack actions using your Telekinetic Discipline.
You can attempt to use your mental strength to grapple a creature within range. As an action you can make a special Psi ranged attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Telekinetic Grapple must be within 30 feet and a creature that you can see. You try to seize the target by making a grapple check instead of an attack roll: make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Telekinetic Grapple. A Telekinetically Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check. Should you (or the creature) move beyond 30 feet from one another, the Telekinetic Grapple immediately ends.
Moving a Telekinetically Grappled Creature. You can drag or carry the grappled creature up to 15 feet per round.
You can only Telekinetically Grapple a single target at a time.
Using the Attack action, you can make a special Psi ranged attack to shove a creature, either to knock it prone or push it away from you. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within 30 feet. Instead of making an attack roll, you make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Kinetic Deflection
Starting at 6th level, you can use your reaction to lessen the damage of an attack. You decrease the damage of a single damage source by 1d10 + your level in this class.
Telekinesis
At 8th level your mind has become strong enough to move things that your body may not. Your Telekinetic carrying capacity is your Intelligence score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your Telekinetic carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Any thing that you move via this ability is dropped if it moves beyond 30 feet of your location.
You can use this ability to do fine manipulation such as untying knots or using tools without difficulty as long as you are within 30 feet of the task.
Your Telekinetic carrying capacity, Push, Drag, lift and Range are doubled at 12th level and tripled at 20th level.
Telekinetic Storm
At 17th level you can unleash your rage in a storm of flying debris in a 20-foot radius of you for 1 minute. Any creature that starts is turn or enters the area for the first time on its turn, takes 2d10 Force Damage. The area of effect is also considered difficult terrain for all creatures except you as they are battered by the telekinetic forces and loose objects whirling about.
As a bonus action you can end the effect and force all creatures other than yourself to make a strength saving throw. If they fail, they are pushed 20 feet directly away from you and knocked prone. If they succeed in the saving throw, they are still moved but do not get knocked prone.
Once you use this ability, you can not use it again until you complete a long rest.
She/Her Player and Dungeon Master
2nd, 6th and 10th level are all kinda strange milestones
is the disiplince like spells or more akin to an subclass here ?
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
Sub Classes. It is just a rough idea. I mostly followed Cleric for when to give new features.
She/Her Player and Dungeon Master
makes sense considering how similar mystic and cleric were i guess
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
Agreed. Possible psion class feature could be that they roll the psi-die with advantage.
Some of my 5e homebrews on GM Binder for Dark Sun, Dark Sun Sub-classes. Feel free to message me with any questions, suggestions, or critiques.
I think I would just give them an ability to reduce the number rolled on their PsiDie by 1 as a reaction a number of times/LR = Int mod. It could be used to negate a bust roll or force a boom roll.
It’s directly controlled by the player increasing that stat, so yay player agency. It would also definitely add a layer of control that people feel is missing.
That might be too powerful though, so maybe just make it a 1ce/Short Rest ability they can gain after 10th-level? I’m still working on the concept.
Maybe something more like this:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'm thinking thats too powerful. That and you now have to keep track of the number of times you can reduce as well as your psi-die size. Feel its more elegant to just roll two dice and picking between them.
Some of my 5e homebrews on GM Binder for Dark Sun, Dark Sun Sub-classes. Feel free to message me with any questions, suggestions, or critiques.
It’s no more to track than any other “you can use this ability a number of times equal to your ____ modifier per long rest” ability, such as Bardic Inspiration.
Maybe something more like this:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That is WAY too powerful. Players would always take the best result and the entire hi/low mechanic becomes a moot point.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
i think they were going for the idea that psionics is an dangerous and difficult ordeal, so much in fact that one may never fully master and control it like one might with magic, that temporary bursts of emotion and your current mood might affect how effective the disciplines you are trying to manifest will end up, as well as how many distactions there are and how clear your mind is at the moment, so i think in that sense this feature is a good compromise, you are not immune to bad rolls, but you become more resistant to them just like how a skilled psion might become less receptive to distractions and emotions, but never truly rid of them competely
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 suppose you're right. Maybe the reroll X times a day is they way to go. That way there's still a chance to screw the pooch on the roll.
Some of my 5e homebrews on GM Binder for Dark Sun, Dark Sun Sub-classes. Feel free to message me with any questions, suggestions, or critiques.
Yeah, that would be broken.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How about this? Still no Talent Die, but added in Psi Points.
Psi Ability
Int is your Psi ability for your psionic powers. The power of your abilities comes from years of mental discipline and focus as you trained your mind to do extraordinary things. You use your Intelligence whenever a Psion power refers to your Psi ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic power you use and when making an attack roll with one.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier
Psi attack modifier = your proficiency bonus + your Intelligence modifier
Psi Points
By spending the required Psi Points, you can add enhancements as described under each ability. You may only apply an enhancement to an ability once per turn unless the ability says otherwise.
You have a number of Psi Points equal to your proficiency bonus + your Intelligence modifier. You regain all expend Psi Points upon completing either a long or short rest.
Psionic Discipline
Choose one Psionic Discipline to represent the focus of your talent and training. Each Discipline grants you powers, abilities, and other features when you choose it at 1st level. It also grants you additional ways to use your chosen Discipline 2nd, 6th, 8th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Secondary Psionic Discipline
At 10th level select a second Psionic Discipline. You have expanded your training and understanding to include abilities from this Discipline. You gain all the 1st level abilities of that Discipline when you gain this feature. You gain the next feature of this ability at 12th level and the next at 19th level
Telekinetic
Telekinetic Punch
Starting at 1st level, when you select this Psionic Discipline you can use an action to create a dense ball of telekinetic force that streaks towards a creature within 30 feet. Make a ranged Psi Attack against the target. On a hit, the target takes 1d10 + your Intelligence modifier in force damage.
At 5th level you may make two separate Telekinetic Punch attacks each turn. You may spend Psi Points to enhance each attack separately when you make the attack.
Pushing attack: On a successful attack roll, you may expend 1 PP to force the target to make a Strength Saving throw or be pushed 5 feet directly away from you.
Forceful Attack: After making the attack roll, you may expend 1 PP to increase the damage of the Telekinetic Punch by an amount equal to your proficiency bonus.
Telekinetic Boost
Starting at 1st level, when you select this Psionic Discipline you can use a bonus action to double the distance you can jump or as an action triple the distance you or an ally can jump.
Telekinetic Disengage: You may spend 1 Psi Point as part of the Bonus action to double your jump distance to also to use the Disengage Action.
Telekinetic Grapple
Starting at 2nd level, you can attempt to use your mental strength to grapple a creature within range. As an Attack action, you can make a special Psi ranged attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Telekinetic Grapple must be within 30 feet and a creature that you can see. You try to seize the target by making a grapple check instead of an attack roll: make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Telekinetic Grapple. A Telekinetically Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check. Should you (or the creature) move beyond 30 feet from one another, the Telekinetic Grapple immediately ends.
Moving a Telekinetically Grappled Creature. You can drag or carry the grappled creature up to 15 feet per round.
You can only Telekinetically Grapple a single target at a time.
Strength of Will: You may expend 1 Psi Point to give yourself advantage on your Intelligence (Athletics) check to Grapple.
Telekinetic Shove
Beginning at 2nd level, you can use an Attack action to make a special Psi ranged attack to shove a creature, either to knock it prone or push it away from you. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be within 30 feet. Instead of making an attack roll, you make an Intelligence (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Strength of Will: You may expend 1 Psi Point to give yourself advantage on your Intelligence (Athletics) check to Shove.
Kinetic Deflection
Starting at 6th level, you can use your reaction to lessen the damage of an attack against you. You decrease the damage you take from a single damage source by 1d10 + your level in this class.
Kinetic Protector: If you expend 1 Psi Point you may use this reaction to defend an ally within 30 feet instead.
Telekinesis
At 8th level your mind has become strong enough to move objects that your body may not. Your Telekinetic carrying capacity is your Intelligence score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift objects that weight in pounds up to twice your Telekinetic carrying capacity (or 30 times your Intelligence score). While pushing or dragging objects that weigh in excess of your carrying capacity, your speed drops to 5 feet.
Any object that you move via this ability is dropped if it moves beyond 30 feet of your location.
You can use this ability to do fine manipulation such as untying knots or using tools without difficulty as long as you are within 30 feet of the task.
Your Telekinetic carrying capacity, Push, Drag, lift and Range are doubled at 12th level and tripled at 20th level.
Over Reaching: You may expend 1 Psi Point to double your current range with this ability for 1 minute.
Feat of Mental Strength: You may expend 1 Psi Point to double your current Push, Drag and Lift weight limit for 1 minute.
Telekinetic Storm
At 17th level you can unleash your rage in a storm of flying debris in a 20-foot radius of you for 1 minute. Any creature that starts is turn or enters the area for the first time on its turn, takes 2d10 Force Damage. The area of effect is also considered difficult terrain for all creatures except you.
As a bonus action you can end the effect and force all creatures other than yourself to make a strength saving throw. If they fail, they are pushed 20 feet directly away from you and knocked prone. If they succeed in the saving throw, they are still moved but do not get knocked prone.
Once you use this ability, you can’t do so again until you complete a long rest.
Boundless Energy: You may expend 1 Psi Point to increase the radius of this effect to 30 feet or increase the Force damage to 3d10. You may expend 3 Psi Points to do both.
She/Her Player and Dungeon Master