I keep looking at some way to effectively use the Talent Die for a full Psion class, but I just can't make it work in a way the feels right. Set abilities augmented with points seems like a better over all solution to me.
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.
The Psi Point concept is better than the Talent Die.
Your thinking too small. All of that isn’t a class, that’s one power split up into a bunch of smaller abilities. Also, that’s just one flavor of Psionics, there are several others. Telepathy, psychoportation, psychometabolism, clairsentience, etc. All of that telekinetic stuff is just one of the disciplines, not main class features.
Your thinking too small. All of that isn’t a class, that’s one power split up into a bunch of smaller abilities. Also, that’s just one flavor of Psionics, there are several others. Telepathy, psychoportation, psychometabolism, clairsentience, etc. All of that telekinetic stuff is just one of the disciplines, not main class features.
That is just the Telekinetic as an example. It it not everything.
Also, trying to have a single character do everything is what got the Mystic scrapped in the first place. It did too much. If you want a balanced class, it has to have a more limited scope.
In my example, the Telekinetic is focus on a single power with clearly defined abilities that give both offensive, defensive and utilitarian capabilities.
at 10th level they gain a second Discipline of their choice allowing for customization and versatility without being able to just do it all.
Your thinking too small. All of that isn’t a class, that’s one power split up into a bunch of smaller abilities. Also, that’s just one flavor of Psionics, there are several others. Telepathy, psychoportation, psychometabolism, clairsentience, etc. All of that telekinetic stuff is just one of the disciplines, not main class features.
That is just the Telekinetic as an example. It it not everything.
See, for me I would prefer it if all the powers automatically scaled up based on character level or points expended or Psi Die or whatever. Then instead of getting specific powers at specific levels they get a list to choose from at those levels. Then they could pick their class features the way a Wizard picks spells. Not to mention, that’s only a fraction of what “psychokinesis” can do. Remember “Telekineseis” is just one power in the broader “Psychokinetic” discipline.
See, for me I would prefer it if all the powers automatically scaled up based on character level or points expended or Psi Die or whatever. Then instead of getting specific powers at specific levels they get a list to choose from at those levels. Then they could pick their class features the way a Wizard picks spells. Not to mention, that’s only a fraction of what “psychokinesis” can do. Remember “Telekineseis” is just one power in the broader “Psychokinetic” discipline.
Thats what I'm thinking as well. If you voluntarily lower your talent die, or have a talent die available of a specific size, or both, you can produce "X" effect.
I had some thoughts awhile ago for a psionic class that was based on powerful Concentration effects. One of them granted a flight speed of 15ft at 2nd or 3rd level because I personally feel that the slow levitating float is a staple of fantasy psions. Then I think I was going to allow them to concentrate on two things at like level 6 or so, but always give them a choice of 3 or 4 really good abilities that take concentration. They were going to be a Con and Int save class.
The subclasses I had in mind were:
Battlemind: Specializing in powerful short range telekinetic combat, their iconic discipline would allow them to "wield" weapons with the power of their minds. They also master the mind and body, allowing them to heal their own wounds in a limited capacity.
Shaper: Using their connection to the Astral plane to manipulate the weave, Shapers alter the very fabric of reality like githzerai anarchs, manifesting in a spellcasting subclass with a curated list of spells that are 'psionic' in flavor. At higher levels they gain the ability to concentrate on three things at once.
Weaver: Weavers focus on the threads of mental energy that connect thinking beings, making them masters of communication and mind reading.With their abilities they can coordinate a party, delve a mind for its secrets, and weave ambient mental energy into psychomanifested copies of tool kits for any situation.
Incorporating the Psi-die would be pretty easy as a way to 'overclock' the various subclass abilities
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
What would you think of calling the class "Mentalist" instead of Psion? Psion is a little bit scifi for me.
I don’t personally care what it’s called, but the tradition is that any “Psionic” character is a “Psion,” but only the main class are “Psionicists.” Frankly, as far as I’m concerned it doesn’t make much difference other than nostalgia.
I had some thoughts awhile ago for a psionic class that was based on powerful Concentration effects. One of them granted a flight speed of 15ft at 2nd or 3rd level because I personally feel that the slow levitating float is a staple of fantasy psions. Then I think I was going to allow them to concentrate on two things at like level 6 or so, but always give them a choice of 3 or 4 really good abilities that take concentration. They were going to be a Con and Int save class.
The subclasses I had in mind were:
Battlemind: Specializing in powerful short range telekinetic combat, their iconic discipline would allow them to "wield" weapons with the power of their minds. They also master the mind and body, allowing them to heal their own wounds in a limited capacity.
Shaper: Using their connection to the Astral plane to manipulate the weave, Shapers alter the very fabric of reality like githzerai anarchs, manifesting in a spellcasting subclass with a curated list of spells that are 'psionic' in flavor. At higher levels they gain the ability to concentrate on three things at once.
Weaver: Weavers focus on the threads of mental energy that connect thinking beings, making them masters of communication and mind reading.With their abilities they can coordinate a party, delve a mind for its secrets, and weave ambient mental energy into psychomanifested copies of tool kits for any situation.
Incorporating the Psi-die would be pretty easy as a way to 'overclock' the various subclass abilities
I’m personally not a fan of these. I think I like the more traditional demarcations between powers better. That was one of the things I didn’t like about the Mystic to be honest. These subclasses dictate the character’s playstyle. I would prefer that the subclasses dictate available power selection, but without inherently dictating the playstyle of the character. A Psychokineticist could specialize in either close-range or long-range stuff. Making “all psychokineticists” do the same exact stuff is like saying all Evokers have to take the same spells.
I’m personally not a fan of these. I think I like the more traditional demarcations between powers better. That was one of the things I didn’t like about the Mystic to be honest. These subclasses dictate the character’s playstyle. I would prefer that the subclasses dictate available power selection, but without inherently dictating the playstyle of the character. A Psychokineticist could specialize in either close-range or long-range stuff. Making “all psychokineticists” do the same exact stuff is like saying all Evokers have to take the same spells.
To each their own. I don't like a class that is just a grab bag of powers because it doesn't feel like it has a unifying theme or narrative. I prefer something that is anchored somewhat in the world and has a purpose.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I think we both have the same opinion, just coming from different perspectives. If you remember the AD&D players’ options that had rules for alternate schools of magic based around effect verses manner or manifestation. They didn’t care if it was Abjuration or Evocation or Summoning, all the Fire stuff went in one school, all the Force stuff went in another school. I think you and I are just organizing things along different lines. I would give all the Disciplines various options for use in various situations, and then if the Player wants to specialize in CQC, they can take the powers that best suite that playstile, where another character of the same Discipline could specialize in something different just by selecting different powers, but they could both be “Psychokineticists.”
Okay, ever seen the movie Push? How the main character was a “Mover” (Psychokineticist) and could make guns float across the room and fire them with his mind, he could also knock over scaffolding, control rolling dice, and force punch too. That’s the kind of thing I am trying to emulate, but with a tad but of diversity so that a “Mover” might pick up some powers from the other disciplines too the same way Wizards can learn spells from outside their own school.
Okay, ever seen the movie Push? How the main character was a “Mover” (Psychokineticist) and could make guns float across the room and fire them with his mind, he could also knock over scaffolding, control rolling dice, and force punch too. That’s the kind of thing I am trying to emulate, but with a tad but of diversity so that a “Mover” might pick up some powers from the other disciplines too the same way Wizards can learn spells from outside their own school.
Yeah, it was an okay movie. I don't feel like that fits the 5E paradigm really well, at least not in my mind. I think the idea of a "psionicist" and all the other psionic abilities that use words like 'psychometabolics' and x-kinetics don't jive very well with the higher fantasy feel of D&D. I think they tried to to solve that by using the term "Mystic" but that didn't jive well with people's idea of 'psionics' so it was unpopular. Honestly I think it's just a weird fit.
If I were a designer, what I would try for is something that fits better into a high fantasy setting. And we already have an intellectual class that categorizes its subclasses into different 'schools' in the Wizard so ....
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
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Please check out my homebrew, I would appreciate feedback:
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
Me not liking an idea has nothing to do with whether or not you can go ahead and make something, it just means I'm going to make something different.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
Me not liking an idea has nothing to do with whether or not you can go ahead and make something, it just means I'm going to make something different.
That’s fair. Can’t argue with that at all. Would you at least be open to reading what we got when it’s done and giving it an honest pass?
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
Me not liking an idea has nothing to do with whether or not you can go ahead and make something, it just means I'm going to make something different.
Yeah, I'm not saying it for that purpose, it's just the fact that if people don't like something that Wizards of the Coast puts out, they go online and complain until it is changed.
If people complain that Psionics doesn't feel D&D-like, that could do some serious damage to psionics as a concept.
The fact is, I am collaborating with Sposta to make a homebrew psionic class, but I don't want to have to do that. I only have to do that as long as they don't publish an official psion class. I homebrew things that don't exist, but when they do exist, I hop over to the official version (if I like it).
I can go ahead and make something, but I would prefer to not have to do that. I would prefer if Wizards of the Coast just revamped the Mystic/Psion class, and people complaining that it doesn't fit into 5e is a roadblock in my goal of getting Wizards of the Coast to make a Psion class.
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
Me not liking an idea has nothing to do with whether or not you can go ahead and make something, it just means I'm going to make something different.
Yeah, I'm not saying it for that purpose, it's just the fact that if people don't like something that Wizards of the Coast puts out, they go online and complain until it is changed.
If people complain that Psionics doesn't feel D&D-like, that could do some serious damage to psionics as a concept.
The fact is, I am collaborating with Sposta to make a homebrew psionic class, but I don't want to have to do that. I only have to do that as long as they don't publish an official psion class. I homebrew things that don't exist, but when they do exist, I hop over to the official version (if I like it).
I can go ahead and make something, but I would prefer to not have to do that. I would prefer if Wizards of the Coast just revamped the Mystic/Psion class, and people complaining that it doesn't fit into 5e is a roadblock in my goal of getting Wizards of the Coast to make a Psion class.
I keep looking at some way to effectively use the Talent Die for a full Psion class, but I just can't make it work in a way the feels right. Set abilities augmented with points seems like a better over all solution to me.
She/Her Player and Dungeon Master
The Psi Point concept is better than the Talent Die.
Your thinking too small. All of that isn’t a class, that’s one power split up into a bunch of smaller abilities. Also, that’s just one flavor of Psionics, there are several others. Telepathy, psychoportation, psychometabolism, clairsentience, etc. All of that telekinetic stuff is just one of the disciplines, not main class features.
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That is just the Telekinetic as an example. It it not everything.
Also, trying to have a single character do everything is what got the Mystic scrapped in the first place. It did too much. If you want a balanced class, it has to have a more limited scope.
In my example, the Telekinetic is focus on a single power with clearly defined abilities that give both offensive, defensive and utilitarian capabilities.
at 10th level they gain a second Discipline of their choice allowing for customization and versatility without being able to just do it all.
She/Her Player and Dungeon Master
See, for me I would prefer it if all the powers automatically scaled up based on character level or points expended or Psi Die or whatever. Then instead of getting specific powers at specific levels they get a list to choose from at those levels. Then they could pick their class features the way a Wizard picks spells. Not to mention, that’s only a fraction of what “psychokinesis” can do. Remember “Telekineseis” is just one power in the broader “Psychokinetic” discipline.
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Thats what I'm thinking as well. If you voluntarily lower your talent die, or have a talent die available of a specific size, or both, you can produce "X" effect.
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 had some thoughts awhile ago for a psionic class that was based on powerful Concentration effects. One of them granted a flight speed of 15ft at 2nd or 3rd level because I personally feel that the slow levitating float is a staple of fantasy psions. Then I think I was going to allow them to concentrate on two things at like level 6 or so, but always give them a choice of 3 or 4 really good abilities that take concentration. They were going to be a Con and Int save class.
The subclasses I had in mind were:
Battlemind: Specializing in powerful short range telekinetic combat, their iconic discipline would allow them to "wield" weapons with the power of their minds. They also master the mind and body, allowing them to heal their own wounds in a limited capacity.
Shaper: Using their connection to the Astral plane to manipulate the weave, Shapers alter the very fabric of reality like githzerai anarchs, manifesting in a spellcasting subclass with a curated list of spells that are 'psionic' in flavor. At higher levels they gain the ability to concentrate on three things at once.
Weaver: Weavers focus on the threads of mental energy that connect thinking beings, making them masters of communication and mind reading.With their abilities they can coordinate a party, delve a mind for its secrets, and weave ambient mental energy into psychomanifested copies of tool kits for any situation.
Incorporating the Psi-die would be pretty easy as a way to 'overclock' the various subclass abilities
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
What would you think of calling the class "Mentalist" instead of Psion? Psion is a little bit scifi for me.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I don’t personally care what it’s called, but the tradition is that any “Psionic” character is a “Psion,” but only the main class are “Psionicists.” Frankly, as far as I’m concerned it doesn’t make much difference other than nostalgia.
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I’m personally not a fan of these. I think I like the more traditional demarcations between powers better. That was one of the things I didn’t like about the Mystic to be honest. These subclasses dictate the character’s playstyle. I would prefer that the subclasses dictate available power selection, but without inherently dictating the playstyle of the character. A Psychokineticist could specialize in either close-range or long-range stuff. Making “all psychokineticists” do the same exact stuff is like saying all Evokers have to take the same spells.
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To each their own. I don't like a class that is just a grab bag of powers because it doesn't feel like it has a unifying theme or narrative. I prefer something that is anchored somewhat in the world and has a purpose.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I think we both have the same opinion, just coming from different perspectives. If you remember the AD&D players’ options that had rules for alternate schools of magic based around effect verses manner or manifestation. They didn’t care if it was Abjuration or Evocation or Summoning, all the Fire stuff went in one school, all the Force stuff went in another school. I think you and I are just organizing things along different lines. I would give all the Disciplines various options for use in various situations, and then if the Player wants to specialize in CQC, they can take the powers that best suite that playstile, where another character of the same Discipline could specialize in something different just by selecting different powers, but they could both be “Psychokineticists.”
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Okay, ever seen the movie Push? How the main character was a “Mover” (Psychokineticist) and could make guns float across the room and fire them with his mind, he could also knock over scaffolding, control rolling dice, and force punch too. That’s the kind of thing I am trying to emulate, but with a tad but of diversity so that a “Mover” might pick up some powers from the other disciplines too the same way Wizards can learn spells from outside their own school.
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Always been partial to psionicist, and the sub classifications of seer, shaper, telepath, egoist, nomad, and kineticist.
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, it was an okay movie. I don't feel like that fits the 5E paradigm really well, at least not in my mind. I think the idea of a "psionicist" and all the other psionic abilities that use words like 'psychometabolics' and x-kinetics don't jive very well with the higher fantasy feel of D&D. I think they tried to to solve that by using the term "Mystic" but that didn't jive well with people's idea of 'psionics' so it was unpopular. Honestly I think it's just a weird fit.
If I were a designer, what I would try for is something that fits better into a high fantasy setting. And we already have an intellectual class that categorizes its subclasses into different 'schools' in the Wizard so ....
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I don't think that the naming is what people disliked about the Mystic. Mystic is a cool name. The reason the Mystic failed is because it was OP, broken, and over-complicated.
Also, Psionics is not "too sci-fi" for D&D or 5e, because it has existed in every edition from 2e onward, it is present in basically every campaign setting (more-so in Dark Sun, Spelljammer, and Eberron than most others) and it is a major part of D&D.
Also, if you don't think it fits in D&D, don't allow it in your games. It's as simple as that. If you think it's too sci-fi, don't allow that option in your game. The fact that it has rules in 5e doesn't make it have to be canon in your D&D world.
Don't ruin our fun by not liking the idea of something. Let it be, and if you don't like the final product, just ignore the fact that it exists.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Me not liking an idea has nothing to do with whether or not you can go ahead and make something, it just means I'm going to make something different.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
That’s fair. Can’t argue with that at all. Would you at least be open to reading what we got when it’s done and giving it an honest pass?
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Yeah, I'm not saying it for that purpose, it's just the fact that if people don't like something that Wizards of the Coast puts out, they go online and complain until it is changed.
If people complain that Psionics doesn't feel D&D-like, that could do some serious damage to psionics as a concept.
The fact is, I am collaborating with Sposta to make a homebrew psionic class, but I don't want to have to do that. I only have to do that as long as they don't publish an official psion class. I homebrew things that don't exist, but when they do exist, I hop over to the official version (if I like it).
I can go ahead and make something, but I would prefer to not have to do that. I would prefer if Wizards of the Coast just revamped the Mystic/Psion class, and people complaining that it doesn't fit into 5e is a roadblock in my goal of getting Wizards of the Coast to make a Psion class.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
^^^This.
Creating Epic Boons on DDB
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