Is it a good multiclass? Should I add Aberrant Mind and Great Old One to make it a bloated mess? Should I have twice my proficiency bonus number of Psionic Energy or more since more abilities?
Crawford's tweet on how the two combine in an MC. You get both pools but they can only be used for their respective class abilities.
I'd stay on the simpler side and keep it to a single MC. Don't think those classes are going to give you enough for delaying higher level abilities and ASIs
The psi knight and soul knife are both underwhelming. The psi knight is a lesser battlemaster but with a psi skin. The soul knife is sorta interesting but really a d6 at 60ft is their big ability?
The one thing I feel the Psi Warrior really needs is an invisible mage hand cantrip at lvl3. A Psi Warrior shouldn't have to expend a Psi die to do what an Arcane Trickster can do at any time. I know they can take the Telekinetic feat to get it but I honestly think it should be baked into the class.
Psi warrior's has a cost, but it's also quite a bit more powerful. A Trickster is picking pockets and locks while a PW is lifting that rogue up to a 3rd story window. I think they both reflect the theme of their overall class pretty well as is.
Psi warrior 5, soul knife X could be very powerful and useful. The features would held together quite well, and while there may seem to be overlap between some features, I think the build would work in a variety of situations.
-separate pool of psi die, while reducing their individual potency, scale up by proficiency in number and so you can use those resources often. A lot of the soul knifes don’t get expended either unless they’re successful in being used.
-Psi strike action s quite versatile, and would provide a nice damage boost when needed for a rarely resisted damage type.
-protective field, while small in damage reduction, is useful in reducing any damage roll within 30ft of you. Spell damage, traps, fall damage, so on and so forth. Since it can be used in so many situations, uncanny dodge actually supports this feature since it preserves your die fir helping other party members or damage that uncanny dodge can’t reduce.
-telekinetic movement is almost like spending a resource to grant someone uncanny dodge for mobility purposes, except more powerful. It bypasses opportunity attacks and also removes allies from grapples/restraints. It can also be used to move allies to higher ground, possibly out of reach of assailants. The size limitation also only limits object manipulation, so if a gargantuan creature trusts you, you can help them too. Then there’s all the object manipulation shenanigans too, which would be much appreciated on any rogue multiclass.
-psychic blades: fighting style has good synergy, especially some of the new ones. But the best one that has caught my eye is how dueling would synergies with the psychic blades feature. Dueling gives a static +2 damage bonus when used with a melee weapon, while wielding no other weapons. The psychic blade description says the weapon manifests for each singular attack made and immediately vanishes, including for the bonus action attack. This means dueling applies with the mechanic, and is a way to gain the +2 bonus on a feature that replicates two weapon fighting, but isn’t actually two weapon fighting. This is similar to using dueling, polearm master feat, and using a quarterstaff or spear. The blades being Psycic damage is pretty awesome as they will bypass almost all creatures resistances, and also count as magical weapons.
-Psi-bolstered Knack is wonderful for a few reasons. Reason one, you already know that you failed the check when you use it, so you don’t waste it unnecessarily. Reason two, even if you fail the check after boosting it with your Psi dice, it’s not expended unless it actually changes the result into a success. Incredibly efficient use of resources. The multiclass with additional skill proficiencies makes this even more potent.
-physic whispers is basically rary’s telepathic bond. Not as reliable for distances or amount of creatures it effects. Not limited to creatures over 2 intelligence though either, though the creature does have to know at least one language.
-homing strike makes you even more reliable for getting that sneak attack off if an attack misses, and again die is only expended if you change the miss to a hit.
-phsycic teleportation is basically a variable ranger misty step that can’t be counterspelled. Late level, still quite useful.
-phsycic veil is a late level invisibility, but again can’t be counterspelled or dispelled. It also doesn’t use concentration if have gotten anything to concentrate on. perhaps a spellstoring ring effect, racial spell, or feat spell.
-steady aim can be used as needed to gain advantage to proc sneak attack on your own if necessary.
only downside mechanically I can think of is that the Psychic Blades feature only creates blades when using the Attack Action. This means they cannot be manifested with reaction attacks of any kind that I’m aware of. Kind of weird, but hay you could always “interact” with a dagger at the end of each of your turns to pick it up, and drop it at the beginning of each of your turns since dropping is free. I’d just hand wave that myself though...
I play a Hexblade which is kind of a Sith Lord ...much better than a Psi Knight IMHO. Also a Paladin seems a fair play for a Jedi and is much more effective and versatile I think. It is a bit sad to say as I like the PSI Knight as a class (which dragged me tobthe Hexblade back then - before it was launched)
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Is it a good multiclass? Should I add Aberrant Mind and Great Old One to make it a bloated mess? Should I have twice my proficiency bonus number of Psionic Energy or more since more abilities?
https://twitter.com/JeremyECrawford/status/1331690537791803394
Crawford's tweet on how the two combine in an MC. You get both pools but they can only be used for their respective class abilities.
I'd stay on the simpler side and keep it to a single MC. Don't think those classes are going to give you enough for delaying higher level abilities and ASIs
The psi knight and soul knife are both underwhelming. The psi knight is a lesser battlemaster but with a psi skin. The soul knife is sorta interesting but really a d6 at 60ft is their big ability?
Psi Knight is Jedi subclass it's amazing
Its flavorful. The class itself is just a worse battlemaster. You are limited to 3 maneuvers. Can't use it with ranged attacks (more than 30 ft).
7th level before anything else and it is jump. The really high level abilities are very good but how often do campaigns get there?
Jedi Knight tho
The one thing I feel the Psi Warrior really needs is an invisible mage hand cantrip at lvl3. A Psi Warrior shouldn't have to expend a Psi die to do what an Arcane Trickster can do at any time. I know they can take the Telekinetic feat to get it but I honestly think it should be baked into the class.
yeah but they should keep telekinetic movement as it's much stronger but having invisible mage hand would be great
Psi warrior's has a cost, but it's also quite a bit more powerful. A Trickster is picking pockets and locks while a PW is lifting that rogue up to a 3rd story window. I think they both reflect the theme of their overall class pretty well as is.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Psi warrior 5, soul knife X could be very powerful and useful. The features would held together quite well, and while there may seem to be overlap between some features, I think the build would work in a variety of situations.
-separate pool of psi die, while reducing their individual potency, scale up by proficiency in number and so you can use those resources often. A lot of the soul knifes don’t get expended either unless they’re successful in being used.
-Psi strike action s quite versatile, and would provide a nice damage boost when needed for a rarely resisted damage type.
-protective field, while small in damage reduction, is useful in reducing any damage roll within 30ft of you. Spell damage, traps, fall damage, so on and so forth. Since it can be used in so many situations, uncanny dodge actually supports this feature since it preserves your die fir helping other party members or damage that uncanny dodge can’t reduce.
-telekinetic movement is almost like spending a resource to grant someone uncanny dodge for mobility purposes, except more powerful. It bypasses opportunity attacks and also removes allies from grapples/restraints. It can also be used to move allies to higher ground, possibly out of reach of assailants. The size limitation also only limits object manipulation, so if a gargantuan creature trusts you, you can help them too. Then there’s all the object manipulation shenanigans too, which would be much appreciated on any rogue multiclass.
-psychic blades: fighting style has good synergy, especially some of the new ones. But the best one that has caught my eye is how dueling would synergies with the psychic blades feature. Dueling gives a static +2 damage bonus when used with a melee weapon, while wielding no other weapons. The psychic blade description says the weapon manifests for each singular attack made and immediately vanishes, including for the bonus action attack. This means dueling applies with the mechanic, and is a way to gain the +2 bonus on a feature that replicates two weapon fighting, but isn’t actually two weapon fighting. This is similar to using dueling, polearm master feat, and using a quarterstaff or spear. The blades being Psycic damage is pretty awesome as they will bypass almost all creatures resistances, and also count as magical weapons.
-Psi-bolstered Knack is wonderful for a few reasons. Reason one, you already know that you failed the check when you use it, so you don’t waste it unnecessarily. Reason two, even if you fail the check after boosting it with your Psi dice, it’s not expended unless it actually changes the result into a success. Incredibly efficient use of resources. The multiclass with additional skill proficiencies makes this even more potent.
-physic whispers is basically rary’s telepathic bond. Not as reliable for distances or amount of creatures it effects. Not limited to creatures over 2 intelligence though either, though the creature does have to know at least one language.
-homing strike makes you even more reliable for getting that sneak attack off if an attack misses, and again die is only expended if you change the miss to a hit.
-phsycic teleportation is basically a variable ranger misty step that can’t be counterspelled. Late level, still quite useful.
-phsycic veil is a late level invisibility, but again can’t be counterspelled or dispelled. It also doesn’t use concentration if have gotten anything to concentrate on. perhaps a spellstoring ring effect, racial spell, or feat spell.
-steady aim can be used as needed to gain advantage to proc sneak attack on your own if necessary.
only downside mechanically I can think of is that the Psychic Blades feature only creates blades when using the Attack Action. This means they cannot be manifested with reaction attacks of any kind that I’m aware of. Kind of weird, but hay you could always “interact” with a dagger at the end of each of your turns to pick it up, and drop it at the beginning of each of your turns since dropping is free. I’d just hand wave that myself though...
I play a Hexblade which is kind of a Sith Lord ...much better than a Psi Knight IMHO. Also a Paladin seems a fair play for a Jedi and is much more effective and versatile I think. It is a bit sad to say as I like the PSI Knight as a class (which dragged me tobthe Hexblade back then - before it was launched)