I am making a CLASS by adding the Psi Warrior subclass to the Cleric main class, to allow a player to play a Jedi and a spellcaster class. And I request feedback.
Why?
Because the lack of INT based characters was low, Wizards released a bunch of INT options in Tasha's. And there was the Psi Warrior, as close to a jedi as possible. A player of mine has made a character, but also provided a dilemma; they want to play a cleric, but also a jedi. To serve this particular character fantasy, I'm turning the subclass into WIS based. This would've been as simple as switching all INT modifiers to WIS, but the player doesn't want to play a martial class, nor is Aberrant Mind quite what they want. A cleric is effectively their character and background concept as a whole.
There was a moment when I tried to move Psi Warrior subclass into a Monk subclass, and proposed they'd multiclass into a cleric for those Jedi mind tricks, but they really wanted to play a spellcaster who occasionally hits things and not a martial class who occasionally casts spells - in addition to moving things with their mind. And I couldn't make this into a subclass because they want to play specifically Trickery Domain Cleric. I know, "Just pick one" would be a solid response, but I don't want that. If I had a specific character fantasy I'd really want to play, I'd want the DM to help me get there through some homebrewing. I'm pro homebrewing, but I need to be careful. So, I'm here solidifying my ideas.
I want to avoid multiclassing for a campaign that starts from level 1 and which could potentially run a long time, because things get difficult narratively. There is a lot of emphasis on roleplay over combat. This isn't an official campaign or a one-shot, so the desire here is to get as much right from the get-go without tweaking it on the way. It's a world I've created, and as the DM, I want to help my players roleplay the character fantasy they really want.
If you feel this is foolish, I don't need to know that. :D
How?
The task is as follows: remove Cleric class features to include of Psi Warrior subclass features. I've provided my thought process and conclusions below in sections behind spoiler tags to make reading more manageable.
As a spellcasting class, the cleric gains nearly all of its features through spellcasting. Since Channel Divinity does nothing outside Turn/Destroy Undead as a class feature, I'm counting it out, effectively turning it into a subclass feature. The Cleric gets Spellcasting, Turn/Destroy Undead, and Divine Intervention as class features. That's 3 features I'm taking a look at;
1. Spellcasting This is the core of the class, so I'm not touching that at all.
2. Turn/Destroy Undead This is good but obviously campaign dependent. I love clichés, so undead will be a relatively common occurrence, which emphasizes the convenience of this feature.
3. Divine Intervention This can be used with an accuracy of 10-19%, and if it's successful, it takes a week to recharge. I don't considering this a class feature at all, rather a necessary flavor for the cleric similar to druidic for druids, or unarmored defense for monks. It shall stay.
Conclusions: Since I don't consider Divine Intervention or Channel Divinity as a main class features that have a constant impact on gameplay, and I'm removing Turn/Destroy Undead, this leaves the cleric main class with only Spellcasting as its only class feature. But spellcasting is big. The fact that spellcasting does most of the heavy lifting of the entire class says more than enough of the feature. Which means, I need to make it work with it.
As a martial subclass, the fighter gains mostly utility and survivability through this subclass.
1.1. Psionic Powers - Psionic Strike This is not too impactful combat-wise, on any class truthfully. The damage doesn't crit, and the ability competes with all the other features, which are probably the reason people want to play this subclass. And considering the class is cleric, which is not going to be martial, nor likely ranged either, this is not a significant issue in my mind.
1.2. Psionic Powers - Protective Field If the cleric can hold a protective concentration spell, throw out Sacred Flames, and hit things with Spiritual Weapon, I just can't allow them to reserve their reaction to protect their allies as well, which is often unused by the cleric. This kind of ability is supposed so stem from Spellcasting.
1.3. Psionic Powers - Telekinetic Movement Same argument as on Protective Field. Be it throwing the barbarian into the enemy, or pulling the rogue out of a tight spot, the fact that cleric is supposed to help their allies through Spellcasting, makes this an extremely strong addition to the turn cleric gets to do. Sure, it takes an action, but it can be so very convenient. Outside combat, this doesn't concern me as much.
2.1. Telekinetic Adept - Psi-Powered Leap This is also a bit strong, since it serves a function a spell would do. Again, outside combat, this doesn't concern me. Spells used outside combat rarely shift power dynamics much, since players often can take a short rest and replenish many features other classes can do. Additionally, it competes with the other cool psionic powers.
2.2. Telekinetic Adept - Telekinetic Thrust Similarly to Psionic Strike, I don't find this an issue. It works in conjunction with it and makes the Psionic Strike a bit more attractive for the player when considering which psionic abilities to use.
3. Guarded Mind This makes me iffy again. This kind of features are not granted to spellcasters through their main class because this is supposed to stem from Spellcasting, or from a subclass to a martial frontline class (which, granted, the Psi Warrior is).
4. Bulwark of Force This is a strict no. I can't give this kind of ability to a cleric for practically free-of-charge. It's likely this ability would ever see use in our campaign as it's such a late level, but even if it's late in the game, this is too strong addition.
5. Telekinetic Master I'm relatively fine with this. Cleric doesn't normally get this spell, so it's cool. But to get access to a 5th level spell as a capstone ability for a spellcasting class seems a bit underwhelming. Especially because everyone with access to this spell gets to cast it at level 9. As it stands, I cant grant this ability to them any earlier, but I don't want this to be their capstone. Contrasting this to a wizard, having a 5th level spell instead of 1st and 2nd level spells to cast without expending spell slots is cool, but just doesn't compare to the sheer number of things a wizard can do with Spell Mastery. Lastly as a small note, the ability does share a resource pool with the other abilities after the first use.
Conclusions: Some of these abilities don't phase me at all. Psionic Strike synergizes with a Divine Strike subclass feature but doesn't turn it into a martial class by any means. It can stay, as can the Telekinetic Thrust it gets later on. Protective Field, Telekinetic Movement, and Psi-Powered Leap are clashing with spellcasting too much. Regardless, I'm including these by making them break concentration when used. By adding concentration interruption, I can make sure the player has to make resource choices, and can't just save people for "free" (it still does consume a Psionic Energy Die). For example, dropping spells like Bane or Bless to use Protective Field as a reaction to keep the Wizard's concentration in running, sounds like a fair trade. The rule would be "using an action, bonus action, or a reaction with a psionic ability, requires momentary concentration". This also works in conjunction with Psionic Strike and Telekinetic Thrust, which are both free action-wise. Sadly, I think I'm removing Guarded Mind and Bulwark of Force entirely. Firstly, because I think they clash with spellcasting too much and I can't fix them with concentration as much as I could with the abilities above. And secondly, because I personally don't think they're part of that core character fantasy as much as enhance it. But to fill the void they leave, I'm thinking of turning the Telekinetic Master into a three-step feature;
3. Guarded Mind -> Telekinetic Virtuoso Being able to cast Telekinesis once per long rest without expending a spell slot or using verbal components. No extra uses with psi die. I think I'll let them add Telekinesis to their spell list at 9th level, but once this feature is reached, it enhances it.
4. Bulwark of Force -> Telekinetic Expert This part is tough. This should be a mid-step between Virtuoso and Master, and I'm thinking removing the somatic component and either; - the use of psionic energy die to recast it, or - adding the possibility to make an attack as a bonus action, or casting a cleric cantrip as a bonus action that requires an attack roll of a saving throw that has a casting time of 1 action.
5. Telekinetic Master Same as the original, but the added the choice of casting a cleric cantrip as a bonus action that requires an attack roll or a saving throw that has a casting time of 1 action.
Class Level Progression
Fighter subclass features are granted at levels 3, 7, 10, 15, and 18. Cleric Turn/Destroy Undead features are granted at 2, 5, 8, 11, 14, and 17. Therefore, I can move most things pretty smoothly over to cover up the voids Turn/Destroy Undead leaves behind. To add the features, I'm thinking of granting the last four Psi Warrior abilities at the equivalent last four Cleric spots. And because the first Psi Warrior feature, Psionic Powers, gives three abilities total, I thought of splitting them up: Either 1) by giving them a choice to pick one at level 2, and the get the other two at level 5, OR 2) by making that choice for them; giving Telekinetic Movement at level 2, and Psionic Strike and Protective Field at level 5, for example.
In conclusion, here's my Psi Cleric draft:
Psionic Powers At 2nd level, you learn one psionic ability of your choice: - Protective Field (breaks concentration) - Psionic Strike - Telekinetic Movement (breaks concentration)
Improved Psionic Powers At 5th level, you learn the rest of the psionic abilities.
Telekinetic Adept At 8th level, you learn the following psionic abilities: - Psi-Powered Leap (breaks concentration) - Telekinetic Thrust
Expanded spell list at 9th level: Telekinesis
Telekinetic Virtuoso At 11th level, you can cast Telekinesis once without expending a spell slot and requiring no verbal component. Resets on long rest.
Telekinetic Expert At 14th level, you can cast Telekinesis once without expending a spell slot and requiring no verbal component. Resets on long rest, unless you use a psionic energy die to cast it again.
Telekinetic Master At 17th level, you can cast Telekinesis once without expending a spell slot and requiring no components. Resets on long rest, unless you use a psionic energy die to cast it again. While concentrating on the spell, you can make one attack with a weapon as a bonus action, or cast a cleric cantrip that has a casting time of 1 action, and requires an attack roll or a saving throw.
In retrospect, I might call it the Force Cleric..
All constructive criticism is more than welcome. Thank you in advance.
Initially, I had added momentary concentration on the psionic abilities that required an action, a bonus action, or a reaction to limit the potency a protective cleric has.
So that concentration as a concept doesn't change, I've changed the wording into "as if concentrating" into those abilities instead of "requiring concentration".
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Cleric that has Psi Warrior features.
I am making a CLASS by adding the Psi Warrior subclass to the Cleric main class, to allow a player to play a Jedi and a spellcaster class.
And I request feedback.
Why?
Because the lack of INT based characters was low, Wizards released a bunch of INT options in Tasha's. And there was the Psi Warrior, as close to a jedi as possible. A player of mine has made a character, but also provided a dilemma; they want to play a cleric, but also a jedi. To serve this particular character fantasy, I'm turning the subclass into WIS based. This would've been as simple as switching all INT modifiers to WIS, but the player doesn't want to play a martial class, nor is Aberrant Mind quite what they want. A cleric is effectively their character and background concept as a whole.
There was a moment when I tried to move Psi Warrior subclass into a Monk subclass, and proposed they'd multiclass into a cleric for those Jedi mind tricks, but they really wanted to play a spellcaster who occasionally hits things and not a martial class who occasionally casts spells - in addition to moving things with their mind. And I couldn't make this into a subclass because they want to play specifically Trickery Domain Cleric. I know, "Just pick one" would be a solid response, but I don't want that. If I had a specific character fantasy I'd really want to play, I'd want the DM to help me get there through some homebrewing. I'm pro homebrewing, but I need to be careful. So, I'm here solidifying my ideas.
I want to avoid multiclassing for a campaign that starts from level 1 and which could potentially run a long time, because things get difficult narratively. There is a lot of emphasis on roleplay over combat. This isn't an official campaign or a one-shot, so the desire here is to get as much right from the get-go without tweaking it on the way. It's a world I've created, and as the DM, I want to help my players roleplay the character fantasy they really want.
If you feel this is foolish, I don't need to know that. :D
How?
The task is as follows: remove Cleric class features to include of Psi Warrior subclass features. I've provided my thought process and conclusions below in sections behind spoiler tags to make reading more manageable.
Dissecting the Cleric
As a spellcasting class, the cleric gains nearly all of its features through spellcasting. Since Channel Divinity does nothing outside Turn/Destroy Undead as a class feature, I'm counting it out, effectively turning it into a subclass feature. The Cleric gets Spellcasting, Turn/Destroy Undead, and Divine Intervention as class features. That's 3 features I'm taking a look at;
1. Spellcasting
This is the core of the class, so I'm not touching that at all.
2. Turn/Destroy Undead
This is good but obviously campaign dependent. I love clichés, so undead will be a relatively common occurrence, which emphasizes the convenience of this feature.
3. Divine Intervention
This can be used with an accuracy of 10-19%, and if it's successful, it takes a week to recharge. I don't considering this a class feature at all, rather a necessary flavor for the cleric similar to druidic for druids, or unarmored defense for monks. It shall stay.
Conclusions:
Since I don't consider Divine Intervention or Channel Divinity as a main class features that have a constant impact on gameplay, and I'm removing Turn/Destroy Undead, this leaves the cleric main class with only Spellcasting as its only class feature. But spellcasting is big. The fact that spellcasting does most of the heavy lifting of the entire class says more than enough of the feature. Which means, I need to make it work with it.
Dissecting the Psi Warrior
As a martial subclass, the fighter gains mostly utility and survivability through this subclass.
1.1. Psionic Powers - Psionic Strike
This is not too impactful combat-wise, on any class truthfully. The damage doesn't crit, and the ability competes with all the other features, which are probably the reason people want to play this subclass. And considering the class is cleric, which is not going to be martial, nor likely ranged either, this is not a significant issue in my mind.
1.2. Psionic Powers - Protective Field
If the cleric can hold a protective concentration spell, throw out Sacred Flames, and hit things with Spiritual Weapon, I just can't allow them to reserve their reaction to protect their allies as well, which is often unused by the cleric. This kind of ability is supposed so stem from Spellcasting.
1.3. Psionic Powers - Telekinetic Movement
Same argument as on Protective Field. Be it throwing the barbarian into the enemy, or pulling the rogue out of a tight spot, the fact that cleric is supposed to help their allies through Spellcasting, makes this an extremely strong addition to the turn cleric gets to do. Sure, it takes an action, but it can be so very convenient. Outside combat, this doesn't concern me as much.
2.1. Telekinetic Adept - Psi-Powered Leap
This is also a bit strong, since it serves a function a spell would do. Again, outside combat, this doesn't concern me. Spells used outside combat rarely shift power dynamics much, since players often can take a short rest and replenish many features other classes can do. Additionally, it competes with the other cool psionic powers.
2.2. Telekinetic Adept - Telekinetic Thrust
Similarly to Psionic Strike, I don't find this an issue. It works in conjunction with it and makes the Psionic Strike a bit more attractive for the player when considering which psionic abilities to use.
3. Guarded Mind
This makes me iffy again. This kind of features are not granted to spellcasters through their main class because this is supposed to stem from Spellcasting, or from a subclass to a martial frontline class (which, granted, the Psi Warrior is).
4. Bulwark of Force
This is a strict no. I can't give this kind of ability to a cleric for practically free-of-charge. It's likely this ability would ever see use in our campaign as it's such a late level, but even if it's late in the game, this is too strong addition.
5. Telekinetic Master
I'm relatively fine with this. Cleric doesn't normally get this spell, so it's cool. But to get access to a 5th level spell as a capstone ability for a spellcasting class seems a bit underwhelming. Especially because everyone with access to this spell gets to cast it at level 9. As it stands, I cant grant this ability to them any earlier, but I don't want this to be their capstone. Contrasting this to a wizard, having a 5th level spell instead of 1st and 2nd level spells to cast without expending spell slots is cool, but just doesn't compare to the sheer number of things a wizard can do with Spell Mastery. Lastly as a small note, the ability does share a resource pool with the other abilities after the first use.
Conclusions:
Some of these abilities don't phase me at all. Psionic Strike synergizes with a Divine Strike subclass feature but doesn't turn it into a martial class by any means. It can stay, as can the Telekinetic Thrust it gets later on.
Protective Field, Telekinetic Movement, and Psi-Powered Leap are clashing with spellcasting too much. Regardless, I'm including these by making them break concentration when used. By adding concentration interruption, I can make sure the player has to make resource choices, and can't just save people for "free" (it still does consume a Psionic Energy Die). For example, dropping spells like Bane or Bless to use Protective Field as a reaction to keep the Wizard's concentration in running, sounds like a fair trade.
The rule would be "using an action, bonus action, or a reaction with a psionic ability, requires momentary concentration". This also works in conjunction with Psionic Strike and Telekinetic Thrust, which are both free action-wise.
Sadly, I think I'm removing Guarded Mind and Bulwark of Force entirely. Firstly, because I think they clash with spellcasting too much and I can't fix them with concentration as much as I could with the abilities above. And secondly, because I personally don't think they're part of that core character fantasy as much as enhance it. But to fill the void they leave, I'm thinking of turning the Telekinetic Master into a three-step feature;
3.
Guarded Mind-> Telekinetic VirtuosoBeing able to cast Telekinesis once per long rest without expending a spell slot or using verbal components. No extra uses with psi die.
I think I'll let them add Telekinesis to their spell list at 9th level, but once this feature is reached, it enhances it.
4.
Bulwark of Force-> Telekinetic ExpertThis part is tough. This should be a mid-step between Virtuoso and Master, and I'm thinking removing the somatic component and either;
- the use of psionic energy die to recast it, or
- adding the possibility to make an attack as a bonus action, or casting a cleric cantrip as a bonus action that requires an attack roll of a saving throw that has a casting time of 1 action.
5. Telekinetic Master
Same as the original, but the added the choice of casting a cleric cantrip as a bonus action that requires an attack roll or a saving throw that has a casting time of 1 action.
Class Level Progression
Fighter subclass features are granted at levels 3, 7, 10, 15, and 18. Cleric Turn/Destroy Undead features are granted at 2, 5, 8, 11, 14, and 17. Therefore, I can move most things pretty smoothly over to cover up the voids Turn/Destroy Undead leaves behind. To add the features, I'm thinking of granting the last four Psi Warrior abilities at the equivalent last four Cleric spots. And because the first Psi Warrior feature, Psionic Powers, gives three abilities total, I thought of splitting them up:
Either
1) by giving them a choice to pick one at level 2, and the get the other two at level 5,
OR
2) by making that choice for them; giving Telekinetic Movement at level 2, and Psionic Strike and Protective Field at level 5, for example.
In conclusion, here's my Psi Cleric draft:
Psionic Powers
At 2nd level, you learn one psionic ability of your choice:
- Protective Field (breaks concentration)
- Psionic Strike
- Telekinetic Movement (breaks concentration)
Improved Psionic Powers
At 5th level, you learn the rest of the psionic abilities.
Telekinetic Adept
At 8th level, you learn the following psionic abilities:
- Psi-Powered Leap (breaks concentration)
- Telekinetic Thrust
Expanded spell list at 9th level: Telekinesis
Telekinetic Virtuoso
At 11th level, you can cast Telekinesis once without expending a spell slot and requiring no verbal component. Resets on long rest.
Telekinetic Expert
At 14th level, you can cast Telekinesis once without expending a spell slot and requiring no verbal component. Resets on long rest, unless you use a psionic energy die to cast it again.
Telekinetic Master
At 17th level, you can cast Telekinesis once without expending a spell slot and requiring no components. Resets on long rest, unless you use a psionic energy die to cast it again. While concentrating on the spell, you can make one attack with a weapon as a bonus action, or cast a cleric cantrip that has a casting time of 1 action, and requires an attack roll or a saving throw.
In retrospect, I might call it the Force Cleric..
All constructive criticism is more than welcome. Thank you in advance.
I'm not opposed to criticism, I deleted my own comment :D
Initially, I had added momentary concentration on the psionic abilities that required an action, a bonus action, or a reaction to limit the potency a protective cleric has.
So that concentration as a concept doesn't change, I've changed the wording into "as if concentrating" into those abilities instead of "requiring concentration".