Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
MCDM The Talent available now. Psionics class for 5th edition D&D.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="J-H" data-source="post: 9172196" data-attributes="member: 7020951"><p>There are between 100 and 120 powers.</p><p>They are presented in alphabetical order, sorted by Order(level) instead of as one big alphabetical mass like the PHB. That should make it a lot easier to select powers at levelup.</p><p></p><p><strong>1st Order</strong> (cantrips)</p><p>The damage dice are generally a bit lower than regular 5e cantrips, which is fine. The highest damage is psychic stab, Int save or 1d10 damage.</p><p></p><p>The expected utility powers like Light and Mage Hand are present, but different. For example, the Light power emits a cone (possibly like My Light from 3.5).</p><p></p><p>A few standouts:</p><p>Time Thief, Con save, target takes 1d4 damage and you gain temp HP equal to the amount of damage.</p><p>Caress of Fire: Concentration, whenever a creature touches or hits the target for the first time on a turn, the attacker/toucher takes 1d4 fire damage. </p><p>There are several that involve movement boosts or minor forced movement. All the damage is fire, psychic, force, or necrotic. There is no "you have all the elements just like a wizard."</p><p>I like these. They all have good flavor, and, although they carry less damage, I think a lot of them will contribute to a more mobile battlefield.</p><p></p><p><strong>2nd order </strong></p><p>There are several reaction powers that let allies reroll a miss or a saving throw. There are some that cause false beliefs in the targets, forced movement, telekinetic choking, etc. There is no "X, Psionic" on the list.</p><p>These look fun. I didn't do a detailed look at all of them, but I'm sure you could build four or more viable characters with completely different powerset themes.</p><p></p><p><strong>3rd order</strong></p><p>There are some good party buffs in here. Concentration to give someone advantage on ability checks and attack rolls for a minute at 5th level is arguably better than Haste given the lack of negative side effects. Advantage on two attacks is better than straight rolls on 3 attacks, at least most of the time.</p><p></p><p>Forget: Wis save. On a failed save, for 1 minute, the target suffers one of the following: Cannot manifest psionic powers of 4th order or below; or Cannot cast spells of 3rd level or higher; or Loses all weapon proficiencies.</p><p>That's a fun debuff.</p><p></p><p>Iron: Concentration, gain +2 AC, 15 temp HP, can Attack twice instead of once, INT-based, dealing 1d10 base damage. There's a self-enhancing power like what I was looking for.</p><p></p><p>Telekinetic burst: It's fireball, but does only 5d6 force damage, and everyone who fails their save gets shoved 10' away from the center point. Cast this down into a room right before you enter it to clear the way for your party's stylish entrance.</p><p></p><p><strong>4th Order</strong> (5th level spells)</p><p>These are mostly utility spells. There's a buff/debuff aura where you can pick a target and effect each turn, a stasis field that fixes objects in place and keeps others out, and several for modifying memory or puppeting others, as well as a telekinesis one that lets you restrain creatures, or slam objects into others repeatedly. </p><p></p><p>Melt is Heat Metal on steroids, in that it deals damage and causes non-magic items to flat-out melt into slag; you can destroy plate armor this way.</p><p></p><p><strong>5th order</strong> (7th level spells)</p><p>Would you like to place a weaker Delayed Blast Fireball inside an enemy?</p><p>Telepathically message everyone in an entire city? Give an enemy vulnerability to B/P/S by turning its bones to glass? Change a Large castle gate from sturdy iron into glass? Turn your enemies against each other by making them all think they hate their boss, so that they move to and attack the BBEG? These are for you.</p><p></p><p>This level has what are basically Find the Path and True Sight, the first "looks like cleric/wizard spells" I've noticed.</p><p></p><p><strong>6th order</strong> (9th level equivalent)</p><p>Haste / slow (wis save) every creature that starts their turn in a 40' cube.</p><p>Make a Gate (only it doesn't work like Gate, but it's close) to any known place.</p><p>Suck the heat out of something, healing another creature for half the damage dealt. Low damage, but it lasts for Concentration up to a minute.</p><p>Force choke everyone within 30'.</p><p>Set someone's ability scores to 20 for 8 hours.</p><p>Create a 1 minute duration copy of a CR 10 creature within range, loyal to you, for up to a minute.</p><p>Mind Swap.</p><p>Steel: Upgraded version of the Iron power, more damage, regeneration, immune to crits. It's Concentration, but you are 17th level and have proficiency with Con saves, so punch away at +11 for 2d10+5 3 times per round.</p><p></p><p>Nothing as big as Wish, but that's fine. Pretty good stuff, with enough options for whatever thematic you're going after.</p><p></p><p>I didn't see any obvious "trap" options or things that flat don't work, unlike the PHB.</p><p></p><p>The subclass powers are a bit weaker than wizard schools, but the Talent has enough juice in the tank to not need powerful subclasses.</p><p></p><p><strong>In summary: I want to play this. It looks fun.</strong></p></blockquote><p></p>
[QUOTE="J-H, post: 9172196, member: 7020951"] There are between 100 and 120 powers. They are presented in alphabetical order, sorted by Order(level) instead of as one big alphabetical mass like the PHB. That should make it a lot easier to select powers at levelup. [B]1st Order[/B] (cantrips) The damage dice are generally a bit lower than regular 5e cantrips, which is fine. The highest damage is psychic stab, Int save or 1d10 damage. The expected utility powers like Light and Mage Hand are present, but different. For example, the Light power emits a cone (possibly like My Light from 3.5). A few standouts: Time Thief, Con save, target takes 1d4 damage and you gain temp HP equal to the amount of damage. Caress of Fire: Concentration, whenever a creature touches or hits the target for the first time on a turn, the attacker/toucher takes 1d4 fire damage. There are several that involve movement boosts or minor forced movement. All the damage is fire, psychic, force, or necrotic. There is no "you have all the elements just like a wizard." I like these. They all have good flavor, and, although they carry less damage, I think a lot of them will contribute to a more mobile battlefield. [B]2nd order [/B] There are several reaction powers that let allies reroll a miss or a saving throw. There are some that cause false beliefs in the targets, forced movement, telekinetic choking, etc. There is no "X, Psionic" on the list. These look fun. I didn't do a detailed look at all of them, but I'm sure you could build four or more viable characters with completely different powerset themes. [B]3rd order[/B] There are some good party buffs in here. Concentration to give someone advantage on ability checks and attack rolls for a minute at 5th level is arguably better than Haste given the lack of negative side effects. Advantage on two attacks is better than straight rolls on 3 attacks, at least most of the time. Forget: Wis save. On a failed save, for 1 minute, the target suffers one of the following: Cannot manifest psionic powers of 4th order or below; or Cannot cast spells of 3rd level or higher; or Loses all weapon proficiencies. That's a fun debuff. Iron: Concentration, gain +2 AC, 15 temp HP, can Attack twice instead of once, INT-based, dealing 1d10 base damage. There's a self-enhancing power like what I was looking for. Telekinetic burst: It's fireball, but does only 5d6 force damage, and everyone who fails their save gets shoved 10' away from the center point. Cast this down into a room right before you enter it to clear the way for your party's stylish entrance. [B]4th Order[/B] (5th level spells) These are mostly utility spells. There's a buff/debuff aura where you can pick a target and effect each turn, a stasis field that fixes objects in place and keeps others out, and several for modifying memory or puppeting others, as well as a telekinesis one that lets you restrain creatures, or slam objects into others repeatedly. Melt is Heat Metal on steroids, in that it deals damage and causes non-magic items to flat-out melt into slag; you can destroy plate armor this way. [B]5th order[/B] (7th level spells) Would you like to place a weaker Delayed Blast Fireball inside an enemy? Telepathically message everyone in an entire city? Give an enemy vulnerability to B/P/S by turning its bones to glass? Change a Large castle gate from sturdy iron into glass? Turn your enemies against each other by making them all think they hate their boss, so that they move to and attack the BBEG? These are for you. This level has what are basically Find the Path and True Sight, the first "looks like cleric/wizard spells" I've noticed. [B]6th order[/B] (9th level equivalent) Haste / slow (wis save) every creature that starts their turn in a 40' cube. Make a Gate (only it doesn't work like Gate, but it's close) to any known place. Suck the heat out of something, healing another creature for half the damage dealt. Low damage, but it lasts for Concentration up to a minute. Force choke everyone within 30'. Set someone's ability scores to 20 for 8 hours. Create a 1 minute duration copy of a CR 10 creature within range, loyal to you, for up to a minute. Mind Swap. Steel: Upgraded version of the Iron power, more damage, regeneration, immune to crits. It's Concentration, but you are 17th level and have proficiency with Con saves, so punch away at +11 for 2d10+5 3 times per round. Nothing as big as Wish, but that's fine. Pretty good stuff, with enough options for whatever thematic you're going after. I didn't see any obvious "trap" options or things that flat don't work, unlike the PHB. The subclass powers are a bit weaker than wizard schools, but the Talent has enough juice in the tank to not need powerful subclasses. [B]In summary: I want to play this. It looks fun.[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
MCDM The Talent available now. Psionics class for 5th edition D&D.
Top