D&D 5E What do you think a psychic class should look like in 5e?

SkidAce

Legend
Supporter
So... You've never actually played the game with Psionicist PCs at the table, then?

Just Wild Talents?

Were these Wild Talent powers by any chance determined by the DM, or maybe random roll?


Sorry to confuse you. Yes I have.

We had several PCs, and several wild talents. I was merely describing the campaign to you.
 

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AngryMojo

First Post
Considering the trend with the classes so far, I'm expecting we'll see a single psion class with multiple builds to emulate the differing portrayals of psionics through the editions. One build that uses power points instead of spell slots like a monk using way of the four elements, one that uses power points to augment at-will abilities, and one that does something completely off the wall that nobody expects.

I completely agree with the statment that psionics lacks an identity from one edition to the next. At least wizards have always had spellbooks.
 

Curmudjinn

Explorer
A little more on the Psionicist subclass(paths) ideas. Again, names aren't final.

The Psion
The Psion gains additional Power Points per level, as well as an improved list of Augments for their known powers. Some can also use their powers to summon a Psicrystal for the day, a physical yet temporary crystalline fragment of their psyche.

The Battlemind
The Battlemind gains psionic abilities that improve their combat potential, as well as expanded combat-related powers. As a Psion creates a Psicrystal, some Battleminds can summon a blade of pure psionic energy.

The Conduit
Conduits gain Surge dice, used to further Augment their powers as a Psion does with additional Power Points beyond the norm. The catch is that failed manifestations, and/or rolling doubles(or triples) on the dice cause psionic events to happen beyond or within limited control of the Conduit. These can be anything from a random power to be unleashed with varying potency all the way to some extra-terrestrial force attempting to puppeteer the Conduit.(Think of warhammer 40,000 psyker possession, but not as drastic or deadly to the Psionicist)
 

Wrathamon

Adventurer
Tossing ideas out to see what sticks ...

the idea someone had with the expertise dice gave me this

Psionic classes access their powers (wether this is their mind or soul connecting with the weave through mental discipline or they are just tapping into power that is not magic) they get a number of power dice.

On their turn, if they have psionic focus, that takes an action to get into a proper mental state, they can roll these dice to power their abilities or hold some in reserve to use reaction ability or counter other psionic attacks (mental defenses).

Each power has a point cost to manifest. Designate how many dice your going to roll. If you met or exceed the cost you are successful. Exploding die might be nice here.
If you exceed the cost by double it uses the Augmented version of the ability.

Enemy psions can use dice to try and counter your manifestations by expending dice as a reaction (certain mental defense)

A psion can just expend their power dice as a Mind Blast. Make a Will save or take that much psychic damage. this expends the psions focus as they are unleashing a massive amount of mental energy and they roll on a "backlash" chart to see if any weird crazy stuff happens. They have to regain their focus again. <-- this might be too Nova-ish depending on how many power dice they get.

anyone like this idea?

I would add in the idea of a defensive stance (the tower of iron will, etc) I thought that was a cool idea.
 

Zodius

First Post
Skill based

Sorry for the length of this. What about simply using the existing 5E mechanic for ability check skills and basing psionics on 6 Wisdom skills, each with a group of "powers" that the psion can learn? Note: not fleshed out or balanced via playtest.

D&D 5E Psionics

6 Skills: Telepathy, Psychometabolism, Psychoportation, Psychokinesis, Clairsentience, and Metacreation
Within each skill, 6 minor powers, 3 major powers, and 1 true power
Cost of skill use is 1 for minor powers, 2 for major powers, and 4 for true powers
Recover all power points after a long rest.
Once per day, recover 1/3rd level (round up) after a short rest.
All skills are Wisdom skills. DC 0 for Innate, 10 for Minor, 15 for Major, and 20 for True.
Begin play knowing 1 skill, 0 true power, 0 major powers, and 3 minor powers.
Innate mental powers are the equivalent of cantrips. Zero power point cost to use them. Begin play knowing 3. You do not have to know a skill before learning an innate for that skill. Total of 3 innates per skill.

Psionicist (1d8)
Level
Prof
Special
PPs
Innate
Skills
Minor
Major
True
1
+2
PP Recovery, Skill Focus
3
3
1
3
0
0
2
+2
--
4
3
2
4
1
0
3
+2
Mind Focus
5
3
2
4
1
0
4
+2
Ability Score Increase
6
4
2
5
2
0
5
+3
--
7
4
2
5
2
0
6
+3
Mind Focus Ability
8
4
3
6
3
1
7
+3
--
9
4
3
6
3
1
8
+3
Ability Score Increase
10
4
3
7
4
1
9
+4
--
11
4
3
7
4
1
10
+4
Mind Focus Ability
12
5
4
8
5
1
11
+4
--
13
5
4
8
5
2
12
+4
Ability Score Increase
14
5
4
9
6
2
13
+5
--
15
5
4
9
6
2
14
+5
Mind Focus Ability
16
5
5
10
7
2
15
+5
--
17
5
5
10
7
2
16
+5
Ability Score Increase
18
5
5
11
8
3
17
+6
--
19
5
5
11
8
3
18
+6
Enhanced Recovery
20
5
6
12
9
3
19
+6
Ability Score Increase
21
5
6
12
9
3
20
+6
True Manifestation
22
5
6
13
10
3
Proficiencies: Light Armor, Shields, Rapier, Short Sword, Dagger, Quarterstaff, Light Crossbow
Note: Metal Armor interferes with the manifestation of psionic abilities, resulting in a +5 to the activation DC. Proficiency with armors of various types does not negate this penalty. Psionically active or magical metallic armor does not impose this DC penalty.

Power DC: 8 + Proficiency Bonus + Wisdom Modifier

PP Recovery: Once per day, you can regain power points equal to 1/3rd you manifesting level (round up) after a short rest.

Skill Focus: After each long rest, you choose one of the psionic skills that you are proficient with. You gain a +5 bonus to skills checks when manifesting powers from this skill.

Mind Focus: The first skill that you select becomes a mental focus for you, granting certain special abilities as you level.
Telepathy
3rd: Insert special ability here
6th: Insert special ability here
10th: Insert special ability here
14th: Insert special ability here
etc. (one list for each skill)

Enhanced Recovery: Once per day, you may use a bonus action to recover all of your power points. In addition, you may use PP Recovery 2 times per day (still requiring a short rest for each use).

True Manifestation: Select one of your True Powers and two of your Major Powers. You may manifest these powers once at no power point cost. You must complete a short or long rest before regaining the use of True Manifestation.

Innate Mental Powers:

Telepathy:

Sense Emotions
Range: 30 feet
Duration: Concentration, up to 10 minutes
You can sense the emotional state of a visible target. Alternatively, you can sense the emotional state of a group of people within range. Because of your knowledge of true emotional states, you gain advantage and expertise in skills related to social interactions with the target(s).

Short Range Mindspeak
Range: 30 feet
Duration: 1 minute
By manifesting this ability, you can speak with any sentient creation within range by telepathy. Differences in languages does not limit your ability to communicate. If you or the subject move beyond the range, this power ends.

Mental Thrust
Range: 60 feet
You attack a foe using the potency of your mind. This power only affects targets that have a mind (including incorporeal sentient undead). The target suffers 1d6 damage and is confused until the start of your next turn. A Wisdom save negates the confusion.
As you level, the potency of this power increases.

Psychometabolism:

Resistance
As resistance

Camouflage
Range: Touch
Duration: Concentration, up to 1 hour
You blend in with your natural surroundings. This gives you expertise on all Stealth or Nature rolls to remain unseen. You may move at your normal movement rate and still retain the benefits of this power. Running (or the Dash action) automatically negates this power's effect.

Body Weaponry
Range: Self
Duration: Concentration, up to 1 minute
You grow powerful claws, which allow you to attack foes in melee combat. You are automatically proficient with the claws. Your damage is 1d6 plus either your strength or your dexterity modifier (you choose).
As you level, the potency of this power increases.

Psychoportation:

Step
Range: Self (30 feet)
You instantly teleport to a spot within range that you can see. If the exit point is near a hostile target, you gain advantage on your first attack against that target, and the target suffers disadvantage on its next action.

Blurred Edge
Range: Self
Duration: Concentration, up to 10 minutes
You are indistinct and difficult to target. For the duration, melee attacks against you (excluding area of effect melee attacks) suffer a 1d4 penalty.

Molecular Dispersion
Range: 120 feet
You teleport molecules from the target, resulting in physical damage. Damage is 1d8.
As you level, the potency of this power increases.

Psychokinesis:

Deflection
Range: Touch
Duration: Concentration, up to 8 hours
The subject of this power gains an armor class bonus of your Wisdom modifier.

Force Hand
As Mage Hand

Energy Ray
Range: 150 feet
You choose a damage type. You fire a ray of the chosen damage type. You deal 1d8 points of damage.
As you level, the potency of this power increases.

Clairsentience:

Enhanced Senses
Range: Self
Duration: Concentration, up to 10 minutes
You gain advantage on Perception roll (and proficiency in Perception if you do not already have it).

Alertness
Range: Self
Duration: Concentration, up to 1 minutes
You gain a bonus to your initiative rolls equal to your Wisdom modifier. In addition, you cannot be surprised and all reaction attacks against you are disadvantaged.

Future Dissonance
Range: 120 feet
You pull future knowledge of the target into the presence, which disrupts their psyche. You deal 1d8 damage.
As you level, the potency of this power increases.

Metacreation:

Trinket
Range: 30 feet
Duration: Concentration, up to 10 minutes
You create a minor object of common materials with no moving parts. The created object can be no larger than a chair.

Mending
As Mending

Ectoplasmic Bolt
Range: 150 feet
You fire an ectoplasmic bolt (force-effect) for 1d8 damage.
As you level, the potency of this power increases.

Powers:

Telepathy:
Minor: Mindlink, Alter Emotions, Read Thoughts, etc.
Major: Imposed Reality, Psionic Blast, etc.
True: Ultrablast

Psychometabolism:
Minor: Alter Self, Cell Adjustment, Enhanced Ability, etc.
Major: Metamorphosis, Regeneration, etc.
True: Infusion

Psychoportation:
Minor: Dimension Door, Blink, Haste, etc.
Major: Teleport, Plane Shift, etc.
True: Demi-plane

Psychokinesis:
Minor: Telekinesis, Molecular Manipulation, Animation, etc.
Major: Kinetic Control, Telekinetic Wall, etc.
True: Disintegration

Clairsentience:
Minor: Danger Sense, Safe Travel, Object Reading, etc.
Major: Clairvoyance / Clairaudience, See the Past, etc.
True: Glimpse the Future

Metacreation:
Minor: Astral Construct, Fabricate, Armor, etc.
Major: Enhanced Construct, Major Creation, etc.
True: Greater Construct
 

I'm A Banana

Potassium-Rich
My idea for psionics in 5e:

Psionics is not a class, it is a system any character can dig into, regardless of class.

Psionics when it first appeared wasn't its own class, it was a series of bonus powers that anyone could get. I'd love to get back there. Psionics should not be an alternate class, it should be something EVERY character gets/can get.

But what about your psions and your battleminds and your whatnot?

I honestly don't see anything those classes do that couldn't be done either in a subclass or a feat. Initial thoughts:

  • Want a Psion/Psionicist? Look at the Wizard. Clairsentience = Divination, Psychokinetics/Telekinetics = Evocation, Psychometabolism = Transmutation, Psychoportation and Metacreation = Conjuration; Telepathy = Enchantment. Swap out the "versatile with perparation" spellbook for a "overcharge to drain yourself" augment-point system.
  • Want a psionically-charged Psychic Warrior? Why not use the Fighter? A variation on Eldritch Knight focused on Transmutation and Psychoportation with concentration-style self-buff spells would be quite nice.
  • What about your agile, quick Soulknife? Well, sprouting a lightsaber from your hand is already something warlocks can do, and it's well within reach of a feat, I feel.
  • The surging power of a Wilder? A wild sorcerer might be a natural thematic fit, but I think the Wild Surge is well within the realm of a feat (complete with enervation a la a barbarian's rage).
  • What about the 3e-style philosophical Ardent? Well, the 3e class lacks a good story, but the mantles that define it seem well within the scope of domain-like feats. Most interact with the 3e Psionic Focus mechanic, which is easy enough to import and build upon (basically, a power that recharges with a short rest that provides some effect until it is expended).
  • The psionically divine Divine Mind is another mechanic without a story, and that mechanic is AURAS! Could easily be a feat.
  • The Lurk fits in the same camp as the other Complete Psi classes: mechanic! In this case, sneak attack alterations. A feat should work well here, too.
  • 4e's emotional Ardent II is pretty much like any other 4e leader, with a dollop of augmentation thrown in. Psionic healing and bloodied burst effects are feat-able.
  • The Battlemind is a little bit psychic warrior and a bunch strikey-defender, but there's nothing unique there that couldn't be a 5e feat: free movement, a retribution manuever, and a mark.
  • 4e's Monk brings "full discipline"/movement powers to the table. A 5e monk subclass that spends ki to rocket around the battlefield would make a lot of sense.
 


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