In my
previous thread, I proposed we use the Wizard as a template for our Psion class. Since that first post, several contributors have suggested using other core classes as a template, and have cited different (and compelling) reasons for each. But we can't do all of them at once; at some point we are going to have to pick one. In order to help us focus our creative energy and avoid spinning our wheels, we need to pick one before we move forward. And that's what this poll is for!
Which Core Class should we use for our Psion template? Choose only your favorite, and feel free to change your mind as often as you like. (That's what this is all about, folks! We don't want hard opinions, we want collaboration!) Discussion is encouraged, but let's try to keep the design-related stuff over in the other thread--I'd like to keep all of our ideas in one place.
If I had to pick one, I'd say sorcerer, because that's the closest general idea.
I've actually got a homebrew psion that I've been toying with and just started playing the other week (first time I've been a player in 5 years!). Its very similar to sorcerer, that is, a pseudo-full caster (although I think it needs a way to regain psi points outside of long rests, but sacrificing HP for it is really punishing), and is built in a few themes:
The general theme of psion is "
mind over...". There are four subclasses: Awakened, or "
mind over mind;" Egoist, or "
mind over body;" Shaper, or "
mind over energy;" and Nomad, or "
mind over reality."
I disassociated the idea of a psionic focus from the individual disciplines (which I've renamed sciences for lack of a better term, and each subclass is called an "
esoteric discipline") and made a list of them, paring them down to about 8 right now; I'd like more, but they need to be more general. You also get more psionic focus "slots" as you level up (1, 7, 12, and 17). Each subclass also has a psionic focus benefit built into it (and there are some magic items that have a psionic focus benefit or require a psionic focus benefit).
I've pared down/going to pare down the number of sciences (formerly disciplines) to where each, save for the egoist right now, has 7 sciences assigned to their subclass; this is because your subclass gives you bonus sciences as you level up, which have to be from your list to incentivize you sticking with your chosen theme (I'm a big fan of carrot rather than stick in 5e design).
I'm not done tweaking the class, and probably won't be done for a while, but awakened discipline and the base class is in a 95% playable form. Nomad is the least polished and finished, because its hard and I suck as names, mostly.
EDIT: I should also mention that each science is separated into "spell manifestations," which I stole from Arcanis (so glad I backed that...), and contain a series of spells that are appropriate and lists each psi point cost. Each additional power is built almost exactly like a spell, save I have to include a "Cost:" entry rather than just referencing a spell level as a subtitle.
For components, the introduction to the Psionics section references everything else: most important, though, is components. Psionics ignore both Verbal and Somatic components by default (I didn't like how Arcanis did components and couldn't come up with a replacement, so I just said "ignore it"), but they do not ignore Material components. Instead, whenever there's a spell or power that would normally have a Material component with a gp cost that you use, you exert a psychic pressure that can be felt out to a distance of 10 x the psi point cost in feet. Other creatures in this area know a potent power was used and the direction of the user, but not the exact location. So, for example, if I use
invulnerability creatures in 130 feet know I did something bonkers and they should probably be afraid.