D&D 5E Psionicist class ideas based on the Psi Die from Tasha's

Make a full Psionicist?



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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
ideas for subclasses?
Shaper: Metacreativity. Essentially a summoner
Psychic Chirgueon: Psionic Healing
Psychic Warrior: Melee Ability

Had the thought of making Intellect Fortress being a Warrior class feature that makes AC 10+Dex+Int when unarmored, then let them expend their Psi Die as a Reaction to increase their AC when they've been attacked by 2 if they use a d4, 3 if they use a d6, 4 if they use a d8, 5 if they use a d10, and 6 if they use a d12.
 

Mind of tempest

(he/him)advocate for 5e psionics
Shaper: Metacreativity. Essentially a summoner
Psychic Chirgueon: Psionic Healing
Psychic Warrior: Melee Ability

Had the thought of making Intellect Fortress being a Warrior class feature that makes AC 10+Dex+Int when unarmored, then let them expend their Psi Die as a Reaction to increase their AC when they've been attacked by 2 if they use a d4, 3 if they use a d6, 4 if they use a d8, 5 if they use a d10, and 6 if they use a d12.
if it is to similar to summoner then it just becomes an off brand one.
pure healing is bad needs things to bulk it up but it is certainly a thing a wizard can't do.

psychic warrior is like the paladin to the psions cleric, only with less identity why merge them?
 

I do think that using the psionic die feature from the psi warrior and soul knife would be a good start for a full psion class. It's a fun and interesting feature, and it would mechanically unify psionics in a similar manner to how spellcasting is unified between classes.
 

grimslade

Krampus ate my d20s
I would like psionics to really break the Vancian system rut we have been stuck in for almost 50 years. Psionics should be innate spellcasting, (so should sorcery but that ship has sailed for this edition.) As an innate spellcaster, magic should be more fluid. There should be base spells, like cantrips that can be modified and expanded with a combination of Warlock Invocation and Battle Master Maneuver, a full metamagic or in this case, metapsionic subsystem.
Take a power like Telekinesis. Base power would be Telekinetic Thrust 1d8 force damage. This cantrip can be modified by Invocations, like Eldritch Blast, i.e. add ability bonus to damage, push 10', pull 10', knock prone. It can also be modified by psionic die fueled metamagic, to increase damage, expand to an AoE, add a stun. A psionicist would also have a few cantrips to scale. I also imagine some invocations could be reskinned spells, 1 per day, 1 per short rest like Warlock. What you would have is a much more focused psionicist with complete mastery over his given focus.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
if it is to similar to summoner then it just becomes an off brand one.
pure healing is bad needs things to bulk it up but it is certainly a thing a wizard can't do.

psychic warrior is like the paladin to the psions cleric, only with less identity why merge them?
For the Metacreative my main thought is to summon battlefield control. Rather than doing the Necromancer thing where you've got a bunch of loosely controlled undead or the Beastmaster thing where you've got a single well controlled beast, the Metacreative will create Quasi-Real NPCs that largely function through Reactions.

I'll still probably give them the ability to pull a Psychopomp into our world like a classic summoner, but the rest of their abilities will be related to creating these psychic constructs that occupy a space and threaten an area, but only take Reactions. They'll be easy to destroy, of course, through I'll likely do something to protect them from all getting wiped out in one shot by an AoE. But think of their power as more of a Chessboard than an Army. One Queen, a whole buncha pawns.

And yeah. The Chiurgen won't be pure healing. I was just trying to answer very briefly. The intention is for the Chiurgeon to gain abilities that allow them to use psychic power to repair damage, encourage healing, and provide alterations to a character so they can fight better. This is, of course, separate from the -rest- of the class kit.

For the Psionic Warrior I'm aiming more toward Pact of the Blade or Monk than Paladin or Eldritch Knight. Lightly armored, or unarmored, slightly delayed extra attack (Looking at giving the Psionicist Subclass abilities at 1, 3, 6, 9, 13, and 15.)
I would like psionics to really break the Vancian system rut we have been stuck in for almost 50 years. Psionics should be innate spellcasting, (so should sorcery but that ship has sailed for this edition.) As an innate spellcaster, magic should be more fluid. There should be base spells, like cantrips that can be modified and expanded with a combination of Warlock Invocation and Battle Master Maneuver, a full metamagic or in this case, metapsionic subsystem.
Take a power like Telekinesis. Base power would be Telekinetic Thrust 1d8 force damage. This cantrip can be modified by Invocations, like Eldritch Blast, i.e. add ability bonus to damage, push 10', pull 10', knock prone. It can also be modified by psionic die fueled metamagic, to increase damage, expand to an AoE, add a stun. A psionicist would also have a few cantrips to scale. I also imagine some invocations could be reskinned spells, 1 per day, 1 per short rest like Warlock. What you would have is a much more focused psionicist with complete mastery over his given focus.
That's more or less what I'm planning to do, yes. Though rather than having Psionic Quanta (Invocations for this class) affect the Talents (Cantrips that scale and get modified by Psionic Dice), I plan to have them provide separate fun side-abilities to customize that you Expend your Psionic Dice to use.

Expending your Psionic Dice means that no matter what you roll, the size of the dice drops unless you roll a 1.

An example would be Psionic Leap.

Psionic Leap
Rather than using your Strength Score to determine your jumping distance you use your Intelligence Score. You may also expend a Psionic Dice to increase the distance you can jump by half the die expended. A d4, for example, would allow you to double your jumping distances. While a d10 would allow you to quintuple your jumping distance. Regardless of your movement speed, you always land from these jumps during your turn, though your jump may consume all of your movement for the round.

I particularly like the idea that regardless of your movement speed you land during your turn. Meaning these psionic leaps aren't just a big jump, but also hurling you through the air faster than you should be able to move. Possibly leaving a visible "Wake" of psionic disturbance as you're flung by the power of your mind to your landing area.

Like a human with an Intelligence of 20 uses Psionic Leap and expends a d12. Suddenly their jumping distance is 120ft, even though their movement is only 30ft. So they -hurl- themselves through the air with psychic power, catapulting themselves to their destination. Then they land and take their action (and any Bonus Actions) normally. It's like having a 120ft fly speed only you have to end your turn on solid ground and can't turn in mid air!
 
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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Current Psionics Overview for the class entry:

Psionics​

Your studies and efforts have lead you to unlock the innate power trapped within a mortal mind, a rare feat, this grants you the ability to directly alter reality through manifesting psionic force rather than spellcraft.

Talents​

You know three Talents of your choice from the Psionic Talents list. You gain access to additional Talents as you gain Psionicist levels, as shown on the Psionicist table. Each talent has specific rules on how it interacts with your Psionic Dice. You may use a Talent as many times as you like between long rests, but may only empower them with a Psionic Die so long as you have one or more available.

Psionic Dice​

You gain a Psionic Die at level 1. At certain levels your Psionic Die will change size, and you will eventually gain access to multiple Psionic Dice, as shown on the Psionicist Table. You may only apply one Psionic Die to a given Talent or Psionic Quanta that requires their use.

Changing Psionic Dice​

Whenever a Psionic Quanta tells you to Expend a Psionic Die, reduce the chosen die's size by one step. A d8 becomes a d6 for example. Whenever you roll a Psionic Die as part of Manifesting a Talent, you reduce the size of the die if you roll the maximum value on the die (6 on a d6, for example). If you roll a 1 on the Psionic Die you instead increase it by one step, up to it's current maximum. If Manifesting a Talent causes you to roll both a 1 and the maximum size of your Psionic Die, you do not change the size of your die.

Losing Psionic Dice​

If your Psionic Dice is currently a d4 and you roll a 4, or Expend the dice to power a Psionic Quanta, you lose access to that Psionic Dice and cannot use it until you have recovered it through a long rest or other ability.

Recovering Psionic Dice​

Whenever you take a Long Rest your Psionic Dice return to their default values as shown on the Psionicist table.

Any suggestions on grammar/style/tone I should change?
 

Mind of tempest

(he/him)advocate for 5e psionics
For the Metacreative my main thought is to summon battlefield control. Rather than doing the Necromancer thing where you've got a bunch of loosely controlled undead or the Beastmaster thing where you've got a single well controlled beast, the Metacreative will create Quasi-Real NPCs that largely function through Reactions.

I'll still probably give them the ability to pull a Psychopomp into our world like a classic summoner, but the rest of their abilities will be related to creating these psychic constructs that occupy a space and threaten an area, but only take Reactions. They'll be easy to destroy, of course, through I'll likely do something to protect them from all getting wiped out in one shot by an AoE. But think of their power as more of a Chessboard than an Army. One Queen, a whole buncha pawns.

And yeah. The Chiurgen won't be pure healing. I was just trying to answer very briefly. The intention is for the Chiurgeon to gain abilities that allow them to use psychic power to repair damage, encourage healing, and provide alterations to a character so they can fight better. This is, of course, separate from the -rest- of the class kit.

For the Psionic Warrior I'm aiming more toward Pact of the Blade or Monk than Paladin or Eldritch Knight. Lightly armored, or unarmored, slightly delayed extra attack (Looking at giving the Psionicist Subclass abilities at 1, 3, 6, 9, 13, and 15.)
so flash forge battle tulpas? nice will need other options from armour, hazards and things like buildings.

so your Chiurgen is also got bits of the order of immortal bit from mystic if so I think I can see where you're coming from.

psionic warrior has a lot of competition for that role I would suggest instead a mind, emotion and telepathy based subclass first.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
so flash forge battle tulpas? nice will need other options from armour, hazards and things like buildings.

so your Chiurgen is also got bits of the order of immortal bit from mystic if so I think I can see where you're coming from.

psionic warrior has a lot of competition for that role I would suggest instead a mind, emotion and telepathy based subclass first.
Maybe some Order of the Immortal bit, yeah, but on OTHERS. So give the Rogue big cat claws or bind the Fighter's sword to his hand.

As to the Telepathy/Empathy/Emotion... That's going to be the Talents and the Quanta, rather than a separate subclass. These subclasses are meant to provide a Psionicist with stuff they can't do normally. Not improve what they already can do in different ways.

Also, here's what I've got for the class itself... The Psionicist Take 2 - The Homebrewery

The Psionicist Take 2 - The Homebrewery1024_1.jpg
The Psionicist Take 2 - The Homebrewery1024_2.jpg
The Psionicist Take 2 - The Homebrewery1024_3.jpg


Thoughts?
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I've added Psychometry as a baseline function to the class itself at level 5, allowing the Psionicist to gain information about objects or people they touch a number of times per long rest equal to their Proficiency Bonus.

I also added Mental Shroud at level 7. This provides Resistance to Psionic Damage and immunity to Mind Reading, Fear, and Charm effects.

Working on the Chiurgeon, now. Gave them a special Talent that allows them to stabilize a target within 15 feet, or provide Int Mod healing if they use any Psionic dice (Int Mod x 2 at 5th, 3 at 10th, and 4 at 15th, of course). Using a d6 to empower the manifestation increases the healing to 1d6+Int mod (x2 at 5th, x3 at 10th, x4 at 15th). Using a d8 increases the healing to d8s and removes 1 Exhaustion, Poison, or Disease on the target.
 

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