D&D 5E 5e has everything it needs for Dark Sun

Warlocks refresh all of their spell slots on a short rest (except for their level 6-9 slots, which are a separate ability). It's their central mechanic.
Okay, so the main drawback is with the very small number of known spells, which was a common theme to Psionicists of the past. I guess if done right, using the Warlock as a base to modify a bit could work for a Psionicist.
 

log in or register to remove this ad

Or like this:

Telekinetic Force
Psionic Power

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 5 feet in a direction of your choosing or be knocked prone.

You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.

Hammering (1+ psi points): The target takes +1d10 bludgeoning damage for each point spent.

Hurling (1-3 psi points): The target is shoved +10 feet in a direction of your choosing for each point spent.

Crushing (2 psi points): The target is restrained until the end of its next turn if it fails its saving throw.

From here: 5e - Psion (KibblesTasty) by KibblesTasty
It is a decent spell. I notice it less useful against strong creatures. And the save makes the spell all or nothing. But that is probably fine.

According the Monster Manual, "psionic" is a spell-like ability. So, no component of any kind.

The Warlock chassis actually has spell slot levels. So it seems to be simpler and cleaner to use the spell slots to augment the cantrip straightforwardly.



Telekinetic Thrust
Telekinesis cantrip
Casting time: 1 action
Range: 100 feet [note, I like as units 10,30,100,300,etc.]
Components: none (psionic spell-like ability)
Duration: instantaneous

You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 10 feet in a direction of your choosing or be knocked prone.

Augment:
You can use a spell slot to increase the damage of the Thrust. For each slot level increase the damage by 1d10. For example, using a slot 3, the thrust will total 4d10 bludgeoning damage.
 

Okay, so the main drawback is with the very small number of known spells, which was a common theme to Psionicists of the past. I guess if done right, using the Warlock as a base to modify a bit could work for a Psionicist.
Yeah, and the Psion would need its own spell list, whose effects have appropriate psionic flavor(s).
 

Okay, so the main drawback is with the very small number of known spells, which was a common theme to Psionicists of the past. I guess if done right, using the Warlock as a base to modify a bit could work for a Psionicist.
It also supports the idea of being able to cast your best ability over and over (since all Warlock spell slots are maxed), instead of a balance of high and low level stuff, which was central to both 2E and 3E versions of psionics.
 

It is a decent spell. I notice it less useful against strong creatures. And the save makes the spell all or nothing. But that is probably fine.

According the Monster Manual, "psionic" is a spell-like ability. So, no component of any kind.

The Warlock chassis actually has spell slot levels. So it seems to be simpler and cleaner to use the spell slots to augment the cantrip straightforwardly.

Telekinetic Thrust
Telekinesis cantrip
Casting time: 1 action
Range: 100 feet (note, I like 10,30,100,300,etc.)
Components: none (psionic spell-casting ability)
Duration: instantaneous

You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 10 feet in a direction of your choosing or be knocked prone.

Augment:
You can use a spell slot to increase the damage of the Thrust. For each slot level increase the damage by 1d10. For example, using a slot 3, the thrust will total 4d10 bludgeoning damage.
The warlock chassis uses spell slots, but the Kibbles version uses spell points. I prefer the spell points.
 


The warlock chassis uses spell slots, but the Kibbles version uses spell points. I prefer the spell points.
I know the DMG system makes spell points super-unfriendly to use.

But is there a way to simplify the spellpoint system, so that players can easily swap back and forth between slots and points, according to preference?
 


I know the DMG system makes spell points super-unfriendly to use.

But is there a way to simplify the spellpoint system, so that players can easily swap back and forth between slots and points, according to preference?
Off hand what I would do is make a spell slot for the spell itself and then have a greater ability that can be accessed if you use points. Kind of like the metamagic ability, but not just simple extensions. Like charm working on people, but with a 1 point investment, working on X monster types, and with a 3 point investment, working on X and Y monster types. The points would not come back until after a long rest.
 

This is identical with casting the spell using a higher level slot.
Not exactly. See my last post. Using a higher slot usually just meant more of the same. Additional damage or maybe a few more targets. I'm talking about modifying the spell a bit to make it a more powerful version that encompasses more, not just more of the same narrow focus.
 

Remove ads

Top