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Build a Better Psion (Poll)
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<blockquote data-quote="Inchoroi" data-source="post: 7863228" data-attributes="member: 6752135"><p>If I had to pick one, I'd say sorcerer, because that's the closest general idea.</p><p></p><p>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:</p><p></p><p>The general theme of psion is "<em>mind over</em>...". There are four subclasses: Awakened, or "<em>mind over mind</em>;" Egoist, or "<em>mind over body</em>;" Shaper, or "<em>mind over energy</em>;" and Nomad, or "<em>mind over reality."</em></p><p></p><p>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 "<em>esoteric discipline</em>") 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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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 <em>invulnerability </em>creatures in 130 feet know I did something bonkers and they should probably be afraid.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 7863228, member: 6752135"] 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 "[I]mind over[/I]...". There are four subclasses: Awakened, or "[I]mind over mind[/I];" Egoist, or "[I]mind over body[/I];" Shaper, or "[I]mind over energy[/I];" and Nomad, or "[I]mind over reality."[/I] 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 "[I]esoteric discipline[/I]") 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 [I]invulnerability [/I]creatures in 130 feet know I did something bonkers and they should probably be afraid. [/QUOTE]
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