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Create a 5e Psion
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<blockquote data-quote="jgsugden" data-source="post: 8712278" data-attributes="member: 2629"><p>My 5E psion build utilizes a modified 2E approach. At least it started being built on a 2E framework. Essentially, the idea is to mimic the psionic comic book characters we see in Marvel comics. I wanted my psions and psychic warriors to have the feel of these comic book characters.</p><p></p><p>There is a psion class, and subclasses for each of the Psionic Disciplines (Clairsentience, Psychokenisis, Psychometabolism, Psychportation, Telepathy) of the 2E era. Your subclass gives you some abilities, and bonuses with certain powers. </p><p></p><p>I have Psionic Defenses and Psionic Attacks. Each defense gives you a flat benefit, and then assists with the protection against certain psionic powers and attacks. Each attack has an effect, but if there are psionic defenses in place, there is essentially a "rock, paper, scissors" style benefit to the defender in defending against the psionic attack forms. Putting up a defense costs PPs, so you can do it perpetually, but it comes at a cost in your ability to do the class and power tricks that are your bread and butter. </p><p></p><p>There are powers (as opposed to spells) available to the psions and they power them with power points. They get few powers, but each power is versatile having multiple ways you can use the power - much like there are many ways to use a Biby's Hand in 5E. However, the uses of the powers span different levels of utility - with some equivalent to low level spells and others more powerful. You roll checks when you use the power. If you're sufficiently powerful, the check can be an automatic success. However, you can also attempt to do things that are too powerful for you to do safely. If you do so, you may suffer grave consequences for failure. You start off knowing 1 or 2 powers, and never get to know more than 7. Like comic book characters, you have your schtick that you do.</p><p></p><p>Your PP cost can be impacted by the check you make. This allows the simpler applications of a power to become automatic and costless over time, allowing PCs to make telepathic contact without cost, telport short distances without cost, etc... At their lowest levels they can do nothing automatically, but around 5th level they can do cantrip level things automatically, around 11th level they can do first level spell things automatically, and around 17th level they can do 2nd level spell things automatically. </p><p></p><p>They have a lot of powers that provide auras. Auras have a power point cost to initiate and maintain, but they provide benefits perpetually. Some are simple, equivalent to mage armor, for example, while others are more intricate, offering ways to counterspell magics or alter reality at will around them in minor ways. </p><p></p><p>I have not had anyone play a psion as a PC for a prolonged period in 5E. I use these rules to make NPCs. As such, they're a little fluffy and vague in the way they're written out. </p><p></p><p>My psionic warriors also have similar mechanics, with different basic core class mechanics, fewer PPs, and better ways to mix martial and psionic abilities.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8712278, member: 2629"] My 5E psion build utilizes a modified 2E approach. At least it started being built on a 2E framework. Essentially, the idea is to mimic the psionic comic book characters we see in Marvel comics. I wanted my psions and psychic warriors to have the feel of these comic book characters. There is a psion class, and subclasses for each of the Psionic Disciplines (Clairsentience, Psychokenisis, Psychometabolism, Psychportation, Telepathy) of the 2E era. Your subclass gives you some abilities, and bonuses with certain powers. I have Psionic Defenses and Psionic Attacks. Each defense gives you a flat benefit, and then assists with the protection against certain psionic powers and attacks. Each attack has an effect, but if there are psionic defenses in place, there is essentially a "rock, paper, scissors" style benefit to the defender in defending against the psionic attack forms. Putting up a defense costs PPs, so you can do it perpetually, but it comes at a cost in your ability to do the class and power tricks that are your bread and butter. There are powers (as opposed to spells) available to the psions and they power them with power points. They get few powers, but each power is versatile having multiple ways you can use the power - much like there are many ways to use a Biby's Hand in 5E. However, the uses of the powers span different levels of utility - with some equivalent to low level spells and others more powerful. You roll checks when you use the power. If you're sufficiently powerful, the check can be an automatic success. However, you can also attempt to do things that are too powerful for you to do safely. If you do so, you may suffer grave consequences for failure. You start off knowing 1 or 2 powers, and never get to know more than 7. Like comic book characters, you have your schtick that you do. Your PP cost can be impacted by the check you make. This allows the simpler applications of a power to become automatic and costless over time, allowing PCs to make telepathic contact without cost, telport short distances without cost, etc... At their lowest levels they can do nothing automatically, but around 5th level they can do cantrip level things automatically, around 11th level they can do first level spell things automatically, and around 17th level they can do 2nd level spell things automatically. They have a lot of powers that provide auras. Auras have a power point cost to initiate and maintain, but they provide benefits perpetually. Some are simple, equivalent to mage armor, for example, while others are more intricate, offering ways to counterspell magics or alter reality at will around them in minor ways. I have not had anyone play a psion as a PC for a prolonged period in 5E. I use these rules to make NPCs. As such, they're a little fluffy and vague in the way they're written out. My psionic warriors also have similar mechanics, with different basic core class mechanics, fewer PPs, and better ways to mix martial and psionic abilities. [/QUOTE]
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