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Do you want psionics in your D&D?
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<blockquote data-quote="steeldragons" data-source="post: 7152675" data-attributes="member: 92511"><p>I'm still using my homebrewed psychics. They seem to work fairly well.</p><p></p><ul> <li data-xf-list-type="ul"> Light armor. Simple weapons. d6 HD.</li> <li data-xf-list-type="ul">Power [or if you prefer "Psi-"]-Points with a base amount by level + Int. mod. + Cha. mod. Recharging overnight. For 5e, I'd probably let it be your Int. mod. on a short rest, all on a long. </li> <li data-xf-list-type="ul">A "Fortified Mind" [at 1st level] offers save bonuses to mental and emotional attack and/or intrustion (other psychic powers, enchantments and most illusion magic).</li> <li data-xf-list-type="ul">Your Mental "Talents" not just available for psychic-to-psychic combat, but generally low powered. The Psychic's "cantrips" equivalent, though still with a point cost, are available to all psychic characters/beings. I suppose, given the nature of at-will cantrips in 5e, talent powers (or at least a few) should be made at-will/no point cost for use in 5e.</li> <li data-xf-list-type="ul">Your "Discipline" powers/features coming in at 2nd level. Developed thus far: <strong><em>Telepathy</em></strong> (duh), <strong><em>Telekinesis </em></strong>(which may be flavored as any kind of energy control for those looking for a pyro- or cryo-kinetics), <strong><em>Clairvoyance </em></strong>(your seer's and precognition), and<strong><em> Empathy </em></strong>(for emotional reads, control, ye olde "sensitivity to psychic impressions," and some healing) </li> <li data-xf-list-type="ul">A base feature (4th?) that let's you engage in two separate powers at once, either 2 talents or a talent and a discipline power at the same time.</li> <li data-xf-list-type="ul">A base class feature (5th level, I think) that allows you to "overextend" yourself beyond daily allotment of PP by burning Constitution points to sustain powers beyond your limits. Accruing exhaustion and possibly leading to one's own demise if not handled properly. It's not "Arcane Recovery" but gives you a chance to go "above and beyond" from time to time. </li> <li data-xf-list-type="ul"> Powers are broken into increasing increments of point cost but there are no "level limits" and [again, per 5e parlance/for 5e use] there are no "powers known." If you have the points available, you can manifest a given power from your discipline (or a talent). </li> </ul><p>There's other fun tidbits as you level up, but don't need to give away the farm. Thinking the multi-power thing might be OPed for 4th and might swap that out for the "Psychic Screen" feature (currently at 7th, I think), letting you provide mental protections/defenses for allies/others in your immediate area.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7152675, member: 92511"] I'm still using my homebrewed psychics. They seem to work fairly well. [LIST] [*] Light armor. Simple weapons. d6 HD. [*]Power [or if you prefer "Psi-"]-Points with a base amount by level + Int. mod. + Cha. mod. Recharging overnight. For 5e, I'd probably let it be your Int. mod. on a short rest, all on a long. [*]A "Fortified Mind" [at 1st level] offers save bonuses to mental and emotional attack and/or intrustion (other psychic powers, enchantments and most illusion magic). [*]Your Mental "Talents" not just available for psychic-to-psychic combat, but generally low powered. The Psychic's "cantrips" equivalent, though still with a point cost, are available to all psychic characters/beings. I suppose, given the nature of at-will cantrips in 5e, talent powers (or at least a few) should be made at-will/no point cost for use in 5e. [*]Your "Discipline" powers/features coming in at 2nd level. Developed thus far: [B][I]Telepathy[/I][/B] (duh), [B][I]Telekinesis [/I][/B](which may be flavored as any kind of energy control for those looking for a pyro- or cryo-kinetics), [B][I]Clairvoyance [/I][/B](your seer's and precognition), and[B][I] Empathy [/I][/B](for emotional reads, control, ye olde "sensitivity to psychic impressions," and some healing) [*]A base feature (4th?) that let's you engage in two separate powers at once, either 2 talents or a talent and a discipline power at the same time. [*]A base class feature (5th level, I think) that allows you to "overextend" yourself beyond daily allotment of PP by burning Constitution points to sustain powers beyond your limits. Accruing exhaustion and possibly leading to one's own demise if not handled properly. It's not "Arcane Recovery" but gives you a chance to go "above and beyond" from time to time. [*] Powers are broken into increasing increments of point cost but there are no "level limits" and [again, per 5e parlance/for 5e use] there are no "powers known." If you have the points available, you can manifest a given power from your discipline (or a talent). [/LIST] There's other fun tidbits as you level up, but don't need to give away the farm. Thinking the multi-power thing might be OPed for 4th and might swap that out for the "Psychic Screen" feature (currently at 7th, I think), letting you provide mental protections/defenses for allies/others in your immediate area. [/QUOTE]
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