OK, here it goes. Inspired by [MENTION=92511]steeldragons[/MENTION]' mammoth (and interesting) post, I've whipped up what I think my version of the psion might look like. It's a different take from his proposal, so we'll see what people like and dislike for each. It's obviously very spur-of-the-moment, and quite a read, but if anyone
does take the time to look it over, I'd love to hear your thoughts!
P.S. I totally stole his idea for Overchannel.
Psion
When you create a character whose first class is psion, you gain these benefits.
Ability Adjustment: +1 to your Intelligence or Charisma score.
Starting hit points: 6+your Constitution modifier.
Armor and Shield proficiencies: light armor
Weapon proficiencies: Basic weapons and simple missile weapons
The Psion
Discipline
A psion chooses a discipline at level 1, which reflects the channel through which his mental gifts have developed.
Benefit: Choose either Telepathy or Telekinesis as your psionic Discipline.
Telekinesis
By disciplining your mind and spirit, you have honed your gifts to allow you to exert forces on distant objects without ever contacting them physically.
Benefit: Your key ability score is Intelligence. Use your Intelligence score to determine modifiers, DCs, and damage bonuses for all of your psionic talents.
When augmenting a talent within the Telekinesis discipline, you may spend 1 more power point than is normally permitted.
You gain the telekinetic talent
Levitate.
Telepathy
The overwhelming power of your mind and your being allows you to project yourself into others' minds, peering at their thoughts and even interfering with them according to your whim.
Benefit: Your key ability score is Charisma. Use your Charisma score to determine modifiers, DCs, and damage bonuses for all of your psionic talents.
When augmenting a talent within the Telepathy discipline, you may spend 1 more power point than is normally permitted.
You gain the telepathic talent
Cold Reading.
Power Points
A psion's power is his own mind, so you can employ any talents you know at will. In important situations, however, you can tap into a wellspring of energy deep within your psyche to enhance the effects of your talents.
Benefit: You have a number of power points equal to your key ability modifier plus your level. You may use them to augment a talent you manifest, which enhances its effects. Each talent has a list of augments that you may choose from when manifesting. Unless specified, you may use multiple power points to augment a single talent in the same way, or mix and match among augment options.
You fully regain your power points over the course of a short rest.
Augment
Benefit: At first level, you may not spend more than 1 power point at a time to augment a talent. At level 5 this limit increases to 2 power points. Your psionic Discipline allows you to spend an additional power point on talents within that discipline.
Overchannel
In a moment of dire need, you bypass the normal limits of flesh and mind to achieve feats that would be otherwise impossible, and to fight past the point when you would normally have exhasted your mental reserves.
Benefit: You may expend one or more hit dice to restore power points (one per hit dice expended), provided that you spend the power point immediately. If you do not have hit dice to spend in this way, you may instead take 1d6 backlash damage (backlash damage cannot be redirected, reduced, negated, delayed, or otherwise prevented) per power point recovered.
Psionic Talents
You begin play knowing one of the following talents due to your psionic discipline, and may choose two others from the following list. You may choose talents that aren't a part of your discipline.
[sblock=Cold Reading (Telepathy)]
Cold Reading
Telepathy
You skim the surface thoughts of the target, potentially finding important information – or disturbing revelations of a personal nature.
Range: 30 feet
Effect: The target must be a thinking creature within line of sight. If it fails a charisma save, you catch a glimpse into the target's thoughts. Treat any check you make this round to discern the target's mental state, the truth of any statements he makes, and so on, as a natural 20.
You may also gain information that simply isn't available through mundane means of observation, including images, memories, and sensations from the target's mind.
A target that succeeds on its save senses that
something is watching it, and may get the feeling that you are somehow responsible.
Augment: 1 pp increases the save DC by 2
Augment: 1 pp to manifest the talent as a free action
Augment: 1 pp prevents the target from sensing a failed attempt
Augment: 1 pp the target suffers disadvantage on attacks made against you for 1 round.
[/sblock]
[sblock=Fling (Telekinesis)]
Fling
Telekinesis
Focusing your attention into a single violent outburst, you accelerate a small object to lethal velocity and fling it at your foe.
Range: 60 feet
Effect: You fling a single object that is either unattended or in your possession, and weighs less than your key ability modifier in pounds. Target an enemy that is in range. Roll a psychic attack against their AC. A hit inflicts damage equal to your Talent damage (see psion class chart) + your key modifier (the GM may adjust the damage for objects deemed to be too small or soft to be properly lethal). You must be able to see the flung object, but your secondary target can be obscured or otherwise outside your vision as long as it is in range and within line of effect from the object you fling. You suffer the normal penalties for attacking such an enemy.
Augment: 1 pp for +1d8 damage
Augment: 1 pp increases the range of the flung object by 30 feet (the object itself still must begin within 60 feet).[/sblock]
[sblock=Force Push (Telekinesis)]
Force Push
Telekinesis
You exert a strong, instantaneous force on an object or creature in range with a thought.
Range: 30 feet
Effect: This talent automatically succeeds against any unattended object, but you must roll your key stat opposed by an appropriate score (GM's judgement) to affect a creature or attended object (see below). You exert force as though pushing on the target with a strength equal to your key ability, though this force lasts only for an instant. You must have line of sight to the target.
If used on a creature, this talent can initiate a combat maneuver (such as a trip or push) at a distance, using the opposed roll as above to determine success or failure. Force push cannot, however, deal damage directly to a creature or object.
Augment: 1 pp to target an additional object or creature
Augment: 1 pp increases the range by 10 feet.
Augment: 1 pp grants a +2 bonus to Str checks if the target is an unattended object.[/sblock]
[sblock=Levitate (Telekinesis)]
Levitate
Telekinesis
With careful concentration, you apply steady force to an object, allowing you to move it through the air without physical contact.
Range: 30 feet
Effect: You can affect an object that weighs up to your key ability score plus your level in pounds. You lift it through the air at up to 20 feet per round. This talent lasts until your next turn, so it is possible to use levitate over the course of many turns to continuously hold an item aloft.
You have general control over its motion, but not enough to carry out fine tasks, and you cannot generate large amounts of force. You cannot make attacks with levitated objects, for instance. In some cases the GM may allow you to roll ability checks using Levitate to manipulate a held object in deliberate ways. All such checks use your key ability, and you generally have disadvantage when rolling them.
You must succeed at an opposed check using your key ability to affect an unwilling creature.
Augment: 1 pp to levitate an additional object
Augment: 1 pp to manifest this talent as a free action
Augment: 1 pp to double the weight limit for this power. 2 pp increases the weight limit by a factor of 3, 3pp by a factor of 4 etc.[/sblock]
[sblock=Mind Trick (Telepathy)]
Mind Trick
Telepathy
You reach into a creature's mind, not to read it, but to plant your own ideas and images in their thoughts, leaving them none the wiser.
Range: 30 feet
Effect: The target must make a Charisma save. If it fails, you insert a thought, emotion, or sensation into its subconscious, making iteasier to manipulate. Choose one emotion or disposition, such as “calm”, “distracted”, “friendly”, “gullible” and so on. Checks made to sway them to or take advantage of that state are made with advantage for the next round.
You may instead choose to distract the target, inflicting disadvantage on skill checks they make for one round.
On a failed opposed check, the target feels a hostile presence enter their thoughts and may get the feeling that you are somehow responsible.
Augment: 1pp grants increases the DC by 2
Augment: 1 pp prevents the target from sensing a failed attempt
Augment: 1 pp the target's next attack is made with disadvantage
[/sblock]
[sblock=Psychic Break (Telepathy)]
Psychic Break
Telepathy
You overwhelm the target's mind with the sheer power of your own.
Range: 30 feet
Effect: You inflict psychic damage on the target equal to your Talent Damage (charisma save for half).
Augment: 1pp grants +1d8 damage
Augment: 1 pp allows you to target another creature, though you must divide the damage dice between the targets. You may not target more creatures than you are rolling damage dice with Psychic Break.[/sblock]