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Let's Build A Better Psion
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<blockquote data-quote="Enrico Poli1" data-source="post: 7862567" data-attributes="member: 6947027"><p><strong>PSIONICIST 5e</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>as a modified Warlock</strong></p><p></p><p></p><p> </p><table style='width: 100%'><tr><td> <br /> <strong>LVL</strong><br /> </td><td> <br /> <strong>Prof. Bonus</strong><br /> </td><td> <br /> <strong>Features</strong><br /> </td><td> <br /> <strong>Base Powers</strong><br /> </td><td> <br /> <strong>Devotions</strong><br /> </td><td> <br /> <strong>Devotions Slots</strong><br /> </td><td> <br /> <strong>Slot</strong><br /> <br /> <strong>Level</strong><br /> </td><td> <br /> <strong>Metapsionic Powers Known</strong><br /> </td></tr><tr><td> <br /> 1<br /> </td><td> <br /> +2<br /> </td><td> <br /> Primary Discipline, Psionics<br /> </td><td> <br /> 2<br /> </td><td> <br /> 2<br /> </td><td> <br /> 1<br /> </td><td> <br /> 1<br /> </td><td> <br /> -<br /> </td></tr><tr><td> <br /> 2<br /> </td><td> <br /> +2<br /> </td><td> <br /> Metapsionic Powers <br /> </td><td> <br /> 2<br /> </td><td> <br /> 3<br /> </td><td> <br /> 2<br /> </td><td> <br /> 1<br /> </td><td> <br /> 2<br /> </td></tr><tr><td> <br /> 3<br /> </td><td> <br /> +2<br /> </td><td> <br /> Psionic Way<br /> </td><td> <br /> 2<br /> </td><td> <br /> 4<br /> </td><td> <br /> 2<br /> </td><td> <br /> 2<br /> </td><td> <br /> 2<br /> </td></tr><tr><td> <br /> 4<br /> </td><td> <br /> +2<br /> </td><td> <br /> ASI<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 2<br /> </td><td> <br /> 2<br /> </td><td> <br /> 2<br /> </td></tr><tr><td> <br /> 5<br /> </td><td> <br /> +3<br /> </td><td> <br /> -<br /> </td><td> <br /> 3<br /> </td><td> <br /> 6<br /> </td><td> <br /> 2<br /> </td><td> <br /> 3<br /> </td><td> <br /> 3<br /> </td></tr><tr><td> <br /> 6<br /> </td><td> <br /> +3<br /> </td><td> <br /> Primary Discipline Feature<br /> </td><td> <br /> 3<br /> </td><td> <br /> 7<br /> </td><td> <br /> 2<br /> </td><td> <br /> 3<br /> </td><td> <br /> 3<br /> </td></tr><tr><td> <br /> 7<br /> </td><td> <br /> +3<br /> </td><td> <br /> -<br /> </td><td> <br /> 3<br /> </td><td> <br /> 8<br /> </td><td> <br /> 2<br /> </td><td> <br /> 4<br /> </td><td> <br /> 4<br /> </td></tr><tr><td> <br /> 8<br /> </td><td> <br /> +3<br /> </td><td> <br /> ASI<br /> </td><td> <br /> 3<br /> </td><td> <br /> 9<br /> </td><td> <br /> 2<br /> </td><td> <br /> 4<br /> </td><td> <br /> 4<br /> </td></tr><tr><td> <br /> 9<br /> </td><td> <br /> +4<br /> </td><td> <br /> -<br /> </td><td> <br /> 3<br /> </td><td> <br /> 10<br /> </td><td> <br /> 2<br /> </td><td> <br /> 5<br /> </td><td> <br /> 5<br /> </td></tr><tr><td> <br /> 10<br /> </td><td> <br /> +4<br /> </td><td> <br /> Primary Discipline Feature<br /> </td><td> <br /> 4<br /> </td><td> <br /> 10<br /> </td><td> <br /> 2<br /> </td><td> <br /> 5<br /> </td><td> <br /> 5<br /> </td></tr><tr><td> <br /> 11<br /> </td><td> <br /> +4<br /> </td><td> <br /> Science (6th Level)<br /> </td><td> <br /> 4<br /> </td><td> <br /> 11<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 5<br /> </td></tr><tr><td> <br /> 12<br /> </td><td> <br /> +4<br /> </td><td> <br /> ASI<br /> </td><td> <br /> 4<br /> </td><td> <br /> 11<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 6<br /> </td></tr><tr><td> <br /> 13<br /> </td><td> <br /> +5<br /> </td><td> <br /> Science (7th Level)<br /> </td><td> <br /> 4<br /> </td><td> <br /> 12<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 6<br /> </td></tr><tr><td> <br /> 14<br /> </td><td> <br /> +5<br /> </td><td> <br /> Primary Discipline Feature<br /> </td><td> <br /> 4<br /> </td><td> <br /> 12<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 6<br /> </td></tr><tr><td> <br /> 15<br /> </td><td> <br /> +5<br /> </td><td> <br /> Science (8th Level)<br /> </td><td> <br /> 4<br /> </td><td> <br /> 13<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 7<br /> </td></tr><tr><td> <br /> 16<br /> </td><td> <br /> +5<br /> </td><td> <br /> ASI<br /> </td><td> <br /> 4<br /> </td><td> <br /> 13<br /> </td><td> <br /> 3<br /> </td><td> <br /> 5<br /> </td><td> <br /> 7<br /> </td></tr><tr><td> <br /> 17<br /> </td><td> <br /> +6<br /> </td><td> <br /> Science (9th Level)<br /> </td><td> <br /> 4<br /> </td><td> <br /> 14<br /> </td><td> <br /> 4<br /> </td><td> <br /> 5<br /> </td><td> <br /> 7<br /> </td></tr><tr><td> <br /> 18<br /> </td><td> <br /> +6<br /> </td><td> <br /> -<br /> </td><td> <br /> 4<br /> </td><td> <br /> 14<br /> </td><td> <br /> 4<br /> </td><td> <br /> 5<br /> </td><td> <br /> 8<br /> </td></tr><tr><td> <br /> 19<br /> </td><td> <br /> +6<br /> </td><td> <br /> ASI<br /> </td><td> <br /> 4<br /> </td><td> <br /> 15<br /> </td><td> <br /> 4<br /> </td><td> <br /> 5<br /> </td><td> <br /> 8<br /> </td></tr><tr><td> <br /> 20<br /> </td><td> <br /> +6<br /> </td><td> <br /> High Science<br /> </td><td> <br /> 4<br /> </td><td> <br /> 15<br /> </td><td> <br /> 4<br /> </td><td> <br /> 5<br /> </td><td> <br /> 8<br /> </td></tr></table><p></p><p></p><p></p><p></p><p><strong>CLASS FEATURES</strong></p><p></p><p>Hit Dice: 1d8</p><p></p><p>Proficiences:</p><p></p><p>Armor: Light Armor</p><p></p><p>Weapons: Simple Weapons</p><p></p><p>Tools: None</p><p></p><p>Saving Throws: Intelligence, Wisdom</p><p></p><p>Skills: Choose Two from: Athletics, Arcana, Animal Handling, Insight, Medicine, Perception, Survival</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>PRIMARY DISCIPLINE</strong></p><p></p><p>At 1st Level, you choose a Psionic Primary Discipline in which you specialize. The Primary Disciplines are Clairsentience, Psychokinesis, Psychometabolism, Psychoportation and Telepathy. Your choice grants you features at 1st Level and again at 6th, 10th and 14th Level.</p><p></p><p></p><p></p><p><strong>PSIONICS</strong></p><p></p><p>You can use psionic powers.</p><p></p><p><em>Base Powers</em></p><p></p><p>You know 2 Base Powers (the Psionicist’s “cantrips”) from your Psionicist Powers List. You learn additional Base Powers at higher levels, as shown in the table.</p><p></p><p><em>Devotions</em></p><p></p><p>The table shows how many Devotions (the Psionicist’s “spells”) you have. It also shows their level. To use a devotion, you must use a slot. The slots are recovered with a short rest.</p><p></p><p><em>Devotions known of 1st Level and higher</em></p><p></p><p>At 1st Level, you know 2 Devotions from the Psionicist’s List.</p><p></p><p>The number of Devotions you know from a secondary Discipline must be inferior to the number of Devotions you know from your Primary Discipline.</p><p></p><p><em>Psionic Ability</em></p><p></p><p>Wisdom</p><p></p><p><em>Psionic Focus</em></p><p></p><p>A gem, crystal or equivalent (obsidian orb etc.)</p><p></p><p><em>Metapsionic powers</em></p><p></p><p>At 2nd Lvl, you gain 2 Metapsionic Powers of your choice.</p><p></p><p><em>Sciences</em></p><p></p><p>At 11th Lvl, chose a 6th Lvl Psionic Power of your Primary Discipline. You can use it once per rest.</p><p></p><p></p><p></p><p><strong>Kineticist (Psychokinesis specialist)</strong></p><p></p><p>You move things and manipulate energy with your thought.</p><p></p><p>As Primary Requisite can freely choose Int, Wis or Con</p><p></p><p></p><p></p><p>Psionic Tradition:</p><p></p><p>1) – gains the <em>Telekinetic Hand</em> Cantrip (as <em>Mage Hand</em> but invisible)</p><p></p><p>-<em> Telekinetic Push</em>: as a bonus action, you can force a Large or smaller creature within 30’ to pass a Strenght save (DC = your Power DC) or be pushed back 15’. Can use a number of times equal to your Primary Requisite bonus before a long rest.</p><p></p><p><em>- Telekinetic Deflect</em>: as a reaction, you can impose disadvantage on an attack (against you or not) within 60’. Can use a number of times equal to your Primary Requisite bonus before a long rest.</p><p></p><p>6) – <em>Inertial Barrier</em>: as a reaction, creates a semipermeable, mobile bubble of force around you in 10’. The bubble halves the Dmg from missiles and energy attacks (for example Breath Weapons) that cross the barrier, and falling Dmg is also halved for all creatures inside. You must use Concentration (up to 1 min) to maintain the bubble for more then 1 round. After a use, it recharges with a long rest.</p><p></p><p>10) –<em> Control Body</em>: as an action, you can try to control the body of a Large or smaller creature within 30’, as a puppeteer. The creature can resist with a Str save and can repeat it at the end of each round. When the creature is controlled, you can make it move and attack physically, but you must maintain Concentration (up to 1 minute) and must use 1 bonus action each round to control the creature.</p><p></p><p>- Gains <em>Telekinesis</em> as a bonus known power. You can use it for free once for long rest.</p><p></p><p>14) <em>Megakinesis:</em> you can use <em>Telekinesis</em> on one Gargantuan creature, or two Huge, four Large, eight Medium, sixteen Small; or Objects with a total weight of 100,000 pounds or less. When you use this power, you recover it with a long rest.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Telepath (Telepathy specialist)</strong></p><p></p><p>You communicate with and control the minds of other creatures.</p><p></p><p>Primary Requisite is Wis.</p><p></p><p></p><p></p><p>Psionic Tradition:</p><p></p><p>1) – <em>Contact</em>: can communicate via telepathy with any one intelligent creature within 60’. No shared language is necessary, but creature has to know at least a language.</p><p></p><p>-<em> Mind Thrust</em>: you can force Disadvantage on an Int, Wis or Cha regarding a Telepathic power originating from you. Mind Thrust doesn’t take an action to use. Can use a number of times equal to your Wis bonus before a long rest.</p><p></p><p><em>- Mental Barrier</em>: as a reaction, you can gain Advantage for an Int, Wis or Cha saving throw. Can use a number of times equal to your Wis bonus before a long rest.</p><p></p><p>6) – <em>Piercing Mind:</em> whenever the Telepath inflicts Psychic Dmg, he adds his Wis bonus (once per effect). He also automatically pierces Psychic damage resistence.</p><p></p><p>10) – <em>Thought Shield</em>: exactly as the Goo Warlock power of the same level.</p><p></p><p>14) - <em>Mass Contact:</em> can communicate simultaneously via telepathy with any number of intelligent creatures within 120’. No shared language is necessary. Once for long rest, the Telepath can try to <em>Charm </em>any number of these creatures. Each one saves individually. Those who fail are charmed for 8 hours (the same effect as a <em>Rod of Rulership</em>).</p><p></p><p></p><p></p><p></p><p></p><p><strong>Psychometabolist (Psychometabolism specialist)</strong></p><p></p><p>You act on your body to strengthen or modify it.</p><p></p><p>Primary Requisite is Con.</p><p></p><p></p><p></p><p>Psionic Tradition:</p><p></p><p>1) <em>– Alter Features:</em> the Psychometabolist can change some minor features of his body, such as skin and hair color, hair length, facial features, height (within the same size category) etc., and he can pass as a member of a race of similar size; he gains Advantage to disguise.</p><p></p><p><em>- Body Weaponry:</em> as a bonus action, the Psychometabolist can change its body parts to inflict more dmg. For example, he can transform one or both hands into beast claws (1d6 piercing and slashing dmg plus Str or Dex bonus); or can transform them into melee one-handed weapons (1d6 dmg plus Str or Dex bonus; piercing, slashing or blunt dmg depending on the type of weapon); or he can grow fangs and gain a bite attack (1d6 piercing plus Str).</p><p></p><p>6)<em> – Metamorphosis: </em>the Psychometabolist can transform into a Beast. The effect is the same as the Wild Shape power of a Druid of the same level. The Psychometabolist cannot use Psionic Powers during <em>Metamorphosis</em>.</p><p></p><p>– <em>Perfect Health:</em> gains Proficiency in Con saves</p><p></p><p>10) <em>– Energy Containment:</em> as a reaction, the Psychometabolist can automatically negate all damage to himself from an energy attack (Fire, Cold, Electricity, Acid, Thunder, Necrotic, Radiant, Force). He can regain the use of this power with a short rest.</p><p></p><p><em>- Purity of Body:</em> as the Monk power of the same name and level.</p><p></p><p>14) <em>- Elemental Composition:</em> the Psychometabolist can transform into a Large Elemental. The effect is the same as the Elemental Wild Shape of the Druid class, except that the Psychometabolist can change form each round as a bonus action. The Psychometabolist can now use Psionic Powers during <em>Metamorphosis</em> and <em>Elemental Composition</em>.</p></blockquote><p></p>
[QUOTE="Enrico Poli1, post: 7862567, member: 6947027"] [B]PSIONICIST 5e as a modified Warlock[/B] [TABLE] [TR] [TD] [B]LVL[/B] [/TD] [TD] [B]Prof. Bonus[/B] [/TD] [TD] [B]Features[/B] [/TD] [TD] [B]Base Powers[/B] [/TD] [TD] [B]Devotions[/B] [/TD] [TD] [B]Devotions Slots[/B] [/TD] [TD] [B]Slot[/B] [B]Level[/B] [/TD] [TD] [B]Metapsionic Powers Known[/B] [/TD] [/TR] [TR] [TD] 1 [/TD] [TD] +2 [/TD] [TD] Primary Discipline, Psionics [/TD] [TD] 2 [/TD] [TD] 2 [/TD] [TD] 1 [/TD] [TD] 1 [/TD] [TD] - [/TD] [/TR] [TR] [TD] 2 [/TD] [TD] +2 [/TD] [TD] Metapsionic Powers [/TD] [TD] 2 [/TD] [TD] 3 [/TD] [TD] 2 [/TD] [TD] 1 [/TD] [TD] 2 [/TD] [/TR] [TR] [TD] 3 [/TD] [TD] +2 [/TD] [TD] Psionic Way [/TD] [TD] 2 [/TD] [TD] 4 [/TD] [TD] 2 [/TD] [TD] 2 [/TD] [TD] 2 [/TD] [/TR] [TR] [TD] 4 [/TD] [TD] +2 [/TD] [TD] ASI [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 2 [/TD] [TD] 2 [/TD] [TD] 2 [/TD] [/TR] [TR] [TD] 5 [/TD] [TD] +3 [/TD] [TD] - [/TD] [TD] 3 [/TD] [TD] 6 [/TD] [TD] 2 [/TD] [TD] 3 [/TD] [TD] 3 [/TD] [/TR] [TR] [TD] 6 [/TD] [TD] +3 [/TD] [TD] Primary Discipline Feature [/TD] [TD] 3 [/TD] [TD] 7 [/TD] [TD] 2 [/TD] [TD] 3 [/TD] [TD] 3 [/TD] [/TR] [TR] [TD] 7 [/TD] [TD] +3 [/TD] [TD] - [/TD] [TD] 3 [/TD] [TD] 8 [/TD] [TD] 2 [/TD] [TD] 4 [/TD] [TD] 4 [/TD] [/TR] [TR] [TD] 8 [/TD] [TD] +3 [/TD] [TD] ASI [/TD] [TD] 3 [/TD] [TD] 9 [/TD] [TD] 2 [/TD] [TD] 4 [/TD] [TD] 4 [/TD] [/TR] [TR] [TD] 9 [/TD] [TD] +4 [/TD] [TD] - [/TD] [TD] 3 [/TD] [TD] 10 [/TD] [TD] 2 [/TD] [TD] 5 [/TD] [TD] 5 [/TD] [/TR] [TR] [TD] 10 [/TD] [TD] +4 [/TD] [TD] Primary Discipline Feature [/TD] [TD] 4 [/TD] [TD] 10 [/TD] [TD] 2 [/TD] [TD] 5 [/TD] [TD] 5 [/TD] [/TR] [TR] [TD] 11 [/TD] [TD] +4 [/TD] [TD] Science (6th Level) [/TD] [TD] 4 [/TD] [TD] 11 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 5 [/TD] [/TR] [TR] [TD] 12 [/TD] [TD] +4 [/TD] [TD] ASI [/TD] [TD] 4 [/TD] [TD] 11 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 6 [/TD] [/TR] [TR] [TD] 13 [/TD] [TD] +5 [/TD] [TD] Science (7th Level) [/TD] [TD] 4 [/TD] [TD] 12 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 6 [/TD] [/TR] [TR] [TD] 14 [/TD] [TD] +5 [/TD] [TD] Primary Discipline Feature [/TD] [TD] 4 [/TD] [TD] 12 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 6 [/TD] [/TR] [TR] [TD] 15 [/TD] [TD] +5 [/TD] [TD] Science (8th Level) [/TD] [TD] 4 [/TD] [TD] 13 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 7 [/TD] [/TR] [TR] [TD] 16 [/TD] [TD] +5 [/TD] [TD] ASI [/TD] [TD] 4 [/TD] [TD] 13 [/TD] [TD] 3 [/TD] [TD] 5 [/TD] [TD] 7 [/TD] [/TR] [TR] [TD] 17 [/TD] [TD] +6 [/TD] [TD] Science (9th Level) [/TD] [TD] 4 [/TD] [TD] 14 [/TD] [TD] 4 [/TD] [TD] 5 [/TD] [TD] 7 [/TD] [/TR] [TR] [TD] 18 [/TD] [TD] +6 [/TD] [TD] - [/TD] [TD] 4 [/TD] [TD] 14 [/TD] [TD] 4 [/TD] [TD] 5 [/TD] [TD] 8 [/TD] [/TR] [TR] [TD] 19 [/TD] [TD] +6 [/TD] [TD] ASI [/TD] [TD] 4 [/TD] [TD] 15 [/TD] [TD] 4 [/TD] [TD] 5 [/TD] [TD] 8 [/TD] [/TR] [TR] [TD] 20 [/TD] [TD] +6 [/TD] [TD] High Science [/TD] [TD] 4 [/TD] [TD] 15 [/TD] [TD] 4 [/TD] [TD] 5 [/TD] [TD] 8 [/TD] [/TR] [/TABLE] [B]CLASS FEATURES[/B] Hit Dice: 1d8 Proficiences: Armor: Light Armor Weapons: Simple Weapons Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose Two from: Athletics, Arcana, Animal Handling, Insight, Medicine, Perception, Survival [B]PRIMARY DISCIPLINE[/B] At 1st Level, you choose a Psionic Primary Discipline in which you specialize. The Primary Disciplines are Clairsentience, Psychokinesis, Psychometabolism, Psychoportation and Telepathy. Your choice grants you features at 1st Level and again at 6th, 10th and 14th Level. [B]PSIONICS[/B] You can use psionic powers. [I]Base Powers[/I] You know 2 Base Powers (the Psionicist’s “cantrips”) from your Psionicist Powers List. You learn additional Base Powers at higher levels, as shown in the table. [I]Devotions[/I] The table shows how many Devotions (the Psionicist’s “spells”) you have. It also shows their level. To use a devotion, you must use a slot. The slots are recovered with a short rest. [I]Devotions known of 1st Level and higher[/I] At 1st Level, you know 2 Devotions from the Psionicist’s List. The number of Devotions you know from a secondary Discipline must be inferior to the number of Devotions you know from your Primary Discipline. [I]Psionic Ability[/I] Wisdom [I]Psionic Focus[/I] A gem, crystal or equivalent (obsidian orb etc.) [I]Metapsionic powers[/I] At 2nd Lvl, you gain 2 Metapsionic Powers of your choice. [I]Sciences[/I] At 11th Lvl, chose a 6th Lvl Psionic Power of your Primary Discipline. You can use it once per rest. [B]Kineticist (Psychokinesis specialist)[/B] You move things and manipulate energy with your thought. As Primary Requisite can freely choose Int, Wis or Con Psionic Tradition: 1) – gains the [I]Telekinetic Hand[/I] Cantrip (as [I]Mage Hand[/I] but invisible) -[I] Telekinetic Push[/I]: as a bonus action, you can force a Large or smaller creature within 30’ to pass a Strenght save (DC = your Power DC) or be pushed back 15’. Can use a number of times equal to your Primary Requisite bonus before a long rest. [I]- Telekinetic Deflect[/I]: as a reaction, you can impose disadvantage on an attack (against you or not) within 60’. Can use a number of times equal to your Primary Requisite bonus before a long rest. 6) – [I]Inertial Barrier[/I]: as a reaction, creates a semipermeable, mobile bubble of force around you in 10’. The bubble halves the Dmg from missiles and energy attacks (for example Breath Weapons) that cross the barrier, and falling Dmg is also halved for all creatures inside. You must use Concentration (up to 1 min) to maintain the bubble for more then 1 round. After a use, it recharges with a long rest. 10) –[I] Control Body[/I]: as an action, you can try to control the body of a Large or smaller creature within 30’, as a puppeteer. The creature can resist with a Str save and can repeat it at the end of each round. When the creature is controlled, you can make it move and attack physically, but you must maintain Concentration (up to 1 minute) and must use 1 bonus action each round to control the creature. - Gains [I]Telekinesis[/I] as a bonus known power. You can use it for free once for long rest. 14) [I]Megakinesis:[/I] you can use [I]Telekinesis[/I] on one Gargantuan creature, or two Huge, four Large, eight Medium, sixteen Small; or Objects with a total weight of 100,000 pounds or less. When you use this power, you recover it with a long rest. [B]Telepath (Telepathy specialist)[/B] You communicate with and control the minds of other creatures. Primary Requisite is Wis. Psionic Tradition: 1) – [I]Contact[/I]: can communicate via telepathy with any one intelligent creature within 60’. No shared language is necessary, but creature has to know at least a language. -[I] Mind Thrust[/I]: you can force Disadvantage on an Int, Wis or Cha regarding a Telepathic power originating from you. Mind Thrust doesn’t take an action to use. Can use a number of times equal to your Wis bonus before a long rest. [I]- Mental Barrier[/I]: as a reaction, you can gain Advantage for an Int, Wis or Cha saving throw. Can use a number of times equal to your Wis bonus before a long rest. 6) – [I]Piercing Mind:[/I] whenever the Telepath inflicts Psychic Dmg, he adds his Wis bonus (once per effect). He also automatically pierces Psychic damage resistence. 10) – [I]Thought Shield[/I]: exactly as the Goo Warlock power of the same level. 14) - [I]Mass Contact:[/I] can communicate simultaneously via telepathy with any number of intelligent creatures within 120’. No shared language is necessary. Once for long rest, the Telepath can try to [I]Charm [/I]any number of these creatures. Each one saves individually. Those who fail are charmed for 8 hours (the same effect as a [I]Rod of Rulership[/I]). [B]Psychometabolist (Psychometabolism specialist)[/B] You act on your body to strengthen or modify it. Primary Requisite is Con. Psionic Tradition: 1) [I]– Alter Features:[/I] the Psychometabolist can change some minor features of his body, such as skin and hair color, hair length, facial features, height (within the same size category) etc., and he can pass as a member of a race of similar size; he gains Advantage to disguise. [I]- Body Weaponry:[/I] as a bonus action, the Psychometabolist can change its body parts to inflict more dmg. For example, he can transform one or both hands into beast claws (1d6 piercing and slashing dmg plus Str or Dex bonus); or can transform them into melee one-handed weapons (1d6 dmg plus Str or Dex bonus; piercing, slashing or blunt dmg depending on the type of weapon); or he can grow fangs and gain a bite attack (1d6 piercing plus Str). 6)[I] – Metamorphosis: [/I]the Psychometabolist can transform into a Beast. The effect is the same as the Wild Shape power of a Druid of the same level. The Psychometabolist cannot use Psionic Powers during [I]Metamorphosis[/I]. – [I]Perfect Health:[/I] gains Proficiency in Con saves 10) [I]– Energy Containment:[/I] as a reaction, the Psychometabolist can automatically negate all damage to himself from an energy attack (Fire, Cold, Electricity, Acid, Thunder, Necrotic, Radiant, Force). He can regain the use of this power with a short rest. [I]- Purity of Body:[/I] as the Monk power of the same name and level. 14) [I]- Elemental Composition:[/I] the Psychometabolist can transform into a Large Elemental. The effect is the same as the Elemental Wild Shape of the Druid class, except that the Psychometabolist can change form each round as a bonus action. The Psychometabolist can now use Psionic Powers during [I]Metamorphosis[/I] and [I]Elemental Composition[/I]. [/QUOTE]
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