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<blockquote data-quote="Chaosmancer" data-source="post: 7860960" data-attributes="member: 6801228"><p>One thing I would like to point out about the Augemented Defenses is that we already have an ability that does this. The Ancestral Guardian barbarian gets the ability while raging to use their reaction to reduce damage by 2d6, it is level 6 so mid-way between this. It increases to a max of 4d6 by 14th though, where this locks in at 1d12 and never improves, which makes it a worse ability in my mind. </p><p></p><p>Then again, the offensive version isn't much better for the fighter. a 1d4 per turn is just a bit too little. Maybe you could tie in that Int Mod and let them apply the damage a number of times a turn equal to their Int mod, so it still has a limit, but a stretchier one.</p><p></p><p></p><p>Looking at the rest of the Psychic Warrior... it might be growing on me. I think Telekeinetic Bulwark is a really cool ability, I'm not sold on Strength of Mind... and that might be where the issue is with this subclass for me. Int is not a stat you typically see very high, so those saves will be low, meaning you just aren't likely to see them succeeding. You are still a fighter, so you need STR or DEX and then Con to stand on the front lines. Tying so many abilities in with a tertiary stat is just leaving me feeling a little underwhelmed. </p><p></p><p></p><p>I like the Soulknife though. Yeah, bonus action bloat, but it is a bonus action you are doing at the start of the fight, so it hurts less. I think I would have liked the option to do a single blade of d8 and then two for d6's. I also agree the blades should get some scaling at higher levels. Maybe let you copy an enchantment for an attunement slot?</p><p></p><p> That extra hp could be big. Rogues can afford to have Int as their second highest, so I could see this netting a mid-level rogue 15 hp. I think the walking speed is a weak option though. I'd either make it 10 or think of something better to fit there. </p><p></p><p>I'd let Psychic Veil keep the invisibility to a creature if they are frightened of you. Let that Terrifying Blade do some extra work and be a huge boost for 1v1 which rogues usually can't do. </p><p></p><p></p><p></p><p></p><p></p><p></p><p>I'm really surprised that Ego Whip is getting good reviews here. I found it was actually a really bad choice for a 4th level spell. Instead, I would look to Hold Person. </p><p></p><p>Ego Whip targets 1 creature</p><p>Hold Person Targets 1 humanoid per spell slot above 2nd.</p><p></p><p>Ego Whip gives you disadvantage on attacks, ability checks, and saves. Plus you can't cast spells. </p><p>Hold Person prevents you from taking actions, and you auto fail strength and dex saves. Plus, anyone within 5 ft auto-crits on you. </p><p></p><p>I guess Ego Whip is fine if you are fighting non-humanoids, but you get Hold Monster at 5th so... is it just the fact that Ego Whip is hard to get rid of, since it gives disadvantage on it's own save? It is still taking your concentration slot and it isn't giving as much value as I would expect. </p><p></p><p>Mind Thrust is a Bonus action, which opens up comboing it with Mind Sliver or a different action. That is some great value to try and get a target or group of targets to run. I rarely see forcing enemies to run as being very useful, but making them waste a turn they could be using to kill you is obviously worth it. </p><p></p><p>I essentially agree with most of the rest though. Some of these are very nice spells.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7860960, member: 6801228"] One thing I would like to point out about the Augemented Defenses is that we already have an ability that does this. The Ancestral Guardian barbarian gets the ability while raging to use their reaction to reduce damage by 2d6, it is level 6 so mid-way between this. It increases to a max of 4d6 by 14th though, where this locks in at 1d12 and never improves, which makes it a worse ability in my mind. Then again, the offensive version isn't much better for the fighter. a 1d4 per turn is just a bit too little. Maybe you could tie in that Int Mod and let them apply the damage a number of times a turn equal to their Int mod, so it still has a limit, but a stretchier one. Looking at the rest of the Psychic Warrior... it might be growing on me. I think Telekeinetic Bulwark is a really cool ability, I'm not sold on Strength of Mind... and that might be where the issue is with this subclass for me. Int is not a stat you typically see very high, so those saves will be low, meaning you just aren't likely to see them succeeding. You are still a fighter, so you need STR or DEX and then Con to stand on the front lines. Tying so many abilities in with a tertiary stat is just leaving me feeling a little underwhelmed. I like the Soulknife though. Yeah, bonus action bloat, but it is a bonus action you are doing at the start of the fight, so it hurts less. I think I would have liked the option to do a single blade of d8 and then two for d6's. I also agree the blades should get some scaling at higher levels. Maybe let you copy an enchantment for an attunement slot? That extra hp could be big. Rogues can afford to have Int as their second highest, so I could see this netting a mid-level rogue 15 hp. I think the walking speed is a weak option though. I'd either make it 10 or think of something better to fit there. I'd let Psychic Veil keep the invisibility to a creature if they are frightened of you. Let that Terrifying Blade do some extra work and be a huge boost for 1v1 which rogues usually can't do. I'm really surprised that Ego Whip is getting good reviews here. I found it was actually a really bad choice for a 4th level spell. Instead, I would look to Hold Person. Ego Whip targets 1 creature Hold Person Targets 1 humanoid per spell slot above 2nd. Ego Whip gives you disadvantage on attacks, ability checks, and saves. Plus you can't cast spells. Hold Person prevents you from taking actions, and you auto fail strength and dex saves. Plus, anyone within 5 ft auto-crits on you. I guess Ego Whip is fine if you are fighting non-humanoids, but you get Hold Monster at 5th so... is it just the fact that Ego Whip is hard to get rid of, since it gives disadvantage on it's own save? It is still taking your concentration slot and it isn't giving as much value as I would expect. Mind Thrust is a Bonus action, which opens up comboing it with Mind Sliver or a different action. That is some great value to try and get a target or group of targets to run. I rarely see forcing enemies to run as being very useful, but making them waste a turn they could be using to kill you is obviously worth it. I essentially agree with most of the rest though. Some of these are very nice spells. [/QUOTE]
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