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Possible Power Sources

Belorin

Explorer
I know that we have discussed the various power sources in other threads, but it never seemed to cover all of the confirmed and oft mentioned by the designers.
So here I submit my take on the PHB 1 power sources and the prospective PHB 2/3 sources.

My Descriptions of Power Sources


Martial: the power source of the body, and the mind at higher levels that allows the character to perform its exploits, including those that seem to defy the laws of nature.

Divine: the Gods imbue these characters with their power so they can accomplish their various actions via prayers.

Arcane: the planes are filled with power and these characters work to access it. Whether the spells come from a formula that allows the character to access the power of the various planes or pacts with mysterious patrons from these planes, they are its master.

Psionic: the power of the mind that allows the character to perform various feats of mental prowess, these talents include mind reading and control, the ability to move or animate objects, read the auras of persons and objects and even form objects of mental energy.

Primal: the essence of the world around us, the spirits of the animals, plants, rivers, sky and mountains. From taking the shapes of the beasts to utilizing their attributes or attacks, or conjuring the beasts, the winds or water and earth to change the terrain of the battlefield, these are the power these characters manifest.

Shadow: source of the powers of illusion; manipulating darkness and light to create false images or sounds. Necrotic energy for creating undead, allowing allies to weather the harmful effects of some attacks and inspire dread in their foes, it can also enhance their stealth abilities.

And to those I add the Artifice power source;

Artifice: these characters have the ability to create devices that are powered by mundane sources, magnetic, mechanical, electrical or chemical. These devices can range from alchemical potions to explosives to powered weapons and armor.

These are the sources as I envision them; I have listed the names of the powers below;
Martial = exploits
Divine = prayers
Arcane = spells
Psionic = talents
Primal = manifestations
Shadow = manipulations
Artifice = devices

Classes, I'm still investigating them; I am not that familiar with Psionics. Primal and Shadow I have a good idea about, just weighing options.

Note: I don't put up the frequently mentioned Ki power source as I consider that to be a part of the Martial power source.
Bel
 
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Don't forget KI which is the suspected power source for the Monk class. I bet the PHB II will have that along with the Primal source.

I'm not sure on the Shadow source though. The original Plane of Shadow is no more and replaced with an alternate dimension full of ghosts, kinda like the Shadowlands in White Wolf`s Wraith game. What would that have to do with illusions of sight and sound? Wouldn't the Feywild be more attuned to messing up perceptions?
 

Interesting idea.

The way I see it is just a little bit different than you:

Martial = exploits
Divine = prayers
Arcane = spells
Psionic = talents
Primal = manifestations
Shadow = manipulations
Technological = inventions
Ki = focus
 

Belorin said:
Arcane: the planes are filled with power and these characters work to access it. Whether the spells come from a formula that allows the character to access the power of the various planes or pacts with mysterious patrons from these planes, they are its master.
Hmm, it’s not my impression that all arcane power necessarily comes from other planes. It makes fine sense with warlocks, for instance, but I’m not sure about wizards. Many campaign worlds are themed as being “cut off” from the rest of the cosmology yet feature a variety of functional mages, for instance. I would think arcane magic would be flavoured as a more general and inherent thing to the generic campaign world.

Belorin said:
Psionic = talents
Primal = manifestations
Wouldn't it be more appropriate to call psionic powers manifests or manifestations, rather than primal powers? After all, in 3E psionic powers were simply called "powers" and the act of doing them was "manifesting".
 

Dunamin said:
Hmm, it’s not my impression that all arcane power necessarily comes from other planes. It makes fine sense with warlocks, for instance, but I’m not sure about wizards. Many campaign worlds are themed as being “cut off” from the rest of the cosmology yet feature a variety of functional mages, for instance. I would think arcane magic would be flavoured as a more general and inherent thing to the generic campaign world.

I just went with the fact that wizards cast spells with elemental effects, plus some shadow, illusion and necromatic at least at low levels. In R&C they say that the bigger and better spells of these types are being reserved for the appropriate classes down the line.

Dunamin said:
Wouldn't it be more appropriate to call psionic powers manifests or manifestations, rather than primal powers? After all, in 3E psionic powers were simply called "powers" and the act of doing them was "manifesting".

As i stated in the OP I'm unfamiliar with Psionics as they were, matter of fact have never used them in my games. In another game, Bureau 13 we had psionics and they were called talents. As for primal manifestations, it sounded good, a druid would manifest her animal shape, a barbarian manifests his totems aspect as he rages, the Shaman manifests the spirit of the wind to push his enemy back, etc.

MaelStorm & FallenTabris, I include the 'Ki' power as an upper level of the Martial power source.


Bel
 




As far as classes go, I'm not one of the class/role grid must be filled proponents, the martial controller is very unlikely unless WotC designs something totally new. However since martial characters are mostly melee based, I see more leaders, defenders and strikers than other sources.

Martial
Fighter - defender
monk - striker
Ranger - striker
Rogue - striker
Warlord - leader

Divine
Cleric - leader
Crusader - striker
Favored Soul - controller
Paladin - defender

Arcane
Bard - leader
Sorcerer - striker
Swordmage - defender
Warlock - striker
Wizard - controller

Primal
Barbarian - defender
Druid - striker
Invoker - controller
Shaman - leader

Shadow
Beguiler/Illusionist - controller
Hexblade - defender
Necromancer - controller
Shadowcaster - striker
Shadowdancer - striker

Psionic
Ardent - leader
Psion - controller
Psychic Warrior - defender
Soulknife - striker

Artifice
Alchemist - leader
Grenadier - controller
Sniper - striker
Warmachine - defender

Artifice classes;
Alchemist is the leader using potions, oils and philters to support and heal his allies.
Grenadier uses his knowledge of explosives to control the battlefield, using them to either damage large numbers of foes or create obstacles to them.
Sniper uses mechanically enhanced ranged weapons to take down single opponents with critical strikes.
Warmachine has enhanced armor that engages the enemy with a variety of effects, electrical charges, magnetically charged shield, etc.

These are just ideas, so give it a go for your own.

Bel
 
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