DnD Warlord
Adventurer
Hey everyone.
I am looking to ask some quastions about the 2020 update to psionics for D&D 5e.
I have just started a Roll20 campaign (I am new to this whole distance D&D thing, we had a campaign in person that fell apart due to 2020) and I have 1 PC useing the Psi Knight rules.
We just hit level 3 last week, and as such this week was the first time we had psionics in game. (first impression I really like it.)
However I want to make sure we are doing it "right" (you know as right as anything in D&D is since we use tons of house rules all the time.)
So he is a tabaxi fighter level 3. SO he now has 3 special abilities and a psi die to operate them. From what we could see (and I know we might have it wrong that is why I am here) he can use all 3 the same turn. He can move and leap rolling his (1d6+int mod)x2 as additional jump, then swing his sword or fire his flintlock dealing damage +1d6 force... then when he is counter attacked he can use his 1x per round reaction to roll 1d6+int mod and lower the damage by that amount.
if he rolls a 6 the die becomes a d4... when it is a d4 if he rolls a 4 it goes away, but if he rolls a 1 it goes back up to d6.
so 3 questions came up
1)Assumeing all of that is right, can it go BIGGER then the starting die? If he rolls a 1 on the d6 does it go up to D8, or does he have to 'unlock' the d8 at 5th level?
2)Also assuming the above is right, what happens with a ridder effect. Example, I had a poison dagger that dealt 1d4+2 (rouges dex) piercing damage plus 1d6 poison. If I roll a 1 on the damage (so 3) and he negates that 3 with his 1d6+int mod, does that also stop the poison, since without it piercing it can't deliver the poison?
3) Not just with this, but other 1/round or turn effects, how does it interact with Action surge... Since he can only add the force damage 1x even if he action surges he can not do so again, or does action surge count as a whole new action?
I am looking to ask some quastions about the 2020 update to psionics for D&D 5e.
I have just started a Roll20 campaign (I am new to this whole distance D&D thing, we had a campaign in person that fell apart due to 2020) and I have 1 PC useing the Psi Knight rules.
We just hit level 3 last week, and as such this week was the first time we had psionics in game. (first impression I really like it.)
However I want to make sure we are doing it "right" (you know as right as anything in D&D is since we use tons of house rules all the time.)
So he is a tabaxi fighter level 3. SO he now has 3 special abilities and a psi die to operate them. From what we could see (and I know we might have it wrong that is why I am here) he can use all 3 the same turn. He can move and leap rolling his (1d6+int mod)x2 as additional jump, then swing his sword or fire his flintlock dealing damage +1d6 force... then when he is counter attacked he can use his 1x per round reaction to roll 1d6+int mod and lower the damage by that amount.
if he rolls a 6 the die becomes a d4... when it is a d4 if he rolls a 4 it goes away, but if he rolls a 1 it goes back up to d6.
so 3 questions came up
1)Assumeing all of that is right, can it go BIGGER then the starting die? If he rolls a 1 on the d6 does it go up to D8, or does he have to 'unlock' the d8 at 5th level?
2)Also assuming the above is right, what happens with a ridder effect. Example, I had a poison dagger that dealt 1d4+2 (rouges dex) piercing damage plus 1d6 poison. If I roll a 1 on the damage (so 3) and he negates that 3 with his 1d6+int mod, does that also stop the poison, since without it piercing it can't deliver the poison?
3) Not just with this, but other 1/round or turn effects, how does it interact with Action surge... Since he can only add the force damage 1x even if he action surges he can not do so again, or does action surge count as a whole new action?