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<blockquote data-quote="Inchoroi" data-source="post: 6476279" data-attributes="member: 6752135"><p>This gives me an idea.</p><p></p><p></p><p>Lets start with the basic 'psychic' ideas presented above (I like Fralex's work). </p><p></p><p></p><p></p><p>Each of these could be an archetype; however, I don't think that Psychoportation, nor Metacreativity, is a truly valid archetype, as they (since you choose the archetype at early levels) wouldn't be balanced if they get what their shtick is at the beginning (i.e. teleporting at such a low level; teleporting and creating stuff from nothing can be higher level stuff for the others). So, that narrows it down to four archetypes: </p><ul> <li data-xf-list-type="ul">Psychokinesis</li> <li data-xf-list-type="ul">Psychometabolism</li> <li data-xf-list-type="ul">Clairsentience</li> <li data-xf-list-type="ul">Telepathy</li> </ul><p></p><p>This is a good number to have; less than the cleric or wizard, but more than others. I think we should base the archetypes off the sorcerer; there's a reason for this. The structure works with having expendable points (psi-points, I think, in this case). In addition, I think it is thematic to also include things similar to Invocations from warlock, things that make it easier to do the things you'd want to do as a psychic. </p><p></p><p>Base Class: Psychic</p><p>Hit Points: 1d6 per Psychic level</p><p>Hit Points at 1st Level: 6 + your Constitution modifier</p><p>Hit points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psychic level after 1st</p><p></p><p><strong>Proficiencies:</strong></p><p>Armor: None</p><p>Weapons: Daggers, darts, slings, quarterstaffs, light crossbows</p><p>Tools: None</p><p></p><p>Saving Throws: Intelligence, Wisdom</p><p>Skills: Choose three from Arcana, Deception, Insight, Nature, and Religion</p><p></p><p><strong>Psionics</strong></p><p>You know three psychic techniques of your choice from the below choices. In addition, you have a number of psionic points (psi-points or psps for short) equal to your level + your intelligence modifier. You can expend them on the psychic techniques you know, and regain all your expended psi-points when you take a long rest. </p><p></p><p>You use your intelligence score whenever a psychic technique refers to your psychic casting score. In addition, you use your intelligence modifier whenever setting the saving throw DC for a psychic technique and when making an attack roll with one.</p><p></p><p>Psychic save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p>Psychic attack modifier = your proficiency bonus + your Intelligence modifier</p><p></p><p><strong>Psychic Disciplines</strong></p><p>At 1st level, choose a psionic discipline, which describes the psychic techniques which you are innately talented with: Psychokinesis, Psychometabolism, Clairsentience, or Telepathy. </p><p></p><p>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p></p><p><strong>Psychic Talents</strong></p><p>At second level, you expand your understanding of your chosen psychic techniques and your innate psychic talents. You learn 2 psychic talents from the list below, gaining an additional two talents at 10th and 17th level. You must meet all prerequisites for the talent you wish to learn.</p><p></p><p><strong>Ability Score Improvement</strong></p><p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p></p><p></p><p></p><p>All that's needed now is 6-10 psychic techniques (and the ways they expand based on the amount of psi-points you spend), about 15 or so psychic talents, and the specific details of the discipline.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 6476279, member: 6752135"] This gives me an idea. Lets start with the basic 'psychic' ideas presented above (I like Fralex's work). Each of these could be an archetype; however, I don't think that Psychoportation, nor Metacreativity, is a truly valid archetype, as they (since you choose the archetype at early levels) wouldn't be balanced if they get what their shtick is at the beginning (i.e. teleporting at such a low level; teleporting and creating stuff from nothing can be higher level stuff for the others). So, that narrows it down to four archetypes: [LIST] [*]Psychokinesis [*]Psychometabolism [*]Clairsentience [*]Telepathy [/LIST] This is a good number to have; less than the cleric or wizard, but more than others. I think we should base the archetypes off the sorcerer; there's a reason for this. The structure works with having expendable points (psi-points, I think, in this case). In addition, I think it is thematic to also include things similar to Invocations from warlock, things that make it easier to do the things you'd want to do as a psychic. Base Class: Psychic Hit Points: 1d6 per Psychic level Hit Points at 1st Level: 6 + your Constitution modifier Hit points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psychic level after 1st [B]Proficiencies:[/B] Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose three from Arcana, Deception, Insight, Nature, and Religion [B]Psionics[/B] You know three psychic techniques of your choice from the below choices. In addition, you have a number of psionic points (psi-points or psps for short) equal to your level + your intelligence modifier. You can expend them on the psychic techniques you know, and regain all your expended psi-points when you take a long rest. You use your intelligence score whenever a psychic technique refers to your psychic casting score. In addition, you use your intelligence modifier whenever setting the saving throw DC for a psychic technique and when making an attack roll with one. Psychic save DC = 8 + your proficiency bonus + your Intelligence modifier Psychic attack modifier = your proficiency bonus + your Intelligence modifier [B]Psychic Disciplines[/B] At 1st level, choose a psionic discipline, which describes the psychic techniques which you are innately talented with: Psychokinesis, Psychometabolism, Clairsentience, or Telepathy. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. [B]Psychic Talents[/B] At second level, you expand your understanding of your chosen psychic techniques and your innate psychic talents. You learn 2 psychic talents from the list below, gaining an additional two talents at 10th and 17th level. You must meet all prerequisites for the talent you wish to learn. [B]Ability Score Improvement[/B] When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. All that's needed now is 6-10 psychic techniques (and the ways they expand based on the amount of psi-points you spend), about 15 or so psychic talents, and the specific details of the discipline. [/QUOTE]
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