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Psionicist class ideas based on the Psi Die from Tasha's
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<blockquote data-quote="Steampunkette" data-source="post: 8280722" data-attributes="member: 6796468"><p>For the Metacreative my main thought is to summon battlefield control. Rather than doing the Necromancer thing where you've got a bunch of loosely controlled undead or the Beastmaster thing where you've got a single well controlled beast, the Metacreative will create Quasi-Real NPCs that largely function through Reactions.</p><p></p><p>I'll still probably give them the ability to pull a Psychopomp into our world like a classic summoner, but the rest of their abilities will be related to creating these psychic constructs that occupy a space and threaten an area, but only take Reactions. They'll be easy to destroy, of course, through I'll likely do something to protect them from all getting wiped out in one shot by an AoE. But think of their power as more of a Chessboard than an Army. One Queen, a whole buncha pawns.</p><p></p><p>And yeah. The Chiurgen won't be pure healing. I was just trying to answer very briefly. The intention is for the Chiurgeon to gain abilities that allow them to use psychic power to repair damage, encourage healing, and provide alterations to a character so they can fight better. This is, of course, separate from the -rest- of the class kit.</p><p></p><p>For the Psionic Warrior I'm aiming more toward Pact of the Blade or Monk than Paladin or Eldritch Knight. Lightly armored, or unarmored, slightly delayed extra attack (Looking at giving the Psionicist Subclass abilities at 1, 3, 6, 9, 13, and 15.)</p><p></p><p>That's more or less what I'm planning to do, yes. Though rather than having Psionic Quanta (Invocations for this class) affect the Talents (Cantrips that scale and get modified by Psionic Dice), I plan to have them provide separate fun side-abilities to customize that you Expend your Psionic Dice to use.</p><p></p><p>Expending your Psionic Dice means that no matter what you roll, the size of the dice drops unless you roll a 1.</p><p></p><p>An example would be Psionic Leap.</p><p></p><p></p><p></p><p>I particularly like the idea that regardless of your movement speed you land during your turn. Meaning these psionic leaps aren't just a big jump, but also hurling you through the air faster than you should be able to move. Possibly leaving a visible "Wake" of psionic disturbance as you're flung by the power of your mind to your landing area.</p><p></p><p>Like a human with an Intelligence of 20 uses Psionic Leap and expends a d12. Suddenly their jumping distance is 120ft, even though their movement is only 30ft. So they -hurl- themselves through the air with psychic power, catapulting themselves to their destination. Then they land and take their action (and any Bonus Actions) normally. It's like having a 120ft fly speed only you have to end your turn on solid ground and can't turn in mid air!</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8280722, member: 6796468"] For the Metacreative my main thought is to summon battlefield control. Rather than doing the Necromancer thing where you've got a bunch of loosely controlled undead or the Beastmaster thing where you've got a single well controlled beast, the Metacreative will create Quasi-Real NPCs that largely function through Reactions. I'll still probably give them the ability to pull a Psychopomp into our world like a classic summoner, but the rest of their abilities will be related to creating these psychic constructs that occupy a space and threaten an area, but only take Reactions. They'll be easy to destroy, of course, through I'll likely do something to protect them from all getting wiped out in one shot by an AoE. But think of their power as more of a Chessboard than an Army. One Queen, a whole buncha pawns. And yeah. The Chiurgen won't be pure healing. I was just trying to answer very briefly. The intention is for the Chiurgeon to gain abilities that allow them to use psychic power to repair damage, encourage healing, and provide alterations to a character so they can fight better. This is, of course, separate from the -rest- of the class kit. For the Psionic Warrior I'm aiming more toward Pact of the Blade or Monk than Paladin or Eldritch Knight. Lightly armored, or unarmored, slightly delayed extra attack (Looking at giving the Psionicist Subclass abilities at 1, 3, 6, 9, 13, and 15.) That's more or less what I'm planning to do, yes. Though rather than having Psionic Quanta (Invocations for this class) affect the Talents (Cantrips that scale and get modified by Psionic Dice), I plan to have them provide separate fun side-abilities to customize that you Expend your Psionic Dice to use. Expending your Psionic Dice means that no matter what you roll, the size of the dice drops unless you roll a 1. An example would be Psionic Leap. I particularly like the idea that regardless of your movement speed you land during your turn. Meaning these psionic leaps aren't just a big jump, but also hurling you through the air faster than you should be able to move. Possibly leaving a visible "Wake" of psionic disturbance as you're flung by the power of your mind to your landing area. Like a human with an Intelligence of 20 uses Psionic Leap and expends a d12. Suddenly their jumping distance is 120ft, even though their movement is only 30ft. So they -hurl- themselves through the air with psychic power, catapulting themselves to their destination. Then they land and take their action (and any Bonus Actions) normally. It's like having a 120ft fly speed only you have to end your turn on solid ground and can't turn in mid air! [/QUOTE]
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