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Revising the Psychic Warrior
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<blockquote data-quote="Hawk Diesel" data-source="post: 7860924" data-attributes="member: 59848"><p>So I like that basic concept of the Psychic Warrior in the latest Unearthed Arcana. But I have some of my own ideas about how best to execute the concept. Here are my ideas:</p><p></p><p><strong>Psionic Armament </strong></p><p>When you reach 3rd level in this You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.</p><p></p><p><strong><em>Augmented Defenses.</em></strong> When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, you instead roll 2d10 and take the higher of the two rolls.</p><p></p><p><strong><em>Augmented Strikes.</em></strong> Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 2d4.</p><p></p><p><em>Reasoning: </em>I felt going from a d10 to a d12 a bit underwhelming for the augmented defenses. Getting advantage on the die increases the damage prevented, but keeps it at 10 or less. On the other hand, a d4 damage on a single attack seems appropriate at 3rd level, but a d6 on a single attack at level 10 is not so great. Doubling it to a 2d4 seemed better. I also adjust the main level 10 ability to balance it out a bit.</p><p></p><p><strong>Telekinetic Hand </strong></p><p>No changes for this one.</p><p></p><p><strong>Strength of Mind </strong></p><p>Beginning at 7th level, you learn to use your telekinetic abilities with more skill and force. When you use your Shrewd Fighting ability, you can choose to target a creature you can see within 30 feet. When you do so, you instead use an Intelligence (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).</p><p></p><p>If you have grappled target using this ability, as long as the target remains grappled you can use a bonus action to move the target up to 15 feet in a direction you choose. Additionally, if you have grappled a target using this ability, you can use your action to telekinetically crush the target, dealing bludgeoning damage equal to 2d6 + your intelligence modifier.</p><p></p><p><em>Reasoning and Explanation: </em>So I have my own version of the fighter. At level 2, they instead gain an ability called Shrewd Fighting. Basically, they can use a bonus action to attempt a shove, grapple, or disarm. It was meant to give fighter's a consistent bonus action, akin to rogues. Action Surge moves to level 6, where it is more useful (as fighters get 2 attacks) and makes Fighter less valuable to dip into. So this ability is meant to enhance Shrewd Fighting. If you aren't into that idea though, it is easy to adjust this ability to grant a bonus action Grapple or Shove.</p><p></p><p><strong>Telekinetic Bulwark </strong></p><p>Beginning at 10th level, you learn to create a protective field around you and nearby allies. As an action you can project a bastion of psionic power in a 10-foot radius around yourself that lasts until the start of your next turn. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.</p><p></p><p><em>Reasoning: </em>I thought since fighters are typically about at will powers, I thought it best to adjust this to be an alternative to dodge. But at the sacrifice of attacking themselves, they would also grant this ability to nearby allies.</p><p></p><p><strong>Agonizing Strikes </strong></p><p>Upon reaching 15th level, you learn to channel psychic agony into your attacks. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and is stunned until the end of your next turn.</p><p></p><p>Once you have used this ability, you must finish a short or long rest before you can attempt this ability again.</p><p></p><p><em>Reasoning: </em>When I think agonizing, I think of being stunned. But granting a stun ability is quite powerful, so between that and how typical fighter abilities recharge, I thought it best to have one per short rest.</p><p></p><p><strong>Psychic Dreadnaught </strong></p><p>The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. When you use your telekinetic bulwark ability, you instead grant those within its area three-quarter’s cover. As part of this action, you can make a single weapon attack.</p><p></p><p><em>Reasoning: </em>Psychic Dreadnaught seemed like a better version of the Champion's Survivor ability. Of course it is more time limited too. But I thought this would build upon the previously established Telekinetic Bulwark ability and set it apart from the Champion's ability.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7860924, member: 59848"] So I like that basic concept of the Psychic Warrior in the latest Unearthed Arcana. But I have some of my own ideas about how best to execute the concept. Here are my ideas: [B]Psionic Armament [/B] When you reach 3rd level in this You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest. [B][I]Augmented Defenses.[/I][/B] When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, you instead roll 2d10 and take the higher of the two rolls. [B][I]Augmented Strikes.[/I][/B] Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 2d4. [I]Reasoning: [/I]I felt going from a d10 to a d12 a bit underwhelming for the augmented defenses. Getting advantage on the die increases the damage prevented, but keeps it at 10 or less. On the other hand, a d4 damage on a single attack seems appropriate at 3rd level, but a d6 on a single attack at level 10 is not so great. Doubling it to a 2d4 seemed better. I also adjust the main level 10 ability to balance it out a bit. [B]Telekinetic Hand [/B] No changes for this one. [B]Strength of Mind [/B] Beginning at 7th level, you learn to use your telekinetic abilities with more skill and force. When you use your Shrewd Fighting ability, you can choose to target a creature you can see within 30 feet. When you do so, you instead use an Intelligence (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you have grappled target using this ability, as long as the target remains grappled you can use a bonus action to move the target up to 15 feet in a direction you choose. Additionally, if you have grappled a target using this ability, you can use your action to telekinetically crush the target, dealing bludgeoning damage equal to 2d6 + your intelligence modifier. [I]Reasoning and Explanation: [/I]So I have my own version of the fighter. At level 2, they instead gain an ability called Shrewd Fighting. Basically, they can use a bonus action to attempt a shove, grapple, or disarm. It was meant to give fighter's a consistent bonus action, akin to rogues. Action Surge moves to level 6, where it is more useful (as fighters get 2 attacks) and makes Fighter less valuable to dip into. So this ability is meant to enhance Shrewd Fighting. If you aren't into that idea though, it is easy to adjust this ability to grant a bonus action Grapple or Shove. [B]Telekinetic Bulwark [/B] Beginning at 10th level, you learn to create a protective field around you and nearby allies. As an action you can project a bastion of psionic power in a 10-foot radius around yourself that lasts until the start of your next turn. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws. [I]Reasoning: [/I]I thought since fighters are typically about at will powers, I thought it best to adjust this to be an alternative to dodge. But at the sacrifice of attacking themselves, they would also grant this ability to nearby allies. [B]Agonizing Strikes [/B] Upon reaching 15th level, you learn to channel psychic agony into your attacks. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and is stunned until the end of your next turn. Once you have used this ability, you must finish a short or long rest before you can attempt this ability again. [I]Reasoning: [/I]When I think agonizing, I think of being stunned. But granting a stun ability is quite powerful, so between that and how typical fighter abilities recharge, I thought it best to have one per short rest. [B]Psychic Dreadnaught [/B] The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. When you use your telekinetic bulwark ability, you instead grant those within its area three-quarter’s cover. As part of this action, you can make a single weapon attack. [I]Reasoning: [/I]Psychic Dreadnaught seemed like a better version of the Champion's Survivor ability. Of course it is more time limited too. But I thought this would build upon the previously established Telekinetic Bulwark ability and set it apart from the Champion's ability. [/QUOTE]
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