J-H
Hero
What does a psionic character do that is different? I'd rather see something more off-the-wall than "spellcaster but X."
For example, I recently read Dune Messiah for only the second time (first time was 30 years ago), and decided to throw together a character class based on Paul Atreides' psionic powers. Looking at the features, it blends aspects of rogue and monk with a super-specialized list of spells it can use. Like Muad'Dib, it carries almost no special abilities relating to deal damage, but a lot of options for information gathering, evading or negating attacks, and acting first.
I could see it working in the right campaign, but I'm not entirely sure the high to-hit chance and low damage would be fun to play, at least not without adding a magic weapon. It is designed to work about as well with a high strength build as high dex (you just need Dex 14). A feat or two will probably be needed to really hit a weapon specialization of some sort.
It is not designed with multiclassing in mind.
For example, I recently read Dune Messiah for only the second time (first time was 30 years ago), and decided to throw together a character class based on Paul Atreides' psionic powers. Looking at the features, it blends aspects of rogue and monk with a super-specialized list of spells it can use. Like Muad'Dib, it carries almost no special abilities relating to deal damage, but a lot of options for information gathering, evading or negating attacks, and acting first.
I could see it working in the right campaign, but I'm not entirely sure the high to-hit chance and low damage would be fun to play, at least not without adding a magic weapon. It is designed to work about as well with a high strength build as high dex (you just need Dex 14). A feat or two will probably be needed to really hit a weapon specialization of some sort.
It is not designed with multiclassing in mind.
Hit Dice: 1d8 per Prescient level
Proficiencies: Simple weapons, martial weapons, light & medium armor
Tools: None
Saving throws: Wisdom, Charisma [understanding and force of will]
Skills: Choose two from Acrobatics, Insight, Investigation, Perception, Persuasion
Level Feature
1 Danger sense: Wis mod to AC & Initiative
2 Detect poison (at will, 30'), +Wis to saving throws
3 Predictive Strike: Wis mod to hit; Expertise in 2 skills
4 Ability Score Improvement
5 Extra Attack
6 Deadly critical: Critical hits do bonus damage equal to your Prescient level
7 Uncanny Dodge, Clairvoyance (2/day? same for all the spells)
8 Ability Score Improvement
9 Evasion, Arcane Eye, Locate Creature
10 Ability Score Improvement
11 Perfected strike: +Wis to damage
12 Ability Score Improvement
13 Blindsight 30'
14 Commune with Nature; Expertise in 2 skills
15 Scrying
16 Ability Score Improvement
17 Legend Lore; Jack of All Trades (1/2 PB to all non-proficient skills)
18 True Seeing 120', blindsight 120', Expanded Critical range (19-20)
19 Ability Score Improvement
20 Perfect foresight: The Prescient has advantage on all attack rolls, saving throws, and skill checks. Attacks against the Prescient have disadvantage. (basically the Foresight spell, always on)
At level 20 with maxed Wis and either Str or Dex maxed, he attacks twice at +16 with advantage for 1d8+10 damage, crit on 19-20 for +20 damage. Excluding crits, 2d8+20 (average 29) is about 65-75% of what you'd expect out of most martial classes at level 20. GWM might stack really well on this if you use the unmodified 2014 feat.
Also at level 20 the max AC is about 22 (half plate 15, dex +2, wis +5), or 25 with +3 armor unless a feat is spent picking up a shield.
Like I said, damage is sub-par, but great for both physical and social intel-gathering, spying, & preparation, as well as pretty hard to kill and reasonably competent in a one-on-one sword/knife duel under any circumstance thanks to good defenses and to-hit making up for the lower damage.
Proficiencies: Simple weapons, martial weapons, light & medium armor
Tools: None
Saving throws: Wisdom, Charisma [understanding and force of will]
Skills: Choose two from Acrobatics, Insight, Investigation, Perception, Persuasion
Level Feature
1 Danger sense: Wis mod to AC & Initiative
2 Detect poison (at will, 30'), +Wis to saving throws
3 Predictive Strike: Wis mod to hit; Expertise in 2 skills
4 Ability Score Improvement
5 Extra Attack
6 Deadly critical: Critical hits do bonus damage equal to your Prescient level
7 Uncanny Dodge, Clairvoyance (2/day? same for all the spells)
8 Ability Score Improvement
9 Evasion, Arcane Eye, Locate Creature
10 Ability Score Improvement
11 Perfected strike: +Wis to damage
12 Ability Score Improvement
13 Blindsight 30'
14 Commune with Nature; Expertise in 2 skills
15 Scrying
16 Ability Score Improvement
17 Legend Lore; Jack of All Trades (1/2 PB to all non-proficient skills)
18 True Seeing 120', blindsight 120', Expanded Critical range (19-20)
19 Ability Score Improvement
20 Perfect foresight: The Prescient has advantage on all attack rolls, saving throws, and skill checks. Attacks against the Prescient have disadvantage. (basically the Foresight spell, always on)
At level 20 with maxed Wis and either Str or Dex maxed, he attacks twice at +16 with advantage for 1d8+10 damage, crit on 19-20 for +20 damage. Excluding crits, 2d8+20 (average 29) is about 65-75% of what you'd expect out of most martial classes at level 20. GWM might stack really well on this if you use the unmodified 2014 feat.
Also at level 20 the max AC is about 22 (half plate 15, dex +2, wis +5), or 25 with +3 armor unless a feat is spent picking up a shield.
Like I said, damage is sub-par, but great for both physical and social intel-gathering, spying, & preparation, as well as pretty hard to kill and reasonably competent in a one-on-one sword/knife duel under any circumstance thanks to good defenses and to-hit making up for the lower damage.