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What's on your psionics wishlist for 5E?
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<blockquote data-quote="steeldragons" data-source="post: 6481144" data-attributes="member: 92511"><p>I'm workin' on stuff...and have something like this for 5e-style sub-classes.</p><p></p><p>Psychic Disciplines</p><p>Discipline of Telepathy (The Telepath or "Mind-Witch")</p><p>You use telepathic talents at half [rounded up. minimum 1] their point cost.</p><p>You are proficient with the Insight skill. If you are already proficient in the skill, double your proficiency bonus on rolls involving Insight.</p><p></p><p>@3rd: Elusive Thoughts: as a reaction, you can shield your mind from psychic intrusion, canceling any attempt to read your thoughts or otherwise effect your mind or emotions. On a successful Intelligence check, you can discern where the attempted intrusion is originating from if you don't already know.</p><p>@7th: Guarded Mind: you have resistance to psychic damage. </p><p>@11th: Expanding Psyche: when you use a telepathic power that targets only one creature, you can have it target a second creature at no additional PP cost.</p><p>@14th: Improved Guarded Mind: when you make a successful save against an attack that does psychic damage, you take no damage. </p><p></p><p>Discipline of Telekinesis (The Telekinetic or "Kineticist")</p><p>You use telekinetic talents at half [rounded up. minimum 1] their point cost.</p><p>Bonus “Cantrip": When you choose this discipline at 3rd level, you gain an additional telekinetic talent with 0 PP cost.</p><p></p><p>@3rd: Kinetic Attunement: Pick an energy type: electricity, fire, [pure mental] force, cold/ice. When you use your telekinetic powers, they are manifested (fluffed) through this energy type. Damage taken by any attack is of this energy type and can be effected, resisted or blocked by spells and abilities which specify that damage type. You gain resistance to the energy type chosen. Once chosen, this energy type can not be changed. </p><p>@7th: Sculpt Energy: functions as the Evoker feature Sculpt Spell, effecting/avoiding 1 [presumably ally] person per PP spent. </p><p>@11th: Empowered Mind: as an action, when you use a telekinetic power that has a weight limit, you can double the weight effected at no additional PP cost.</p><p>@14th: Telekinetic Shell: you have a low-grade telekinetic “second skin" that grants you resistance to slashing/piercing/bludgeoning damage.</p><p></p><p>Discipline of Clairsentience (The Clairvoyant or "Seer")</p><p>You use clairvoyant talents at half [rounded up. minimum 1] their point cost.</p><p>You are proficient with the Perception skill. If you are already proficient in the skill, double your proficiency bonus on rolls involving Perception.</p><p></p><p>@3rd: The Sight: You can use your action to see invisibility or gaze into the Ethereal Plane, in your line of sight, within 60‘.</p><p>@7th: Remote Viewing: when you use a clairsentient power that perceives things at a distance, the range is doubled at no additional PP cost.</p><p>@11th: Portent, as the Diviner feature. </p><p>@14th: Guarded Mind: you have resistance to psychic damage.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6481144, member: 92511"] I'm workin' on stuff...and have something like this for 5e-style sub-classes. Psychic Disciplines Discipline of Telepathy (The Telepath or "Mind-Witch") You use telepathic talents at half [rounded up. minimum 1] their point cost. You are proficient with the Insight skill. If you are already proficient in the skill, double your proficiency bonus on rolls involving Insight. @3rd: Elusive Thoughts: as a reaction, you can shield your mind from psychic intrusion, canceling any attempt to read your thoughts or otherwise effect your mind or emotions. On a successful Intelligence check, you can discern where the attempted intrusion is originating from if you don't already know. @7th: Guarded Mind: you have resistance to psychic damage. @11th: Expanding Psyche: when you use a telepathic power that targets only one creature, you can have it target a second creature at no additional PP cost. @14th: Improved Guarded Mind: when you make a successful save against an attack that does psychic damage, you take no damage. Discipline of Telekinesis (The Telekinetic or "Kineticist") You use telekinetic talents at half [rounded up. minimum 1] their point cost. Bonus “Cantrip": When you choose this discipline at 3rd level, you gain an additional telekinetic talent with 0 PP cost. @3rd: Kinetic Attunement: Pick an energy type: electricity, fire, [pure mental] force, cold/ice. When you use your telekinetic powers, they are manifested (fluffed) through this energy type. Damage taken by any attack is of this energy type and can be effected, resisted or blocked by spells and abilities which specify that damage type. You gain resistance to the energy type chosen. Once chosen, this energy type can not be changed. @7th: Sculpt Energy: functions as the Evoker feature Sculpt Spell, effecting/avoiding 1 [presumably ally] person per PP spent. @11th: Empowered Mind: as an action, when you use a telekinetic power that has a weight limit, you can double the weight effected at no additional PP cost. @14th: Telekinetic Shell: you have a low-grade telekinetic “second skin" that grants you resistance to slashing/piercing/bludgeoning damage. Discipline of Clairsentience (The Clairvoyant or "Seer") You use clairvoyant talents at half [rounded up. minimum 1] their point cost. You are proficient with the Perception skill. If you are already proficient in the skill, double your proficiency bonus on rolls involving Perception. @3rd: The Sight: You can use your action to see invisibility or gaze into the Ethereal Plane, in your line of sight, within 60‘. @7th: Remote Viewing: when you use a clairsentient power that perceives things at a distance, the range is doubled at no additional PP cost. @11th: Portent, as the Diviner feature. @14th: Guarded Mind: you have resistance to psychic damage. [/QUOTE]
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What's on your psionics wishlist for 5E?
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