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Dark Sun Ever Mindful of D&D Psionics

DarkSun

D&D psionicsLike Nerdarchists Dave and Ted and Nate the Nerdarch mention in the video above, psionics has been a part of Dungeons & Dragons since 1st edition Advanced Dungeons & Dragons. In the interest of utmost accuracy, the supernatural power of psionics were first introduced to D&D in Eldritch Wizardry, a 1976 supplemental rulebook for the original edition. Also of note are the other now-iconic facets of D&D included in that 60-page digest: the druid class, demons and demon lords like Orcus and Demogorgon, mind flayers, and artifacts like the Rod of Seven Parts and Axe of the Dwarvish Lords.

With those bits of long forgotten secrets behind us now, let’s turn our clairsentience to the future. Based on hints and bits of information shared through social media and in interviews, a fifth edition D&D iteration of Dark Sun is almost certain.

We’ve already got the mystic class available through the Dungeon Master’s Guild, giving D&D players the opportunity to utilize the awesome power of psionics in D&D 5E.

Now we only await the introduction of the sun-scorched setting of Dark Sun. Continue reading Dark Sun Ever Mindful of D&D Psionics

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My Updated, Fully Functional and Analogically Correct 5e Homebrew Psionics Guide for D&D

If this is your first experience with my 5e homebrew then I suggest you check out this link, instead of this trimmed down version. Especially if you are interested in any of the rational for my choices. But if you just want to dig into the pile of rules that this post is then proceed. I say that because the following is everything in a list.

The psionics class and all of the homebrew goodness right in a row with all of the creator explanation taken out. If you want the rational for why I chose certain powers and abilities for the individual disciplines you can check out. Now onto Psionics! Psionics!

The Lingo for my 5e Homebrew Psionics for D&D

First let us break down the lingo that I use to separate Psionics from the other classes without making up complex rules sets of questionable balance.

Psychic Well and Drams: Psychic well is the area in which the character’s psionic potential, that fuels their powers, resides. How one constructs their well is the basis for their origin story.

Origins: Every person with a special skill set comes by it in a unique way. But over the thousands of years a pattern of stories develops. In a fantasy setting that pattern includes such events as;going to a monastery to train for years, marauders destroy everything of value in their life and their rage kills the marauders, or a burning desire to not be eaten by a predator.

When the will of the character enacts the powers they consume Drams to activate it. Similarly to taking a draught from the well, a dram, a drink. This fills the psychic conduits(circuitry) in and around the character’s body activating the power.

Psychic Conduits / Psychic Circuitry:Psychic Circuitry /Psychic Conduit is the basis for the psionicist’s ability to manifest powers.

Constructed through intuition and desire the circuits are activated through the will of the psionicist as they move the arcane energy along the unique paths within their body and energy matrix.

It is very similar to electricity moving along a path within a circuit board, sugar being carried by the blood to energize systems, or water and nutrients flowing through a network of mycelium or roots to produce a specific effect.

What makes the Psionics circuits different then the biological and technological is that these are constructs of magic that form additional pathway within, and without, the body that change the overall energy patterns to something completely different. This results in arcane energies moving through the system to manifest extraordinary effects.

Powers: How to use the spell list for psionic powers? Focus on the mechanism, not the name of the spell. The names can be changed to reflect a more thematic in game rational for a particular discipline to have their power list. An example that comes to mind is the Relativist (discipline of time and space) They have a spell list that comes from every full caster’s list. They have druid spells that alter how a plant grows, they have cleric spells associated with healing, and they have spells dealing with weight, time, teleportation, and movement.

Manifest: For all in game mechanics the powers, work exactly as stated in the spell rules. A Psionics known powers are as per sorcerer, components are still required for certain powers to work. For example, if a spell requires a 100 gp gem, and it is consumed by the casting of the spell normally, than there is a space in the psychic circuit that destroys the gem when the gem is placed there and the power is activated. Otherwise the spells lose their balancing factor of rare or costly components when converted to powers.

The Class Breakdown:

Hit Points
Hit Dice: 1d6 per Psionicists level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per psionicists level after 1st
Proficiencies:
Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, see Discipline selection for 2nd saving throw

Skills: Choose two from Psionics (Arcane), History, Insight, Medicine, Perception, and any additional skills added to the list from your chosen discipline.

  • A Metabolist’s body undergoes tremendous strain due to the mental powers that are worked through it. Expansion isn’t easy on the muscles and shapechanging isn’t for the weak.
    • Gain Strength as one of your saving throws(if you have only one save from all of your classes)
    •  Add Athletics and Animal Handling to your list of starting skill choices
  • A Relativist’s body is intimately linked with movement both of the physical and dimensional kind. Their mind and movement become faster as they regularly calculate great changes in forces.
    • Gain Intelligence as one of your saving throws(if you have only one save from all of your classes)
    • Add Acrobatics and Sleight of Hand to your list of starting skill choices
  • A Kineticist’s body feels intimately linked with the push and pull of forces. They naturally apply their Kinetic abilities to assist them with physical movement.
    • Gain Strength as one of your saving throws(if you have only one save from all of your classes)
    • Add Athletics and Stealth to your list of starting skill choices
  • A Telepath’s force of personality is as vital to their powers as their discipline and willpower. One does not force themselves behind the mental walls of others without a presence to match their will.
    • Gain Charisma as one of your saving throws(if you have only one save from all of your classes)
    • Add Persuasion and Deception to your list of starting skill choices
  • A Cognizant’s ability to remember, categorize, and analyze all of the different stimuli(visions) that they receive through their mental might is a power onto itself. 
    • Gain Intelligence as one of your saving throws(if you have only one save from all of your classes)
    • Add Investigation and Survival to your list of starting skill choices

We have gone through the the initial class differences for the starting skills and saves. Now let us continue on to the general class advancement and the more specific powers of each discipline.

  • 1st level:
    • Psionic Discipline: Gain the 1st level class feature for the Discipline you selected
  • Spellcasting:
    • As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the Dungeons and Dragons 5th edition DMG’s (pg 288) spell point system rather than the spell slots. In my write up this “spellpool” is known as the psychic well and the spell points are drams.
    • Number of cantrips and spells known as per Sorcerer. Spell list as per the chosen discipline (see spell lists)
    • Proficiency bonus as per the standard classes
  • 2nd level:
    • Revitalized Mind: During a short rest, once per long rest, you can regain a number of expended spell points equal to 1/2 of your level in Psionics and add them to your spell point total.
    • Discipline Feature
  • 3rd level:
    • Metamagic: You are able to twist and strain the limit’s of powers by altering your body’s conduits through different forms, poses, and contortions. Gain 2 metamagic abilities
  • 4th level: Ability modifiers or optional feat.
  • 5th level:
  • 6th level: Discipline Feature
  • 7th level:
  • 8th level:Ability modifiers or optional feat.
  • 9th level:
  • 10th level:
    • Metamagic: You are further able to twist and strain the limit’s of powers by altering your body’s conduits through different forms, poses, and contortions. Gain 1 additional metamagic abilities
  • 11th level:
  • 12th level: Ability modifiers or optional feat.
  • 13th level:
  • 14th level: Discipline Feature
  • 15th level:
  • 16th level: Ability modifiers or optional feat.
  • 17th level:
    • Metamagic:You are further able to twist and strain the limit’s of powers by altering your body’s conduits through different forms, poses, and contortions Gain 1 additional metamagic abilities
  • 18th level:
  • 19th level:
  • 20th level: Ability modifiers or optional feat.

The Disciplines:

I have gone with base names that describe what they are without seeming too science based but I did not want to swing too far the other way and name them things like “shaper” ugh. This is the Nerdarchy not the Neanderthal-y

I have no issue with people who play them with simplified names or cultures within the a game that name them as such. I didn’t want my version of psionics to use sightwords you could find on a first graders school list to name the different psionic disciplines.

Below I have included some names by which they may be known, feel free to use these or one’s of your own making.

Cognizant: Seer, Oracle, Prophet, Knower (beyond knowing)

Kineticist: Firestarter, Elementalist, Shaper, Maker, Breaker, Ten Men(strength of)

Metabolist: Changelings, Dopplegangers, Beastman, Shapeshifter, Wereling

Relativist: Outsider(lives outside of time), Traveler, Timedancer, Skipper, Poltegist, Immortalis (The ones who live outside of time)

Telepath: Mindspeaker, Thoughtspy, Beguiler, Enchantress, Thoughtstealer, One who Reveals

In the end it is simply the name game to select what you think captures the feeling and concept of the discipline. Pick a name off of what works for your character, not the mechanics

Cognizant

1st Level

  • Sixth Sense: You have an understanding of how to move and where to stand in most situations, you cannot quantify it or explain it, you simply know based on analyzing the impressions gained by your special insights. When to be where you are now.
    • As long as you are conscious you may substitute your Intelligence modifier in place of your Dexterity modifier in certain circumstances, as a free action. Specifically you can now substitute your modifier (if positive) from your Intelligence score in place of your Dexterity modifier for Dexterity Saves, Initiative, and AC. Example: An intelligence modifier of +3 would give you a 13 AC
    • This does not count as an alternate way to calculate AC- it is simply a substitution. If you wore leather armor you would calculate your AC as 11 + Dexterity Modifier. You may then substitute your Intelligence modifier in place of your Dexterity modifier.
    • “Sometimes standing where you know the sword will not be is the strongest defense.”
  • Add the following spells to your known spells at the level listed
    • 1st Level: True Strike, Identify,  Detect Magic
    • 3rd Level: Detect Thoughts, Locate Object
    • 5th Level: Clairvoyance, Tongues
    • 7th Level: Arcane Eye, Locate Creature
    • 9th Level: Legend Lore, Rary’s Telepathic Bond

2nd Level:

  • Danger Sense: You are learning what each warning signal from your sixth sense means and can now see danger a mere moment before it occurs.
    • You gain advantage on Dexterity saving throws against effects, spells, and traps as long as you are conscious and not incapacitated.

6th Level

  • Clearer Knowing- Your ability to understand your insights into the future is growing. You can better decipher and identify the dangers you see just ahead of when they happen. This saves you from the brunt of even the most unavoidable attacks. “Getting shot in the shoulder beats getting shot in the heart any day and all I needed to do was twitch”
    • If you are conscious and not incapacitated you may spend your reaction to reduce the damage by half from an attack that targets you as long as that damage is reducible.

14th Level

  •  Ease of Knowing: Your psychic conduit channels are strengthened by the constant flow of divination powers.
    • Whenever you use a divination power the drams needed to activate that power are reduced to half (rounded up). This does not reduce the level of the spell, so you are still limited to one casting each of 6th, 7th, 8th, and 9th level spells regardless of it being a divination power or not.

Kineticist

  • Telekinetic Shield, You create a shield of force that encapsulates your body. On your turn you can activate your Telekinetic Shield as a bonus action.
    • While activated you gain the following benefits:
      • You have advantage on Strength checks and Strength based Saving throws. As well as Dex saves against physical and force attacks/spells.
      • You Gain a +2 to Armor Class and this bonus increases at the same rate as the “Rage Damage” tables in the Dungeons and Dragons 5th edition Player’s Handbook (pg 47)
      • You have resistance to Bludgeoning, Piercing, Slashing, and Force Damage.
    • Restrictions:
      • Your Telekinetic Shield lasts for 1 minute. It ends early if you make a physical attack. You may activate your Telekinetic Shield a number of times per day as per the “Rage” ability for Barbarians (starts at twice a day and increases), from the Dungeons and Dragons Player’s Handbook (pg 47)
      • You cannot make a physical based attack(melee or ranged) without disrupting the shield. You may still cast spells and concentrate on others if you are able to do so normally without disrupting the telekinetic shield.

2nd Level:

  • You gain Mage Hand as a cantrip. If you already have it select another cantrip. Your mage hand can act as if there are now two hands(i.e using a hammer and chisel). The spell’s range remains the same.
  • Your Mage hand improves as you level.
    • Extra set of Hands:
      • When crafting or doing a task that requires more than 1 round to complete, but is not a ritual or spell, the time required to complete the task is reduced by half. The DM has final say on whether or not a task could benefit from an extra set of mind controlled hands.

6th Level

  • Partition Spells- You are adept at using just the right amount of energy to complete a task.
    • Any spell that has a duration can be cast at 1/10th of the duration at the cost of 1 spell point. Example: Partitioned Telekinesis. Duration: 1 minute, Cost: 1 spell point. Telekinesis normally costs 7 spell points and lasts for 10 minutes.

14th Level

  •  Your Mage Hands can now be used to shove, disarm, and grapple opponents from a distance. Whenever you could make an attack you instead can cast mage hand and immediately do one of the previously mentioned maneuvers.

Metabolist

1st Level

  • Alter Form: Flesh Armor
    • your AC can now be calculated as AC 10 + your Dexterity Modifier + your Constitution Modifier. You also gain 1 hp now and 1 hp each time you gain a new level in Psionics. Flesh Armor is always active even if you use another way to calculate AC or take another form you still benefit from the non-AC features of Alter Form. It is your choice whether or not to use a shape’s natural armor or your own fabricated armor rather than the Flesh Armor when calculating AC. Just like everything else in 5th edition, different ways to calculate AC do not stack.

2nd Level

  • Humanoid Shapeshifter: You can use your action to magically assume the shape of a humanoid you have seen before (or sufficiently studied as per DM option). similar to Druid’s Wildshape ability but only humanoids. You can use this feature twice per short or long rest. You can assume Humanoid Shapes of 1/2 CR or lower but you cannot use their swim or fly speeds.The formula for CR max is 1/4 your level in Metabolist.
  • Exceptions: You do not gain any spellcasting feature from your new form. You may still cast spells and speak as long as the humanoid form has a mouth and hands/claws.

6th Level

  • Alter Form: Superior Alter Self. You gain the Alter Self spell. If you already had it you select another spell. In addition, your Alter Self spell can be cast as a bonus action and no longer requires concentration.

14th Level

  • Alter Form: Toughen Skin. Once per long rest you may activate Stoneskin without paying it’s cost in spell points or having it as one of your known spells

Relativist

1st Level

  • Temporal Shielding: Through intimate contact with the powers that control reality you are able to create a protective buffer of time.
    • When you manifest a power that you gained from being a Relativist your shielding is activated (or strengthened if already active).
    • It can be spent to absorb a number of hit points equal to the spell points that activated it. If the shield is already active then you may add a number of points equal to the drams spent on the spell(including metamagics).
    • These points last until you take a long rest or expend them
    • The maximum amount of points that can be stored is equal to your level in Psionics.
  • Time Wrinkle: Whenever an encounter begins you may add your Wisdom modifier or level in the Psionics class (whichever is lower) to your initiative

2nd Level

  • Dimensional Skip: Skipping You move faster through a space by skipping some of the space during your movement. Your base speed is increased by 10 ft. This is considered a continuous magical effect while you are moving. This ability increases as per the monk class

6th Level

  • Dimensional Skip: Leap- As a bonus action during your turn the Relativist can pay 2 drams to skip through a barrier that is thinner than the total distance left of the Relativist ‘s movement from Skipping.
    • If you try jumping through a barrier that is impassible or it is greater than your remaining jump distance the Relativist ‘s power fails.
    • Your Skip is more reliable and attacks made against you while you are in motion are made at disadvantage

14th Level

  • Dimensional Skip: Dodge. As a reaction you can use Dimensional Leap. If you are being attacked you gain resistance to physical damage and gain improved evasion until the end of your next turn.

 Telepath

1st level:

  • Personal Magnetism / Psychic Impressions– Most people you talk with seem to think the better of you due to your charming personality, mannerisms, and personality. Gain Friends as a cantrip. If you have it then select another cantrip. You may use Friends a number of times equal to your Wisdom modifier+1(minimum 1) without the person knowing that you have used magic against them (unless they possess some other means of knowing)
  • – Authors Note: I originally had a separate ability that did what friends does. So rather than describe it with the changes I chose to use the spell mechanics that already existed. I do not recommend changing the drawback for other enchantment spells until a much later level. See enchantment school as an example. Also consider that they get this instead of armor bonus or hp buffs

2nd Level

  • Mind Link- You gain a two way communication with someone you can see. As a bonus you can communicate simple instructions at the speed of thought with the target. Unwilling targets get a a wisdom spell save to disrupt the link. These effects work even if you are viewing them through non-line of sight means.

6th level

  • Read Thoughts: Skim-The Psionics character has a better understanding of the flow of thoughts of  other beings. It is possible to string together words and images from an others mind and get information from it by skimming along the mind. This is still only surface thoughts and current topics within the being’s mind. The Telepath is limited to the information that the being is currently thinking about not what they know of a subject in general.
  • Example: If the Telepath wants to know who the Mayor was speaking with last night then the Mayor needs to coincidentally think about it(worried about, troubled about, planning for, or anticipating- the next meeting) If you want to work it out as a save or percent roll that is fine. Otherwise the Telepath will be waiting for the Mayor to daydream about it or get reminded about it by seeing the person they met last night or if someone asks the Mayor  where he was on the previous evening.

14th Level

Mind Alteration: Whenever you use a Telepath or enchantment spell and the target would know that you cast a spell on them after the spell has ended you may choose to alter their perception to ignore the spell cast against them. Similar to the enchant school’s ability

Powers:

I considered the power and usability of each power list as part of the greater whole of the class features and class effectiveness.

Each discipline has thematic spells that show what the class is when one takes into consideration both the spell list and class features of the individual disciplines.

Below is the list of all of the discipline’s. They are separated by level to make it easier to choose powers for your character.

A finale reminder: The spells were chosen for each discipline based on what they can do, not by their name. I also chose the spells without any consideration to the other existing spell casters. I chose what fit mechanically into my vision of the disciplines

Kineticist-

  • Zero level :
    • Blade Ward, Dancing Lights, Light, Mage Hand, Mending, Produce Flame, Ray of Frost, Shocking Grasp, Ballistic Attack
  • 1st Level:
    • Feather Fall, LongStrider, Thunderwave, Unseen Servant, Shield of Faith, Fog Cloud, Burning Hands, Mage Armor, Shield, Tenser’s Floating Disc, Armor of Agathys
  • 2nd Level:
    • Flaming Sphere, Gust of Wind, Hold Person, Knock, Levitate, Scorching Ray, Shatter, Cordon of Arrows, Enhance Ability, Flame Blade, Heat Metal, Spiritual Weapon
  • 3rd Level:
    • Daylight, Create Food and Water, Protection from Energy, Spirit Guardian, Call Lighting, Sleet Storm, Water Walk, Wind Wall, Gaseous Form, Leomund’s Tiny Hut, Lighting Bolt, Phantom Steed, Detonate (nonliving/ non-sentient object or material is targeted and destroyed explodes as a fireball of half strength rounded up)
  • 4th Level:
    • Freedom of Movement, Control Water, Stone Shape, Otiluke’s Resilience Sphere, Ice Storm, Wall of Fire, Fabricate, Fire Shield, Mordenkianen’s Faithful Hound
  • 5th Level:
    • Animate Objects, Hold Monster, Flame Strike, Telekinesis, Cone of Cold, Creations, Wall of Stone, Wall of Force, Bigby’s Hands
  • 6th Level:
    • Blade Barrier, Move Earth, Otiluke’s Freezing Sphere, Sunbeam, Wind Walk, Chain Lighting, Disintegrate, Globe of Invulnerability, Flesh to Stone, Wall of Ice
  • 7th Level:
    • Firestorm, Force Cage, Etherealness, Mordekianen’s Sword, Reverse Gravity, Delayed Blast Fireball, Prismatic Spray, Simulacrum
  • 8th Level:
    • Control Weather, Incendiary Cloud, Sunburst, Tsunami, Earthquake, Antimagic Field
  • 9th Level:
    • Meteor Swarm, Annihilate (detonate on nonliving and/ or living things- 1 target or a 5ft area that includes 1 target makes a save as per finger of death with the restrictions of finger of death(hp total) failed saves result in explosions and nothing left but dusty bits ). Wish (Restricted to creation / destruction of objects, healing, harming, restoring, etc of a spell of 8th level or lower- just spin it how you need for the theme of it)

Relativist-

Cantrips: Spare the Dying, True Strike, Druidcraft, Ray of Frost, Fatigue, Guidance, Mending, Blade Ward

1st Level Spells:

Healing Word, Longstrider, Featherfall, Alarm, Sanctuary, Inflict Wounds, Expeditious Retreat, Armor of Agathys, Chromatic Orb

2nd Level Spells:

Blindness/Deafness, Hold Person, Flaming(Elemental) Sword, Lesser Restoration, Shatter, Silence, Continual Flame, Enhance Ability, Prayer of Healing, Warding Bond, Pass without Trace, Blur, Misty Step, Gentle Repose, Magic Weapon, Rope Trick

3rd Level Spells:

Dispel Magic, Feign Death, Leomond’s Tiny Hut, Nondetection, Counterspell, Meld into Stone, Plant Growth, Protection from Energy, Glyph of Warding, Blink, Haste, Revivify, Slow, Waterbreathing

4th Level Spells:

Dimension Door, Freedom of Movement, Banishment, Conjure Minor Elemental, Conjure Woodland Beings, Mordenkainens Private Sanctum, Mordenkainen’s Faithful Hound

5th Level Spells:

Planar Binding, Hallow, Hold Monster, Reincarnate, Anti-life Shell, Conjure Elemental, Treestride, Teleportation Circle, Creation, Contact Other Plane, Cone of Cold

6th Level Spells:

Arcane Gate, Drawmij’s Instant Summons, Contingency, Guards/Wards, Planar Ally, Magic Jar, Forbidance, Conjure Fey, Transport Via Plants, Wall of Thorns

7th Level Spells:

Etherealness, Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, Teleport, Regenerate, Conjure Celestial, Plane Shift, Reverse Gravity, Anti-Magic Field, Sequester

8th Level Spells:

Clone, Earthquake, Demiplane, Maze, Trap the Soul

9th Level Spells:

Gate, Timestop, Astral Projection, Imprisonment, Wish

Metabolist-

  • Cantrips: Acid Splash, Blade Ward, Contact, Fatigue, Light, Poison Spray, Shocking Grasp, Spare the Dying, True Strike,
  • 1st Level Spells:
    • Animal Friendship, Compel Duel, Cure Wounds, Expeditious Retreat, False Life, Grease, Heroism, Inflict Wounds, Jump, Long Stride, Purify food/ drink, Shield, Sleep
  • 2nd Level Spells:
    • Alter Self, Barkskin, Darkvision, Detect Poison/Disease, Enlarge/ Reduce, Enhance Ability, Gentle Repose, Lesser Restoration, Pass without Trace, Prayer of Healing, Protection from Poison, Spider Climb, Zone of Truth
  • 3rd Level Spells:
    • Blur, Fear, Feign Death, Fly, Haste, Protection from Energy, Revivify, Slow, Waterbreathing
  • 4th Level Spells:
    • Deathward, Freedom of Movement, Polymorph, Stoneskin
  • 5th Level Spells:
    • Contagion, Destructive Smite, Greater Restoration, Insect Plague
  • 6th Level Spells:
    • Contingency, Find the Path, Globe of Invulnerability, Harm
  • 7th Level Spells:
    • Regenerate, Anti-magic Field
  • 8th Level Spells:
    • Holy Aura, Glibness, Clone
  • 9th Level Spells:
    • Shapechange, Foresight, Astral Projection

Telepath-

  • Cantrips: Friends, Message, True Strike, Vicious Mockery, Minor illusion, Dancing Light, Fatigue
  • 1st Level
    • Sanctuary, alarm, Charm Person, Comprehend Languages, Disguise Self, Detect Magic, Dissonant Whispers, Faerie Fire, Healing Word, Heroism, Illusory Script, Silent Image, Sleep, T. Hideous Laughter, Command, Detect Good/Evil, Compell Duel, Find Familiar
    • New First level power: Psychic Blast: 60 ft, Ranged spell attack 3d6 psychic damage. Spell is able to be increased.
    • cast as a 2nd level spell: 4d6 damage. After effect: Roll dice as per the sleep spell against the target(s).
    • cast as a 3rd level spell: 5d6 damage. Then select any 1 lower level After effect
    • cast as a 4th level spell: 6d6 damage. Gain a new after effect to use: hold person, as per spell. Or select any 1 lower level After effect
    • cast as a 5th level spell: 7d6 damage. Gain a new after effect to use: Fear as per spell. Or select any 1 lower level After Effect to apply.
    • cast as a 6th level spell: 8d6 damage. Gain a new area(10′ radius) Then select any 1 lower level After Effect to apply.
    • cast as a 7th level spell: 9d6 damage. Gain a new area(60′ line) Then select any 1 lower level After Effect to apply.
    • cast as a 8th level spell: 10d6 damage.  Chose an area effect (single, line, radius). Then select 2 different lower level After Effects to apply.
    • cast as a 9th level spell: 11d6 damage.  Gain a new area(60′ cone) or chose between single, line, radius. Then select 2 different lower level After Effects to apply.
  • 2nd Level
    • Animal Messenger, Blindness/Deafness, Crown of Madness, Enhance Ability, Enthrall, Hold Person, See invisibility, Silence, Suggestion, Zone of Truth,
    • New 2nd Level power: Sense Link- range: 120 ft, Duration: Concentration, up to 1 hour. You share sensations with another being. Select a target. If they are unwilling they get a will save. Choose one of the senses. You sense what the other is hearing, feeling, seeing. You may choose to let them do the same for the duration) At the start of your turn you may chose to share your senses with another in a distracting manner. The target gets a will save. Failure means they get disadvantage on attack rolls and ability checks.
  • 3rd Level
    • Fear, Feign Death, Hypnotic Pattern, Major Image, Nondetection, Sending, Tongues, Spirit Guardian
  • 4th Level
    • Compulsion, Confusion, Hallucinatory Terrain, Locate Creature
  • 5th Level
    • Awaken, Dominate Person, Geas, Hold Monster, Mislead, Seeming, Modify Memory
  • 6th Level
    • Eyebite, Otto Irresistible Dance, Mass Suggestion
  • 7th Level
    • Mirage Arcane, Project Image, Symbol
  • 8th Level
    • Power Word Stun, Antipathy, Glibness, Mindblank, Dominate Monster, Telepathy, Feeblemind
  • 9th Level
    • Power Word Kill, Wish(a charm/enchantment based effect of another spell)

Cognizant-

I found Cognizant to be the most difficult to construct a spell list for because most of the spells sound like a poor match based on their name but the mechanics of certain spells lend themselves to altering the abilities of the cognizant in a way that can be re-skinned to reflect the prophetic might of this particular discipline.

  • Zero level :
    • Blade Ward, Light, Mage Hand, Mending, true strike, vicious mockery, guidance, shillelagh, friends
  • 1st Level:
    • LongStrider, speak with animals, Unseen Servant, Shield of Faith, detect evil / goodMage Armor, Shield,, expeditious retreat, hunter’s mark, find familiar, alarm
  • 2nd Level:
    •  Enhance Ability, blur, darkvision, see invisibility, locate animals / plants, detect poison / disease, zone of truth, warding bond,
  • 3rd Level:
    • Daylight, speak with dead, speak with plants, counterspell, dispel magic,
  • 4th Level:
    • Freedom of Movement, stone skin, death ward, divination
  • 5th level:
    • Dream, scrying, mislead, commune, commune with nature, contact other plane
  • 6th level:
    • contingency, true seeing, find the path,
  • 7th level:
    • mordenkainen’s sword
  • 8th level:
    • glibness, mind blank,
  • 9th level:
    • foresight, wish

Feats for the 5e Homebrew for D&D

Psionic Initiate would simply include the Psionic custom class in the list of spell casting classes to choose from when selecting this 5e feat. From there it would work exactly the same as it does in the PHB.

Psionic Tattoo You can scribe temporary conduits onto yourself and other psionic characters. The tattoo lasts a maximum of 1 week unless the psionic tattoo artist decidesto end it before the week is over. A tattoo can contain any number of powers as long as the total amount of drams the powers cost is less than or equal to the character’s levels in psionics (cantrips count as 1 dram for this calculation).

When the Psionic character places the tattoo on the target and selects the powers the recipient gains a reduction of metamagic cost of the powers linked to the tattoo. That reduction is 1 spell point off of the total points spent on metamagics when the spell is cast. An example is drawing a psionic tattoo as a 5th level Telepath. They select the power: Nondetection (5 drams in total so they can not add another power). When they later cast Nondetection the power can be augmented with a metamagic ability that costs 1 dram and it will instead cost 0 drams to alter the power.

Just in case I have not clarified yet. A character may only be the recipient of 1 psionic tattoo. An attempt to place a second tattoo will overwrite the previous psionics tattoo

You may have a number of tattoos active equal to your Wisdom modifier +1, to a minimum of 1

Ritual Caster- now includes the rituals from the Psionic custom class list of spells for this 5e Feat

Spell Shaper- You excel at twisting spells to suit your needs. Your Wisdom, Intelligence, or Charisma increases by 1, you gain 2 spell points, and you gain 1 Metamagic ability.

Mind over Matter- You have trained your mind to exceed your bodies capabilities in times of need.

As a reaction you can spend 1 dram(sorcery point) to gain one of three benefits which last as per Concentration, for up to one minute.

  1. Add your proficiency bonus to any physical skill or physical action that does not already add your proficiency bonus.
  2. Add your proficiency bonus to a Strength, Dexterity, or Constitution save if you are not already able to do so.
  3. Add your proficiency bonus to any type of attack that does not already add your proficiency bonus .

Note: This cannot give you expertise, nor will it allow you to add your proficiency bonus more than once.

When compared to Skilled, where you simply gain 3 skills, Mind over Matter has better range of application but costs to do it.

Tip: Combine this with the 2nd level spell Enhance Ability for some amazing feats of strength and dexterity where once was an average psionics based PC.

Guide to Psionics, 5e Feats: Part 6 for Dungeons and Dragons 5th edition | Nate of NerdarchyShared Minds– When this feat is selected the character gains the ritual: Shared mind.  The ritual, when completed, allows you to share the burdens of concentration with another intelligent being.

You must be within touching distance of the intelligent being (Int greater than 5) and they must be willing before the ritual will work. It lasts 1 day or until you perform this ritual again, whichever is shorter. While active you gain the following

  1. You can speak with the recipient of shared mind as if you both had the message cantrip
  2. You gain advantage on concentration checks when concentrating on one thing while the recipient is not doing something that requires a concentration check.
  3. You may concentrate on up to two things at once without the loss of either one. Any Concentration checks made while concentrating on 2 situations requiring concentration are made without advantage.

Fortress of Adamant Will- Your intellect,persona, and consciousness reside within a mental fortress constructed of adamant will.

  1. Your Intelligence,Wisdom, or Charisma score is increased by 1 (to a maximum of 20)
  2. Gain proficiency in the Intelligence,Wisdom, or Charisma saving throw. If you already have the selected saving throw then you gain advantage on your saving throw for mind-affecting effects and psychic damage. Some of these include enchantment, telepathic attacks, illusions, psychic damage, etc…

The end…

Remember to always pack your character sheet and Stay Nerdy!

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Psionics and the Mystic Class | Dungeons and Dragons 5th Edition

I have always been into Psionics and the concept of the Mystic Class. I enjoyed the otherworldly feel, the loner mentality, and the strange mind magic that was made available by Psionics in the Psionics and the Mystic Class | Dungeons and Dragons 5th Editionearly years of D&D.

Some of the characters that I remember the most from previous sessions had psionic powers.

When 5th edition came out WotC neglected psionics and the mystic class by not including them in the Player’s Handbook. I think they would have made an excellent, and an aptly numbered, 13th class.

Instead I took it upon myself to make a psionic themed class based off of sorcerer so that I could play my favorite class without waiting for writers of Dungeons and Dragons 5th edition to get around to it.

It was a lot of fun and I really enjoyed play-testing it. Check it out here

The Nerdarchy crew did a video review of the pdf, here is what I and the other guys think about it

Psionics and the Mystic Class | Dungeons and Dragons 5th Edition

The great thing about the unearthed arcana is that they are always looking for feedback for everything they put online.

My goal is to make the psionics and Mystic class in Dungeons and Dragons 5th edition the best they can be. This was one of the major reasons I worked on my own version because I wanted to start those in the hobby talking about what it would look like as soon as possible.

The Mystic class gets no complaints from me when it comes to armor and weapon proficiencies.

Sadly the reason they have such combat effective proficiency is to make up for their inability to lay down the damage like a wizard or sorcerer.

They did capture the feelings of strangeness and other worldly powers that gives psionics their flare.The powers work off of concentration and the psionic mystic gains some benefit from concentrating. Then on top of that the psionic character can use an action to enact one of several thematic powers.

Sadly they expend psionic points, or PPs. Errrg!

The fact that the powers cost something isn’t the problem, the abbreviation is the problem. Why pps? Can not the great minds come up with a different name?

Imagine if the Battle Master used Physical Points for his powers.

“My Battlemaster expends his pp’s to disarm his opponent”

Bah!I have got to stop the rant before it goes to far… back to the Mystic Class…

Psionics and the Mystic Class | Dungeons and Dragons 5th Edition

The mystic class has a major split at level 1. You choose an order, awakened or immortal. That is the split that divides up the disciplines.

If they didn’t have you choose an order at first level you could have a greater variety of discipline choices.

Awakened disciplines are as follows;
  • Conquering  Mind
    • Alter  another  creature’s  mind
  • Intellect  Fortress
    • Defend  yourself  with psychic counter attacks
  • Third  Eye
    • Perceive  what  others  cannot

Immortal discipline are as follows;

  • Celerity
    • Move and  act  with  unmatched  speed
  • Iron  Durability
    • Boost your defense
  • Psionic  Weapon
    • Channel  psionic  energy  into  a  weapon

Psionics and the Mystic Class | Dungeons and Dragons 5th EditionAgain, each discipline gives the mystic class a power for concentrating and additional effects in exchange for using psionic points and an action.

Mechanically they are really interesting powers. After some playtesting I will get back to you about balance. Overall I approve of it, including the creative aspects of the class’s origins

You have read my take on Psionics, let me know what you think. While you are at it make sure to share this with like minded individuals.

Until next time,

Stay Nerdy

 

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Guide to Psionics, 5e Feats: Part 6 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

Greetings Nerdarchist, this is a continuation of my homebrew Guide to Psionics for Dungens and Dragons 5th edition. I have finished my revisions on 5e feats as seen below.

I will add additional ones from time to time but for now here they are,,, Continue reading Guide to Psionics, 5e Feats: Part 6 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

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Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

As far as Psionic powers go, for my homebrew class for Dungeoons and Dragons 5th edition, each discipline has a separate spell list.

I considered the power and usability of each spell list as part of the greater whole of class features and class effectiveness.

Each discipline has thematic spells that show what the class is when one takes into consideration both the spell list and class features of the individual disciplines.

Below is the list of all of the discipline’s. They are separated by level to make it easier to choose powers for your character.

Kineticist-

  • Zero level :
    • Blade Ward, Dancing Lights, Light, Mage Hand, Mending, Produce Flame, Ray of Frost, Shocking Grasp, Ballistic Attack
  • 1st Level:
    • Feather Fall, LongStrider, Thunderwave, Unseen Servant, Shield of Faith, Fog Cloud, Burning Hands, Mage Armor, Shield, Tenser’s Floating Disc, Armor of Agathys
  • Guide to Psionics Spells: Part 5 for Dungeons and Dragons 5th edition | Nate of Nerdarchy2nd Level:
    • Flaming Sphere, Gust of Wind, Hold Person, Knock, Levitate, Scorching Ray, Shatter, Cordon of Arrows, Enhance Ability, Flame Blade, Heat Metal, Spiritual Weapon
  • 3rd Level:
    • Daylight, Create Food and Water, Protection from Energy, Spirit Guardian, Call Lighting, Sleet Storm, Water Walk, Wind Wall, Gaseous Form, Leomund’s Tiny Hut, Lighting Bolt, Phantom Steed, Detonate (nonliving/ non-sentient object or material is targeted and destroyed explodes as a fireball of half strength rounded up)
  • 4th Level:
    • Freedom of Movement, Control Water, Stone Shape, Otiluke’s Resilience Sphere, Ice Storm, Wall of Fire, Fabricate, Fire Shield, Mordenkianen’s Faithful Hound
  • 5th Level:
    • Animate Objects, Hold Monster, Flame Strike, Telekinesis, Cone of Cold, Creations, Wall of Stone, Wall of Force, Bigby’s Hands
  • 6th Level:
    • Blade Barrier, Move Earth, Otiluke’s Freezing Sphere, Sunbeam, Wind Walk, Chain Lighting, Disintegrate, Globe of Invulnerability, Flesh to Stone, Wall of Ice
  • 7th Level:
    • Firestorm, Force Cage, Etherealness, Mordekianen’s Sword, Reverse Gravity, Delayed Blast Fireball, Prismatic Spray, Simulacrum
  • 8th Level:
    • Control Weather, Incendiary Cloud, Sunburst, Tsunami, Earthquake, Antimagic Field
  • 9th Level:
    • Meteor Swarm, Annihilate (detonate on nonliving and/ or living things- 1 target or a 5ft area that includes 1 target makes a save as per finger of death with the restrictions of finger of death(hp total) failed saves result in explosions and nothing left but dusty bits ). Wish (Restricted to creation / destruction of objects, healing, harming, restoring, etc of a spell of 8th level or lower- just spin it how you need for the theme of it)

Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

This upcoming one was my personal favorite discipline’s spell list to create. Dungeons and Dragons 5th edition has so many perfect spells to convey time passing, grow, age, and manipulation of gravity.

. Relativist-

  • Cantrips: Spare the Dying, True Strike, Druidcraft, Ray of Frost, Fatigue, Guidance, Mending, Blade Ward

1st Level Spells:

  • Healing Word, Longstrider, Featherfall, Alarm, Sanctuary, Inflict Wounds, Expeditious Retreat, Armor of Agathys, Chromatic Orb

2nd Level Spells:

  • Blindness/Deafness, Hold Person, Flaming(Elemental) Sword, Lesser Restoration, Shatter, Silence, Continual Flame, Enhance Ability, Prayer of Healing, Warding Bond, Pass without Trace, Blur, Misty Step, Gentle Repose, Magic Weapon, Rope Trick

plant_growth Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition with Nate of Nerdarchy3rd Level Spells:

  • Dispel Magic, Feign Death, Leomond’s Tiny Hut, Nondetection, Counterspell, Meld into Stone, Plant Growth, Protection from Energy, Glyph of Warding, Blink, Haste, Revivify, Slow, Waterbreathing

4th Level Spells:

  • Dimension Door, Freedom of Movement, Banishment, Conjure Minor Elemental, Conjure Woodland Beings, Mordenkainens Private Sanctum, Mordenkainen’s Faithful Hound

5th Level Spells:

  • Planar Binding, Hallow, Hold Monster, Reincarnate, Anti-life Shell, Conjure Elemental, Treestride, Teleportation Circle, Creation, Contact Other Plane, Cone of Cold

6th Level Spells:

  • Arcane Gate, Drawmij’s Instant Summons, Contingency, Guards/Wards, Planar Ally, Magic Jar, Forbidance, Conjure Fey, Transport Via Plants, Wall of Thorns

7th Level Spells:

  • Etherealness, Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, Teleport, Regenerate, Conjure Celestial, Plane Shift, Reverse Gravity, Anti-Magic Field, Sequester

8th Level Spells:

  • Clone, Earthquake, Demiplane, Maze, Trap the Soul

astral projection Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition with Nate of Nerdarchy9th Level Spells:

  • Gate, Timestop, Astral Projection, Imprisonment, Wish

Metabolist-

Cantrips: Acid Splash, Blade Ward, Contact, Fatigue, Light, Poison Spray, Shocking Grasp, Spare the Dying, True Strike,

1st Level Spells: Animal Friendship, Compel Duel, Cure Wounds, Expeditious Retreat, False Life, Grease, Heroism, Inflict Wounds, Jump, Long Stride, Purify food/ drink, Shield, Sleep

2nd Level Spells: Alter Self, Barkskin, Darkvision, Detect Poison/Disease, Enlarge/ Reduce, Enhance Ability, Gentle Repose, Lesser Restoration, Pass without Trace, Prayer of Healing, Protection from Poison, Spider Climb, Zone of Truth

3rd Level Spells: Blur, Fear, Feign Death, Fly, Haste, Protection from Energy, Revivify, Slow, Waterbreathing

4th Level Spells: Deathward, Freedom of Movement, Polymorph, Stoneskin

5th Level Spells: Contagion, Destructive Smite, Greater Restoration, Insect Plague

6th Level Spells: Contingency, Find the Path, Globe of Invulnerability, Harm

7th Level Spells: Regenerate, Anti-magic Field

8th Level Spells: Holy Aura, Glibness, Clone

9th Level Spells: Shapechange, Foresight, Astral Projection

Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

Telepath-

Cantrips

  • Friends, Message, True Strike, Vicious Mockery, Minor illusion, Dancing Light, Fatigue

1st Level

  • Sanctuary, alarm, Charm Person, Comprehend Languages, Disguise Self, Detect Magic, Dissonant Whispers, Faerie Fire, Healing Word, Heroism, Illusory Script, Silent Image, Sleep, T. Hideous Laughter, Command, Detect Good/Evil, Compell Duel, Find Familiar
  • New First level power: Psychic Blast: 60 ft, Ranged spell attack 3d6 psychic damage. Spell is able to be increased.
    cast as a 2nd level spell: 4d6 damage. After effect: Roll dice as per the sleep spell against the target(s).
    cast as a 3rd level spell: 5d6 damage. Then select any lower level After effect
    cast as a 4th level spell: 6d6 damage. gain a new after effect to use: hold person, as per spell(including saves). or select any lower level After effect
    cast as a 5th level spell: 7d6 damage cone attack and then select any lower level After effect
    cast as a 6th level spell: 8d6 damage cone attack. Gain a new after effect to use: Fear as per spell. Or select any lower level After Effect.
    cast as 7th level spell 9d6 damage cone attack. Then select any lower level After Effect.cast as a 8th level spell: 10d6 damage cone attack. Then select 2 different lower level effect.

2nd Level

  • Animal Messenger, Blindness/Deafness, Crown of Madness, Enhance Ability, Enthrall, Hold Person, See invisibility, Silence, Suggestion, Zone of Truth,
  • New 2nd Level power: Sense Link- range: 120 ft, Duration: Concentration, up to 1 hour. You share sensations with another being. Select a target. If they are unwilling they get a will save. Choose one of the senses. You sense what the other is hearing, feeling, seeing. You may choose to let them do the same for the duration) At the start of your turn you may chose to share your senses with another in a distracting manner.

Guide to Psionics Spells: Part 5 for Dungeons and Dragons 5th edition | Nate of Nerdarchy3rd Level

  • Fear, Feign Death, Hypnotic Pattern, Major Image, Nondetection, Sending, Tongues, Spirit Guardian

4th Level

  • Compulsion, Confusion, Hallucinatory Terrain, Locate Creature

5th Level

  • Awaken, Dominate Person, Geas, Hold Monster, Mislead, Seeming, Modify Memory

6th Level

  • Eyebite, Otto Irresistible Dance, Mass Suggestion

7th Level

  • Mirage Arcane, Project Image, Symbol

8th Level

  • Power Word Stun, Antipathy, Glibness, Mindblank, Dominate Monster, Telepathy, Feeblemind

9th Level

  • Power Word Kill, Wish(a charm/enchantment based effect of another spell)

I found Cognizant to be the most difficult to construct a spell list for because most of the spells sound like a poor match based on their name but the mechanics of certain spells lend themselves to altering the abilities of the cognizant in a way that can be re-skinned to reflect the prophetic might of this particular discipline.

Cognizant-

  • Zero level :
    • Blade Ward, Light, Mage Hand, Mending, true strike, vicious mockery, guidance, shillelagh, friends
  • 1st Level:
    • LongStrider, speak with animals, Unseen Servant, Shield of Faith, detect evil / goodMage Armor, Shield,, expeditious retreat, hunter’s mark, find familiar, alarm
  • 2nd Level:
    •  Enhance Ability, blur, darkvision, see invisibility, locate animals / plants, detect poison / disease, zone of truth, warding bond,
  • 3rd Level:
    • Daylight, speak with dead, speak with plants, counterspell, dispel magic,
  • 4th Level:
    • Freedom of Movement, stone skin, death ward, divination
  • 5th level:
    • Dream, scrying, mislead, commune, commune with nature, contact other plane
  • 6th level:
    • contingency, true seeing, find the path,
  • 7th level:
    • mordenkainen’s sword
  • 8th level:
    • glibness, mind blank,
  • 9th level:
    • foresight, wish

These are the spell lists for the disciplines as of right now, I see them changing in the future as I get more feedback from play testing and the vision for each discipline becomes more defined.

Let me know what you think. Put those thoughts in the comments below.

Share this with like minded individuals if you enjoyed it

until next time, Stay Nerdy!

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Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

This is part 4 of my homebrew guide to psionics for Dungeons and Dragons 5th edition.

If you have already checked out part one, part two, and part three of my Guide to Psionics for Dungeons and Dragons 5th edition then you know what is going on. Let us continue.

On the other hand, if you have no idea what I am talking about start with the link to the first part above.

I have gone through the base class information and the general theme for my Dungeons and Dragons 5th edition psionics at the Nerdarchy.

Now let us go onward to the individual disciplines and their features.

Guide to Psionics: Part 4, the Discipline Features for Dungeons and Dragons 5th edition with Nate of Nerdarchy

I have gone with base names that describe what they are without seeming too science based but I did not want to swing too far the other way and name them things like “shaper” ugh. This is the Nerdarchy not the Neanderthal -y

I have no issue with people who play them or cultures within the game naming them as such but I didn’t want my version of psionics to use sightwords to name the different discipline’s.

Below I have included some names by which they may be known, feel free to use these or one’s of your own making.

Cognizant: Seer, Oracle, Prophet, Knower beyond knowing,

Kineticist: Firestarter, Elementalist, Shaper, Breaker, Ten Men(strength of)

Metabolist: Changelings, Dopplegangers, Beastman

Relativist: Outsider(lives outside of time), Traveler, Timedancer, Skipper

Telepath: Mindspeaker, Thoughtspy, Beguiler, Enchantress

In the end it is simply the name game to select what you think captures the feeling and concept of the discipline.

Cognizant

1st Level

  • Sixth Sense: You have an understanding of how to move and where to stand in most situations, you cannot quantify it or explain it, you simply know based on analyzing the impressions gained by your special insights. When to be where you are now.
    • As long as you are conscious you may substitute your Intelligence modifier in place of your Dexterity modifier in certain circumstances. Specifically you can now substitute your modifier (if positive) from your Intelligence score in place of your Dexterity modifier for Dexterity Saves, Initiative, and AC. Example: An intelligence modifier of +3 would give you a 13 AC
    • This does not count as an alternate way to calculate AC- it is simply a substitution. If you wore leather armor you would calculate your AC as 11 + Dexterity Modifier. You may then substitute your Intelligence modifier in place of your Dexterity modifier.
    • “Sometimes standing where you know the sword will not be is the strongest defense.”
  • Add the following spells to your known spells at the level listed
    • 1st Level: True Strike, Identify,  Detect Magic
    • 3rd Level: Detect Thoughts, Locate Object
    • 5th Level: Clairvoyance, Tongues
    • 7th Level: Arcane Eye, Locate Creature
    • 9th Level: Legend Lore, Rary’s Telepathic Bond

2nd Level:

  • Danger Sense: You are learning what each warning signal from your sixth sense means and can now see danger a mere moment before it occurs.
    • You gain advantage on Dexterity saving throws against effects, spells, and traps as long as you are conscious and not incapacitated.

6th Level

  • Clearer Knowing- Your ability to understand your insights into the future is growing. You can better decipher and identify the dangers you see just ahead of when they happen. This saves you from the brunt of even the most unavoidable attacks. “Getting shot in the shoulder beats getting shot in the heart any day and all I neede to do was wiggle”
    • If you are conscious and not incapacitated you may spend your reaction to reduce the damage by half from an attack that targets you as long as that damage is reducible.

14th Level

  •  Ease of Knowing: Your psychic conduit channels are strengthened by the constant flow of divination powers.
    • Whenever you use a divination power the spell points needed to activate that power are reduced to half (rounded up). This does not reduce the level of the spell, so you are still limited to one casting each of 6th, 7th, 8th, and 9th level regardless of it being a divination power or not.

Kineticist

  • Telekinetic Shield, You create a shield of force that encapsulates your body. On your turn you can activate your Telekinetic Shield as a bonus action.
    • While activated you gain the following benefits:
      • You have advantage on Strength checks and Strength based Saving throws. As well as Dex saves against physical and force attacks/spells.
      • You Gain a +2 to Armor Class and this bonus increases at the same rate as the “Rage Damage” tables in the Dungeons and Dragons 5th edition Player’s Handbook (pg 47)
      • You have resistance to Bludgeoning, Piercing, Slashing, and Force Damage.
    • Restrictions:
      • Your Telekinetic Shield lasts for 1 minute. It ends early if you make a physical attack. You may activate your Telekinetic Shield a number of times per day as per the “Rage” ability for Barbarians (starts at twice a day and increases) in Dungeons and Dragons Player’s Handbook (pg 47)
      • You cannot make a physical based attack(melee or ranged) without disrupting the shield. It is ends when you make a physical attack. You may still cast spells and concentrate on others if you are able to do so normally without disrupting the telekinetic shield.

2nd Level:

  • You gain Mage Hand as a cantrip. If you already have it select another cantrip. Your mage hand can act as if there are now two hands(i.e using a hammer and chisel). The spell’s range remains the same.
  • Your Mage hand improves as you level.
    • Extra set of Hands:
      • When crafting or doing a task that requires more than 1 round to complete, but is not a ritual or spell, the time required to complete the task is reduced by half. The DM has final say on whether or not a task could benefit from an extra set of mind controlled hands.

6th Level

  • Partition Spells- You are adept at using just the right amount of psionics to complete a task.
    • Any spell that has a duration can be cast at 1/10th of the duration at the cost of 1 spell point. example: Partitioned Telekinesis. Duration: 1 minute, Cost: 1 spell point. Telekinesis normally costs 7 spell points and lasts for 10 minutes.

14th Level

  •  Your Mage Hands can now be used to shove, disarm, and grapple opponents from a distance. Whenever you could make an attack you instead can cast mage hand and immediately do one of the previously mentioned maneuvers.

Metabolist

1st Level

  • Alter Form: Flesh Armor
    • your AC can now be calculated as AC 10 + your Dexterity Modifier + your Constitution Modifier. You also gain 1 hp now and 1 hp each time you gain a new level in Psionics. Flesh Armor is always active even if you use another way to calculate AC or take another form you still benefit from the non-AC features of Alter Form. It is your choice whether or not to use a shapes natural armor or your own fabricated armor rather than the Flesh Armor when calculating AC. Just like everything else in 5th edition, different ways to calculate AC do not stack.

2nd Level

  • humanoid shapechangingHumanoid Shapeshifter: You can use your action to magically assume the shape of a humanoid you have seen before (or sufficiently studied as per DM option). similar to Druid’s Wildshape ability but only humanoids. You can use this feature twice per short or long rest. You can assume Humanoid Shapes of 1/2 CR or lower but you cannot use their swim or fly speeds.The formula for CR max is 1/4 your level in Metabolist.
  • Exceptions: You do not gain any spellcasting feature from your new form. You may still cast spells and speak as long as the humanoid form has a mouth and hands/claws.

6th Level

  • Alter Form: Superior Alter Self. You gain the Alter Self spell. If you already had it you select another spell. In addition, your Alter Self spell can be cast as a bonus action and no longer requires concentration.

14th Level

  • Alter Form: Toughen Skin. Once per long rest you may activate Stoneskin without paying it’s cost in spell points or having it as one of your known spells

Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

dimensional skip nerdarchyRelativist

1st Level

  • Temporal Shielding: Through intimate contact with the powers that control reality you are able to create a protective buffer of time.
    • When you cast a spell that you gained from the Relativist’s list your shielding is activated (or strengthened if already active).
    • It can be spent to absorb a number of hit points equal to the spell that activated it. If the shield is already active then you may add a number of points equal to the spells level.
    • These points last until you take a long rest or expend them
    • The maximum amount of points that can be stored is equal to your level in Psionics.
  • Time Wrinkle: Whenever an encounter begins you may add your Wisdom modifier or level in the Psionics class (whichever is lower) to your initiative

2nd Level

  • Dimensional Skip: Skipping You move faster through a space by skipping some of the space during your movement. Your base speed is increased by 10 ft. This is considered a continuous magical effect while you are moving. This ability increases as per the monk class

6th Level

  • Dimensional Skip: Leap- As a bonus action during your turn the Relativist can pay 2 drams to skip through a barrier that is thinner than the total distance left of the Relativist ‘s movement from Skipping.
    • If you try jumping through a barrier that is impassible or it is greater than your remaining jump distance the Relativist ‘s power fails.
    • Your Skip is more reliable and attacks made against you while you are in motion are made at disadvantage

14th Level

  • Dimensional Skip: Dodge. As a reaction you can use Dimensional Leap. If you are being attacked you gain resistance to physical damage and gain improved evasion until the end of your next turn.

 Telepath

1st level:

  • Personal Magnetism / Psychic Impressions– Most people you talk with seem to think the better of you due to your charming personality, mannerisms, and personality. Gain Friends as a cantrip. If you have it then select another cantrip. You may use Friends a number of times equal to your Wisdom+1(minimum 1) Modifier without the person knowing that you have used magic against them (unless they possess some other means of knowing)
  • – Authors Note: I originally had a seperate ability that did what friends does. So rather than describe it with the changes I chose to use the spell mechanics that already existed. I do not recommend changing the drawback for other enchantment spells until a much later level. See enchantment school as an example. Also consider that they get this instead of armor bonus or hp buffs

2nd Level

  • Mind Link- You gain a two way communication with someone you can see. As a bonus you can communicate simple instructions at the speed of thought with the target. Unwilling targets get a a wisdom spell save to disrupt the link. These effects work even if you are viewing them through non-line of sight means.

6th level

  • Read Thoughts: Skim-The Psionics character has a better understanding of the flow of thoughts of  other beings. It is possible to string together words and images from an others mind and get information from it by skimming along the mind. This is still only surface thoughts and current topics within the being’s mind. The Telepath is limited to the information that the being is currently thinking about not what they know of a subject in general.
  • Example: If the Telepath wants to know who the Mayor was speaking with last night then the Mayor needs to coincidentally think about it(worried about, troubled about, planning for, or anticipating- the next meeting) If you want to work it out as a save or percent roll that is fine. Otherwise the Telepath will be waiting for the Mayor to daydream about it or get reminded about it by seeing the person they met last night or if someone asks the Mayor  where he was on the previous evening.

14th Level

Mind Alteration: Whenever you use a Telepath or enchantment spell and the target would know that you cast a spell on them after the spell has ended you may choose to alter their perception to ignore the spell cast against them. Similar to the enchant school’s ability

 Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

I know this section was quite the page but I didn’t want to wait until next week to get all of the discipline features up.

Let me know what you think in the comments below. And remember to share this with like minded individuals

Until next time, Stay Nerdy!

 

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Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

I know it has been a while since part 2 of the Guide to Psionics for my homebrew psionics class went up.

Why?

I wanted to take a break, work on other projects for the Nerdarchy, and think about psionics without staring at it all day.

Well. The break is over!

3d circuit board Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition | Nate of NerdarchySo here we are, back again at the Nerdarchy for the general class features and breakdown of the psionic class as a whole.

We have gone through the the initial class differences for the starting skills and saves. Now let us continue on to the general class advancement and the more specific powers of each discipline.

1st level:

Psionic Discipline: Gain the 1st level class feature for the Discipline you selectedSpellcasting:

  • As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the Dungeons and Dragons 5th edition DMG’s (pg 288) spell point system rather than the spell slots. In my write up this “spellpool” is known as the psychic well and the spell points are drams.
  • Number of cantrips and spells known as per Sorcerer. Spell list as per the chosen discipline (see spell lists)
  • Proficiency bonus as per the standard classes

2nd level:

  • Revitalized Will: As an action, once per long rest you can regain a number of expended spell points equal to 1/2 of your level in Psionics and add them to your spell point total.
  • Discipline Feature

contortionist Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition | Nate of Nerdarchy3rd level:

  • Metamagic: You are able to twist and strain the limit’s of spells through the altering of your body’s circuits through different forms, poses, and contortions. Gain 2 metamagic abilities

4th level: Ability modifiers or optional feat.

5th level:

6th level: Discipline Feature

7th level:

8th level:Ability modifiers or optional feat.

9th level:

10th level: Metamagic: You are further able to twist and strain the limit’s of spells through the altering of your body’s circuits through different forms, poses, and contortions. Gain 1 additional metamagic abilities

11th level:

12th level:Ability modifiers or optional feat.

13th level:

All-Seeing-Eye-The-Universe-Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition | Nate of Nerdarchy14th level: Discipline Feature

15th level:

16th level:Ability modifiers or optional feat.

17th level: Metamagic: You are further able to twist and strain the limit’s of spells through the altering of your body’s circuits through different forms, poses, and contortions. Gain 1 additional metamagic abilities

18th level:

19th level:

20th level:Ability modifiers or optional feat.

 Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

That is the breakdown of the class levels for Psionics next we will work on getting the specific Disciplines features together in one post without getting side tracked too fiercely with the philosophy of game mechanics

Let me know what you think of the guide to psionics and if you have any questions of suggestions leave them in the comments below for the Nerdarchy to reply to later.

Until Next time, Stay Nerdy!

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In the Beginning … the Creation Myths of S’aircen and Vyr | Vyrium Campaign Setting

In the Beginning ... the Creation Myths of S'aircen and Vyr | Vyrium Campaign Setting chaotic spaceIn the beginning there was desolate space. Nothing grew, took shape, had purpose. Even the Tides of Everchange would form in one instance then scatter and resolve to nothingness in the next. From time to time the waves of these tides would ripple together in a mockery of pattern and order.

This mockery we now know as… S’aircen, The Formless Wave, The Tides of Everchange, The Entropic Lover, The Dismantler, Desolation’s Desire, and there are other names more terrible that we will not repeat here.

While S’aircen was creating it’s waves and destroying anything of structure and order it could find something miraculous was happening.

Continue reading In the Beginning … the Creation Myths of S’aircen and Vyr | Vyrium Campaign Setting

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Guide to Psionics: Part 2 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

If you are joining the Nerdarchy for the first time and want to check out part 1 of my Guide to Psionics click here.

Guide to Psionics: Part 2 for Dungeons and Dragons 5th edition | Nate of Nerdarchy Mind_bullets_by_JediMSieerFor those of you returning for part 2 let us continue on with the guide.

Here are some of my first articles on psionics where I began to put the ideas for psionics into class form in this six part series for Nerdarchy: part 1, part 2, part 3, part 4, part 5, part 6.

Those are some of my earliest writings on psionics. I am currently updating them so that they fall in line with my later articles.

The custom class sure has come a long way since I started working on it.

Onto the part 2 in the guide to Psionics for Dungeons and Dragons 5th edition, the class features and disciplines!

Before I started selecting powers and features I asked my fellow Nerdarchists for some advice.

The Base Class: For those of you interested in modifying classes I recently read the unearthed arcana modifying classes and it was very helpful for the final tweaking of the psionics class.

Every thing has a start and I began my psionic homebrew by selecting a class that came the closest to resembling psionics in spirit and mechanics.

I went with Sorcerer for the base class because it met most of the requirements that I was looking for when making Psionics.

  1. the Sorcerer has spontaneous casting(spells known and spell slots)
  2. the ability to augment powers (metamagic)
  3. an origin that begins at first level
  4. a weapon selection that I would associate with psionics and their martial prowess.

Of course I immediately began to augment those class features to change the dynamics of the class.

  1. I exchanged their spell slots for a spell pool (psychic well) and spell points (drams). This allowed for the psionic fell of a central well of power where every manifestation of power originates.
  2. I stripped away the spell list and selected spells from the entire list of spells in the Dungeons and Dragons 5th edition PHB. Since the spells become powers that show the breadth of a psionic discipline it was important to not restrict them to any one spell list.

An example that comes to mind is the Relativist (discipline of time and space) They have a spell list that comes from every full caster’s list. They have druid spells that alter how a plant grows, they have cleric spells associated with healing, and they have spells dealing with weight, time, teleportation, and movement.

Some of these spells sound strange when associated with one class but I selected spells not on the merit of their names but on the mechanics of the spells.

Most of the disciplines have spells that sound strange upon hearing the name of it but they make sense once the mechanics of the spell are considered or the spell is called something else.

Guide to Psionics: Part 2 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

Before I get way too deep into class design tips let us set down the starting custom class feature.

Guide to Psionics: Part 2 for Dungeons and Dragons 5th edition | Nate of Nerdarchy psionics pyroHit Points
Hit Dice: 1d6 per Psionicists level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per psionicists level after 1st
Proficiencies:
Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, see Discipline selection for 2nd saving throw

Skills: Choose two from Psionics (Arcane), History, Insight, Medicine, Perception, and any additional skills added to the list from your chosen discipline.

  • A Metabolist’s body undergoes tremendous strain due to the mental powers that are worked through it. Expansion isn’t easy on the digestive tract and shapechanging isn’t for the faint of heart.
    • Gain Strength as one of your saving throws(if you have only one save from all of your classes)
    •  Add Athletics and Animal Handling to your list of starting skill choices
  • A Relativist’s body is intimately linked with movement both of the physical and dimensional kind. Their mind and movement become faster and they regularly calculate great changes in forces.
    • Gain Intelligence as one of your saving throws(if you have only one save from all of your classes)
    • Add Acrobatics and Sleight of Hand to your list of starting skill choices
  • A Kineticist’s body feels is intimately linked with the push and pull of forces. They naturally apply their Kinetic abilities to assist them with physical movement.
    • Gain Strength as one of your saving throws(if you have only one save from all of your classes)
    • Add Athletics and Stealth to your list of starting skill choices
  • A Telepath’s force of personality is as vital to their powers as their discipline and willpower. One does not force themselves behind the mental walls of others without a presence to match their will.
    • Gain Charisma as one of your saving throws(if you have only one save from all of your classes)
    • Add Persuasion and Deception to your list of starting skill choices
  • A Cognizant’s ability to remember, categorize, and analyze all of the different stimuli(visions) that they receive through their mental might is a power onto itself. 
    • Gain Intelligence as one of your saving throws(if you have only one save from all of your classes)
    • Add Investigation and Survival to your list of starting skill choices

Some of my earliest commenters have been a great help to me by pointing out unintended consequences of my wording for certain rules in Dungeons and Dragons 5th edition

For example: the way I originally worded the psionics’ second saving throw made it seem as though they were receiving it as a class feature. This would lead to taking a level in a psionic class and getting a total of three saves just for picking up the class level.

That was not a desired outcome so I reworded it to reflect my actual desires for the class wherever I have had an error pointed out to me.

Let me know what you think of the revised wording and any advise or choices that you would have made when making the psionics class.

And be sure to share this with like minded people who may wish to join the Nerdarchy.

Until next time, stay nerdy!

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Guide to Psionics: Part 1 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

I have finally gone through most of what I set out to accomplish when I first decided to make the Psionics custom class.

The_Complete_Psionics_Handbook Nate the Nerdarch's Guide to Psionics for Dungeons and Dragons 5th editionOne of the reasons that I even took the time to work on this was that I really have enjoyed the psionic class since 2nd edition.

The first book I purchased for Dungeons and Dragons was The Complete Psionics Handbook

My hope is that I have ended up with a playable class that is on par with the other classes. I would love to get more feedback from play testing and other gamers’ review of the mechanics.

The other reason I did this was to show others some examples of custom classes that may inspire them to create their own classes and archetypes.

So here it is a summary of my different articles and videos dealing with the psionics custom classes and explanations of certain mechanics.

Guide to Psionics for Dungeons and Dragons 5th edition | Nate of Nerdarchy

I will link to the original articles but I will only reprint the most pertinent and necessary information here. Especially if it is required to see the full picture of my version of psionics for Dungeons and Dragons 5th Edition.

First let us break down the lingo that I use to separate Psionics from the other classes without making up complex rules sets of questionable balance.

The Lingo

Psychic Well and Drams: Psychic well is the area in which the character’s psionic potential that fuels their powers. How one constructs their well is the basis for their origin story. In a fantasy setting that could mean they went to the monastery at the top of the mountain to train for years.

It could begin in their village while marauders destroy everything of value in their life. Or, it could be while being chased by an ogre while fixing in ones mind the visceral desire to not be eaten.

When the will of the character enacts the powers they consume Drams to activate it. Similarly to taking a draught from the well, a dram, a drink. This fills the psychic conduits(circuitry) in and around the character’s body activating the power.

psionic tattoo Guide to Psionics for Dungeons and Dragons 5th edition | Nate of NerdarchyPsychic Conduits / Psychic Circuitry:Psychic Circuitry /Psychic Conduit is the basis for the psionicist’s ability to manifest powers.

Constructed through intuition and desire the circuits are activated through the will of the psionicist as they move the arcane energy along the unique paths within their body and energy matrix.

It is very similar to electricity moving along a path within a circuit board or water and nutrients flowing through a network of mycelium or roots to produce a specific effect.

If anyone is familiar with western acupuncture / acupressure then energy lines and points within the body is not a new concept. What makes the Psionics circuits different is that they are actual constructs and additional pathway within and without the body that change the pattern and result generated through arcane energies moving through the system.

Components and Psionics: Nerdarchist Dave has casually reminded me, several times, that Psionic powers really need to work without components for it to feel like psionics to him. My suggestion to get that feel without making scores of new balanced, component-less, powers is to select the metamagic ability “Subtle spell”.

That gets rid of the wizardly waving of hands and arcane syllables. Aside from that I would say that if a spell requires a 100 gp gem, and it is consumed by the casting of the spell normally, than there is a space in the psychic circuit that destroys the gem when the power is activated. Otherwise the spells lose their balancing factor of rare or costly components.

To go any further towards true component-less powers would require a hundred page power book rather than what I have done so far. Since I made my version of psionics with the homebrewer in mind I can’t go that far off the path while remaining a good example for others to follow.

This wraps up part 1 of Nate of Nerdarchy ‘s Guide to Psionics Dungeons and Dragons 5th edition

Next time I will compile the classes and races that I have homebrewed for Dungeons and Dragons 5th edition.

Until next time, Stay Nerdy!

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The Telepath, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5e

Have you ever made your very own custom class? Do you like to play, or let others play, with Psionic characters in your games?

The Telepath, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5eI answer yes to both of these questions 100% of the time. Let me take you along the path of custom class creation by going through the process as I create a psionic custom class for Dungeons and Dragons 5th Edition, the Telepath.

Today I am finishing up the Telepath. Earlier I worked on Cognizant, Kineticist, Relativist, and Metabolist. Some of you may know the Telepath by other names but it can be summed up by one concept: Mind Reading.

This discipline is about hearing a person’s thoughts and memories as though they were speaking to you. Well it is eventually as I described. There are many steps along the way to being able to completely understand another mind or dominate that mind. Some of those steps include:

  • Feeling another being’s emotional state and then influencing it.
  • Linking your senses to another person’s or their senses to yours.
  • Hearing another minds conscious and unconscious desires and then convincing them that you can supply them with what they desire.
  • Domination of another mind by your will

Think Friends, Charm Person, Detect Thoughts, Dominate Person, Telepathy. You may be familiar with those abilities as 5th edition spells and they work in a similar fashion. This discipline is akin to the archetypal super powers of mentalist, mind reader, alien mind powers, and mind control.

Please keep these examples in your mind as I go through the class features.

Sounds like a lot of custom thought stealing abilities but don’t worry this custom class’ spells and abilities are mostly straight out of the Dungeons and Dragons 5th edition Player’s Handbook and Dungeon Master’s Guide.

Continue reading The Telepath, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5e

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The Cognizant, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5e

Do you enjoy using a custom class in your games? Have you ever wanted to make your own class for D&D?

I answer yes to both of these questions all of the time.

For those of you who are interested in a walk through on creating a custom class let me take you along for the process as I create a psionic custom class for Dungeons and Dragons 5th Edition.

All-Seeing-Eye-The Cognizant, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5eToday I am finishing up the Cognizant. Some of you may know it by other names but it can be summed up by one concept- Sixth Sense.

This discipline is about perceiving what it hidden from those who do not understand how to cultivate the power of remote viewing and seeing beyond what is physically knowable and present to others. Their powers  include but are not limited to the following

  • Seeing into other places- specifically times and spaces where the Cognizant is not currently located.
  • Gaining insight, knowledge, and the wisdom of experience without physically being involved in said experiences.
  • Knowing and understanding supplied from a source that cannot be readily perceived / comprehended.

Think precognition, foresight, true strike, identify, speak with plants and animals, locate object, and contact other plane. You may be familiar with those abilities as 5th edition spells and they work in a similar fashion. This discipline is akin to the archetype of wise woman, seer, diviner, and is encompassed under the idea of clear knowing.

Please keep these examples in mind as I go through the class features.

Sounds like a unknowable set of abilities but don’t worry this custom class’ spells and abilities are mostly straight out of the Dungeons and Dragons 5th edition Player’s Handbook and Dungeon Master’s Guide.

Continue reading The Cognizant, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5e

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Modifying Classes and Class Options from Unearthed Arcana

I recently read an article that I had not realized I was waiting for since the Dungeons and Dragons 5th edition Players handbook came out last year.

unearthed arcanaIt is part of the awesome online article series, Unearthed Arcana, from WotC.

For those of you familiar with my writing you know I like both modifying classes and having new class options. When I made Psionics in this edition I had to check what I was making against the other classes that were out there.

I basically had to construct the plan for modifying classes without the benefit of this article being available.

It was hours of work that I no longer have to do thanks to Rodney Thompson, the writer of Modifying Classes – unearthed arcana. He lays it out and gives us insight into modifying classes and the strategy needed to create new class options. So 100 Nerd Appreciation Points to Mr. Thompson!

I like how they tackled a hard class, Favored Soul from the Complete Divine. Another 100 NAPs! Unlike when the WotC team gave Aasimar as an example of a custom race that was a mirror image of Tiefling.

Modifying Classes and Class Options from Unearthed Arcana

This time around they did not disappoint the homebrewers. They took sorcerer as the base and made a completely difference class out of it while staying within the power level of the other classes. It is fantastic!

They also made a spell-less ranger more akin to Strider than the magical Ranger of the past few editions. Another 100 NAPs!

Your fellow Nerdarchists checked it out earlier this week. Below is the video of our thoughts on this addition to the Dungeons and Dragon 5th Edition set.

Modifying Classes and Class Options from Unearthed Arcana

That is Nerdarchy’s first impressions of the article check out the full write up by Rodney Thompson here and let us know what you think of them in the comments below.

And make sure to share this with like minded individuals

Until next time, Stay Nerdy!

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The Psy-lock: Warlock as Psychic Warrior or Psionics | Character Build D&D 5e

The Psy-lock: Warlock as Psychic Warrior or Psionics | Character Build D&D 5eWant the feel of Psionics or Psychic Warriors with little to no work? Want Psionics without your DM complaining about home brews or game balance?

Well the Psylock may be your answer. A.K.A as re-skinned Warlock. Thankfully there isn’t much to do for this build. Why?

Because most of it is right there waiting to be used. Now some of you who have read my work on psionics and psychic warrior are saying, ” Why didn’t you use Warlock in the first place?

Well I decided early on that sorcerer worked great for Psionics since it added spontaneous casting and metamagics.

And Favored soul wasn’t a created class yet and I did not expect WotC to be cool with altering sorcerer so much to basically make it a fighter sorcerer.

So I originally went with Paladin for Psychic Warriors-supernatural powers and magic enhanced offense and defense.

The above reasons are just a part of why I ignored the warlock as a possible base class for this character build.

The final reason was that I do not like the premise of the warlock due to out-of-game, pact magic hating bias. I just don’t like a class that is beholden to some strange non-god power on a level akin to “selling one’s soul for power”.

From the same standpoint I disagree with playing evil characters and roleplaying a person who makes a deal with the devil / supernatural power. Flawed characters are great but the flaw doesn’t have to be that they are evil, etc…

I just feel the bad vibes of it all.

But if we look at those same powers in a different light, say we gained them through training with a mentor and we start heading in another direction thematically even though the powers remain the same.

In walks the The Psy-lock:

A Warlock as Psychic Warrior or Psionics |Character Build D&D 5e

A great example is the warlock ‘s 1st level feature: Otherworldly patron. Re-skinned to be a psionic entity.

It could be that this being opens up your psychic well to allow more and more of your own power to fill you or it is a relationship with the entity more in line with that of a mentor and apprentice.

It does the same duty as the original class feature but fits our theme better than a crazy Cthulhu elder being.

Class Features:

1st level: Gain the Awakened Mind feature from Great old one

2nd Level: Invocations: Select the Repelling Blast to give the cantrip the look of a telekinetic shove. Then select Armor of shadows and have it look like a translucent shield that floats around you at all times.

Those two would be a good lead into 3rd level if you will go with the pact of the blade.

crystal chest The Psy-lock: Warlock as Psychic Warrior or Psionics | Character Build D&D 5eWant to go Pact of the Tome? Then at 2nd level select two of the following invocations; Book of Ancient Secrets, Fiendish Vigor, or Agonizing Blast.

These choices lead to a more psionic character build, especially if you then select either the wizard or psionicist* cantrips (*with DM permission) for Pact of the Tome at 3rd level.

3rd Level: Pact of the Tome. I would re-skin the tome to resemble some type of crystal (like this spiffy crystal chest to the left <—) or a  reflecting surface that you commune with your mentor through rather than a book.

The rest of the class can go along with the rest of the great old one except I would allow a player to exchange Evard’s black tentacles for a spell themed to the psychic bend of their character build.

Telepath? Select Confusion or Locate Creature. Relativist? (space-time) Select Conjure minor elemental or Mordenkainen’s Private Sanctum, Kineticist? Select Fabricate or Fire Shield (but really select fabricate bc it is awesome!)

Almost ever other invocation can be spun to seem like psionics, for more information on possible spell groups and spell selections as the warlock progresses check out the spells as I have grouped them in my various psionic custom class articles for D&D 5e, here

These are not the only one’s possible. If you want my opinion on some other spell substitutions or class feature changes let me know in the comments below.

Remember to share this with other like minded individuals and

Until next time, Stay Nerdy!

Oh in case you haven’t seen it why not take a bit of time to check out the Nerdarchists’ opinions on the warlock class

 

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Shardmind: A D&D 4E Race Converted to Dungeons and Dragons 5th Edition

This is to fulfill a request from a loyal Nerdarchist who asked to see my take on Shardmind a few weeks ago.

Shardmind: A D&D 4E Race Converted to Dungeons and Dragons 5th Edition Obsidian DarksunI wish I had you wait less but I was really grooving on Dungeons and Dragons 5th Edition Psionics.

I am working on Shardmind because it was requested and I want to see a psionic playable race in 5th ASAP so I can play it!

The Shardmind write up to me has been challenging in a strange way. I feel that I have spent too much time on it and, at the same time, too little.

I decided to write their racial traits in the form of metaphoric statements to better capture the overall feel of the shardmind’s form of communication, mentality, and flavor.

If this bothers you, I do apologize but it was incredibly fun to write.

Being that the Astral is described as “a sea” the water usage in the trait titles goes along swimmingly.

Now onto my first 4e to 5th edition race conversion, the Shardmind.

Shardmind: A D&D 4E Race Converted to Dungeons and Dragons 5th Edition

The Prismatic Lense: No one knows the origin of the entities known as shardmind’s but there are several theories.

One involves the destruction of the vast network of the crystalline psionic lattice known as the god’s Gate. Each fractured part, that is large enough, is said to have the ability to manifest itself as a shardmind if makes the journey to the material world. The god’s gate is said to have repelled the creatures of the Far Realm: illithids, aboleths, and other aberration horrors.

It is hypothesized that gathering together enough shardmind’s and forcing them back into the lattice’s structure may repair the god’s gate. Shardmind’s know this to be folly as the vast majority of shardminds who are in the prime material will wish to stay. And they will not willingly transform back into the lattice of the gate.

Some amongst the shardmind theorize that the insight and experience collected within their forehead gems could be collected and, overtime, reseed the Astral Lattice.

A Vast Expanse: Shardminds are quick to take an observational viewpoint in any given situation. Coming from the unfathomably vast origin of the Astral Sea and being immortal they tend to take the long view of events. This does not mean that they are slow to act. They weigh options and gather details quickly to make decisions in an efficient manner.

Throughout the years of gathering wisdom and experience a crystalline relief of a gem begins to take shape in the middle of the shardmind’s forehead. It is believed that here resides a complete duplicate of the shardmind’s observations and experiences from it’s current existence.

It is not known how or if shardmind’s reproduce but it is theorized that if they did it has something to do the crystalline “eye” that grows upon their brow.

The Bound Tempest: Shardminds feel emotions fiercely but contain themselves within their crystalline exterior. Since they have no recognizable biology that would reveal their true feelings, such as facial expressions and quickening of breath, people believe shardminds sometimes go insane with their passions running wild out of the blue.

What really happens is that the shardmind, incapable of giving most nonverbal cues, finally acts upon their feelings and emotions. People familiar with this particular phenomenon have learned to tread lightly around a shardmind that has gone eerily still- the eye of the storm.

Shardmind: A D&D 4E Race Converted to Dungeons and Dragons 5th Edition

Ability Score Increase: Your Wisdom score increases by 1. You may increase any other score by 1. Thematically the increase will coincide with the shardmind’s reflecting pool choice(see below).

Age: You are Immortal. The average starting age for a shardmind character is 5 to 60 years which is based on the race / culture to which it has attuned itself.

Alignment: Shardminds are influenced by the alignment of the race they select for their reflecting pool trait (see below) and tend towards non-chaotic alignments. In the end, like most races, they can be of any alignment

Size: Always Medium but a wide range of heights and builds. One exception of note is that they are always bulkier than the race they seem to resemble due to their crystalline nature.

The restriction is that a shardmind always gravitates towards a two armed, two legged, upright walking humanoid. The reason for this behavior is unknown. It may have been a racial memory of the form of the race’s creator who made the lattice from which all shardminds may have originated.

Speed: Your base walking speed is 30 feet

Throw Stone’s Ripples: Shardminds have no mouth and they have no need of one. They communicate through speaking at a psychic frequency that the minds of creatures and sentient beings can receive and comprehend. The shardmind is “heard” by everyone within a desired radius.

Want to “whisper”? Then state that the stone’s ripple stops just beyond the tavern’s table edge where the party is seated.

Want to shout? Say you wish that the farmer at the other end of the field can hear you. Note the maximum radius attainable with this trait is equal to shouting across a field. Keep in mind that this is a radius effect.

If you can shout 200 feet in front of you anyone within a 200 ft radius will also receive the message. Beyond that distance even the most ferocious shardmind’s yell would fade to nothing.

The shardmind is most effective at communicating in a language understood by those it is “speaking” to but it can also impart symbolic pictures as a way to communicate intent, desire, warnings, and simple thoughts. This is as effective as pantomiming to another sentient being.

If you couldn’t convey intent or instructions with gestures, grunts, and drawing in the dirt then it is impossible to convey your true intent by this method without having a language in common. Also know as : Mindspeak

Reflecting Pool: Upon entering or gaining consciousness in the material world you were influenced by both the look and language of those around you. You closely resemble a choosen race’s general physical appearance, except you are made out of living crystal.

Wave upon the Rock: Having a corporeal form made from crystallized will has hardened you against the harmful effects of most minds and psychic attacks. You have Psychic Damage Resistance

Crystalline Life: As a being of crystal formed through the application of will, intuition, and insight upon the Astral sea you are influenced by what first shaped your perception of the living world. After departing the Astral sea through a portal, rift, magic, or desire, you have become influenced by the physical realm.

What separates an astral entity from a shardmind is this, the shardmind identifies itself more with the physical world than the astral. Some need or intuitive desire within it has changed it’s aspect to reflect those of another entity in the prime material.

When the shardmind makes the decision, conscious or otherwise, to construct a physical form they become set in their ways. They see themselves reflecting a particular race / culture.

While there is echoes of the race that they were inspired to mimic, a shardmind does not go so far as to mimic the living creature’s every weakness. They gain the Living Construct trait, similar to the warforged of Eberron.

Living Construct: Being constructed of crystallized astral matter has certain benefits. Though living, and being able to be damaged by normal means, you are immune to disease. You do not need to eat or breathe, but you can adsorb food and drink if you wish.

Instead of sleeping, you enter a contemplative trance for 4 hours each day. You do not dream in this state but reflect upon life events and / or your existence; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Observer Effect: Your gem “eye” and observational nature allows you to amass experiences and Wisdom that you can apply to your current situation. You gain Insight as a Skill.

Languages: You can read, write, and speak Common. You also gain one additional form of communication or Language of your choice.  (Thematically I would base this off of your reflecting pool selection, or a significant event in your story.

Shardmind: A D&D 4E Race Converted to Dungeons and Dragons 5th Edition

If you are a 4e player who really wanted the 4E race, shardmind, copied over into Dungeons and Dragons 5th Edition, I am sorry.

There was simply not enough room within the racial traits to contain the shard swarm ability while remaining balanced.

While cool, it simply is not fitting into my 4e race to Dungeons and Dragons 5th edition conversion. Another reason I did not include that ability over others that did make it into the conversion is my opinion on a creature breaking themselves apart into pieces and then floating somewhere else.

Why can’t they just float around whole? How can they take damage as a living being but they can break themselves up? You knock off the shardmind’s head… it floats back on?

There is a general rule of stick togetherness that a living being should have to follow and the swarm ability just blatantly ignored that principle.

Originally my plan was to set it up as an astral version of misty step, similar to the fey step ability of the Eladrin (an elf sub-race), found in the DMG (pg 286).

I like the design philosophy of erring on the side of underpowered rather than overpowered when it comes to a custom class or race conversion. Since I based the power of the overall class on warforged I had to weigh how powerful getting a stackable +1 to armor class was compared to the rest of the available abilities.

Living construct, though situational, is still a very potent ability for a variety of scenarios that would usually result in death for other living creatures.

There are many other race conversions and builds, written by my fellow Nerdarchists, that you may want to check out here.

Want to check out my version of psionics? Click here.

Let me know in the comments below what you think of my shardmind. If you like it don’t forget to share with other like minded folks.

Until next time, Stay Nerdy!