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E62 YR1- From Madness to Spell Points Another Dive into the 5E DMG Podcast

podcast

podcast

Episode 62 of Nerdarchy the Podcast Year One

We continue our delve into the Dungeon Masters Guide for 5th Edition Dungeons and Dragons. Yup we are going right in order so we end up with madness paired with the option rule for spell points.

Madness in D&D Straight from the Dungeons and Dragons 5th Edition Dungeons Masters Guide

Madness in D&D Straight from the 5th Edition Dungeons Masters Guide
This one has been request several times so far madness in 5th edition dungeons and dragons. Nerdarchy plunges right into the depths of madness that awaiting us in the DMG.

We talk about how to use it as a game master or how it can effect you as a player in the game. No discussion from the new dungeon master’s guide would be complete without talking plot points for any dungeon masters looking for another spin on things.

Has madness creeped into your games? Has anyone had one of their characters driven mad by the wild schemes of their DM?

D&D Optional Rules Spell Points|Dungeons and Dragons 5th Edition Dungeon Masters Guide

D&D Optional Rules Spell Points| 5th Edition Dungeons and Dragons Dungeon Masters Guide
PG- 288 DMG Variant Spell Options

Nerdarchy tears once more into the DMG of 5e to talk optional rules for 5th edition dungeons and dragons. I didn’t think I’d see this one but here it is- Spell Points.

It’s really nice that wizards of the coast put this one in here. Especially for the 5e D&D sorcerer this pretty awesome it completely fixes what I see as being the sorcerer’s problems in this edition of dungeons and dragons.

Things get a little complex when you start to add multi-class spell casting into the mix. So spell points what you guys think?

 

 

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E59 YR1- NPC’s and Poison from the 5E DMG Podcast

podcast

podcast

Episode 59 of Nerdarchy the Podcast Year One

We continue with our deep dive into the 5e DMG. This is another double sized episode. Many of the Dungeon Master’s Guide videos we did were broken down into smaller vids. We would really drill down on the content.

Non Player Characters or NPC’s in the 5th Edition Dungeon Masters Guide

Non Player Characters in the 5th Edition Dungeon Masters Guide
Nerdarchy discusses NPC’s in 5e D&D from the DMG. This an excellent section in the dungeon master’s guide describing eight different types of non-player characters and their roles in a role-playing world.

Even how a NPC can move through various roles through out an adventuring parties careers. There also some great non player character creation tables for creating fast npc’s on the fly. All valuable for any kind of RPG.

Poison in D&D More Talk From the 5th Edition Dungeon Masters Guide

Poison in D&D More Talk From the 5th Edition Dungeon Masters Guide
Nerdarchy gathers to talk about poison in the newest edition of dungeons and dragons. We take look at the 5E poison list in the DMG.

Followed by a discussion about all of the different poisons in the game so far. What talk about poison would be complete without mentioning the poisoner’s kit and the crafting and harvesting of poison.

Also if you are in the market to buy poison we talk about the prices listed in the dungeon master’s guide as well. Also each of the Nerdarchist give their favorite poison as well.

 

 

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E54 YR1- Monstrous D&D Player Characters In Your Campaign Setting Yay or Nay Podcast

podcast

podcast

Episode 54 of Nerdarchy the Podcast Year One

Monsters as player characters is a topic that has come up in our campaigns over the years. There something about breaking mold by playing the monster.

Monstrous D&D Player Characters In Your Campaign Setting Yay or Nay

Monstrous D&D Player Characters In Your Campaign Setting Yay or Nay We are talking monstrous character in an adventuring party would you allow it as the dungeon master? Sometimes I do and sometimes I don’t allow races that aren’t in the players handbook.

Right now I’ve got two goblins along side all the the other races in the party. I know some game masters and players hate the idea of non standard races or monster races in their campaign worlds or settings. The question is how do you feel about it?

 

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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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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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Part 2: Psychic Warrior, a Psionic Custom Class for Dungeons and Dragons 5th Edition | D&D 5e

This is the Part 2 of creating the psychic warrior, a psionic custom class for Dungeons and Dragons 5th Edition.

Part 2: Psychic Warrior, a Psionic custom class for Dungeons and Dragons 5th Edition | D&D 5e soulknifeFor part 1 click here.

If this is the first you are reading about my Psychic Warrior psionic custom class then I will walk you through it.

I am taking the Paladin as a whole and transforming it into the my 5th edition homebrew psychic warrior.

I will be using the spell point system found in the DMG(pg 288).

I will combine that with custom class features of my own design as well as thematic ones that are found in other classes in the Dungeons and Dragons 5th edition Player’s Handbook.

I will then top it all off with a psionic themed spell list.

This custom class is completely about the blended mix of psionic mastery and martial prowess.

Weapons shaped by desire, supernatural intuitive reflexes, and bringing to bear their iron will against their foes;

All of these fall within the realm of the Psionic custom class, the Psychic Warrior. Continue reading Part 2: Psychic Warrior, a Psionic Custom Class for Dungeons and Dragons 5th Edition | D&D 5e

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Psychic Well and Drams for Dungeons and Dragons 5th Edition Psionics

Psychic Well and Drams for Dungeons and Dragons 5th Edition PsionicsWelcome Nerdarchists, to a quick explaination of psychic well and drams for my homebrew Psionics and psychic warrior classes and rules.

Since most of the editions that included psionics had an entire book worth of information it should be no surprise to the initiated that I already have several articles on the subject. Continue reading Psychic Well and Drams for Dungeons and Dragons 5th Edition Psionics

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Part 3 The Class Features Continued- 5th Edition Psionics and Psychic Warrior : Dungeons and Dragons

If you are just joining me, Nate the Nerdarch, then you may be asking yourself, “5th Edition Psionics and Psychic Warrior the class features continued? When did Psionics for 5th edition D&D begin?”.

Truthfully it hasn’t officially begun but I have been a Psionics fan since 2nd edition and I refuse to be the naysayer about the new edition’s Psionics when they come out with it. Instead of waiting to “nay” I am coming out with my homebrew Psionics and Psychic Warrior before anything official comes out, Yay.

As this is part 3 you may want to check these out first, Intro to Psionics and Psychic Warrior, Psychometabolist’s starting abilities and Class Features.

Now on to Psychoportation. Continue reading Part 3 The Class Features Continued- 5th Edition Psionics and Psychic Warrior : Dungeons and Dragons