Difference between revisions of "Psychic (5A)"

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{{5A}}
 
{{5A}}
This is an original [[Sorcerer_(5A)|Sorcerous Origin]] for [[5A]].
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This is an original [[Bard_(5A)|Bard]] subclass for [[5A]].  
  
''The spark of psychic talent is an inborn trait, but unlike most sorcerous origins, it requires training and discipline to awaken to full power. This is usually given in a monastery or in the wilderness, away from the distracting bustle of normal life. Whether you studied in a school or a single master, it is likely that your trainers had contacts with monks and clerics sympathetic to psychics.
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''Psychics are focused on telepathic powers, the easiest psionic powers to master. With abilities similar to psychic powers, a bard can turn themselves into psychics through mental exercise. Other would-be psychics never considered themselves entertainers, only learning such abilities in order to prepare themselves for greater psychic powers to come.
 
 
''You have honed your mind to channel the vast energies of the Netherworld, thought to be related to the Far Realm. Though meditation and discipline, you shield yourself against the influence of aberrations and other psychic threats. Your mind is in touch with the universe, and when you reach out with your thought, reality complies with your wishes.
 
  
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'' '''Greyhawk''' ''
 +
''Psychics are never common, and most that exist live in the Baklunish lands to the north-west of the Flanaess. A few natural psychics exist in other lands, often considered freaks or allies of the Far Realm.
 +
{{wip}}
 
== Subclass Features ==
 
== Subclass Features ==
 
=== Psionic Spells ===
 
=== Psionic Spells ===
 
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
 
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
  
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
+
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the bard or sorcerer spell list or a wizard spell of the divination or enchantment school.
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|+'''Aberrant Mind Spells'''
 
|+'''Aberrant Mind Spells'''
 
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
 
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:arms-of-hadar Arms of Hadar],  [http://dnd5e.wikidot.com/spell:dissonant-whispers Dissonant Whispers],  [http://dnd5e.wikidot.com/spell:mind-sliver Mind Sliver]
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:command Command],  [http://dnd5e.wikidot.com/spell:faerie-fire Faerie Fire]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:calm-emotions Calm Emotions], [http://dnd5e.wikidot.com/spell:detect-thoughts Detect Thoughts]
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:detect-thoughts Detect Thoughts], [http://dnd5e.wikidot.com/spell:levitate Levitate]
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:hunger-of-hadar Hunger of Hadar],  [http://dnd5e.wikidot.com/spell:sending Sending]
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:hypnotic-pattern Hypnotic Pattern],  [http://dnd5e.wikidot.com/spell:clairvoyance Clairvoyance]
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:evards-black-tentacles Evard's Black Tentacles], [http://dnd5e.wikidot.com/spell:summon-aberration Summon Aberration]
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| valign=top align=center | 7 || [http://dnd5e.wikidot.com/spell:death-ward Death Ward], [http://dnd5e.wikidot.com/spell:locate-creature Locate Creature]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:rarys-telepathic-bond Rary's Telepathic Bond],  [http://dnd5e.wikidot.com/spell:telekinesis Telekinesis]
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:contact-other-plane Contact Other Plane],  [http://dnd5e.wikidot.com/spell:modify-memory Modify Memory]
 
|}
 
|}
  
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The telepathic connection lasts for a number of hours equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
 
The telepathic connection lasts for a number of hours equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
At 6th level you can remain in telepathic contact with a number of creatures equal to your Charisma bonus (minimum 2 creatures). When you establish telepathy with more creatures, you choose which telepathic connection to end.
+
 
 +
At 6th level you can remain in telepathic contact with a number of creatures equal to your Charisma bonus (minimum 2 creatures). You decide if these creatures can communicate directly with each other. If not, they are unaware you have telepathy with others. When you are in contact with too many creatures, you must choose which telepathic connections to end.
 +
 
 
At 14th level you can maintain telepathy indefinitely.
 
At 14th level you can maintain telepathy indefinitely.
  
 
=== Centering ===
 
=== Centering ===
 
Beginning at 6th level, you can take a minute to use  
 
Beginning at 6th level, you can take a minute to use  
 +
any artisan's tool proficiency,
 +
musical instrument proficiency,
 
Acrobatics,
 
Acrobatics,
artisan's tool proficiency,
 
 
Athletics,  
 
Athletics,  
Insight,
+
Insight, or
musical instrument proficiency, or
+
Perform
Perform,
 
 
to center yourself.  
 
to center yourself.  
You regain a number of sorcery points equal to your proficiency bonus in the skill or instrument used.
+
You regain a number of sorcery points equal to your proficiency bonus in the skill, tool or instrument used.
You cannot have more sorcery points than your starting value after centering.
+
After centering you cannot have more sorcery points than your starting value.
 
You can use centering only once and recharge the ability at the end of a long rest.
 
You can use centering only once and recharge the ability at the end of a long rest.
  
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At 14th level, when you or an ally within 1 mile fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to grant a bonus on that saving throw equal to your proficiency bonus. You must see or be in Telepathic Speech with the ally.
 
At 14th level, when you or an ally within 1 mile fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to grant a bonus on that saving throw equal to your proficiency bonus. You must see or be in Telepathic Speech with the ally.
  
Your Telepathic Speech ability now allows communication with any creature that understands a language.
+
Your Telepathic Speech ability now allows telepathic speech with any creature that understands a language.
  
 
=== Universe of Thought ===
 
=== Universe of Thought ===
At 18th level, you can use Telepathic Speech to establish telepathic communication with any creature you have used Telepathic Speech with before, regardless of range. You can cast spells on creatures you are in Telepathic Speech contact with as if you were touching them, regardless of range and even on other planes of existence.
+
At 18th level, you can use Telepathic Speech to establish telepathic communication with any willing creature you have ever used Telepathic Speech with, regardless of range. The target is aware it is you seeking contact before accepting. You can cast spells on creatures you are in Telepathic Speech contact with as if you were touching them, regardless of range and even on other planes of existence. Target can end the Telepathic Speech after you cast a spell on them.

Revision as of 14:12, 24 November 2021

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This is an original Bard subclass for 5A.

Psychics are focused on telepathic powers, the easiest psionic powers to master. With abilities similar to psychic powers, a bard can turn themselves into psychics through mental exercise. Other would-be psychics never considered themselves entertainers, only learning such abilities in order to prepare themselves for greater psychic powers to come.

Greyhawk Psychics are never common, and most that exist live in the Baklunish lands to the north-west of the Flanaess. A few natural psychics exist in other lands, often considered freaks or allies of the Far Realm.

Notepad.png This is a work in progress.

Subclass Features

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the bard or sorcerer spell list or a wizard spell of the divination or enchantment school.

Aberrant Mind Spells
Sorcerer Level Spells
1 Command, Faerie Fire
3 Detect Thoughts, Levitate
5 Hypnotic Pattern, Clairvoyance
7 Death Ward, Locate Creature
9 Contact Other Plane, Modify Memory

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of hours equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

At 6th level you can remain in telepathic contact with a number of creatures equal to your Charisma bonus (minimum 2 creatures). You decide if these creatures can communicate directly with each other. If not, they are unaware you have telepathy with others. When you are in contact with too many creatures, you must choose which telepathic connections to end.

At 14th level you can maintain telepathy indefinitely.

Centering

Beginning at 6th level, you can take a minute to use any artisan's tool proficiency, musical instrument proficiency, Acrobatics, Athletics, Insight, or Perform to center yourself. You regain a number of sorcery points equal to your proficiency bonus in the skill, tool or instrument used. After centering you cannot have more sorcery points than your starting value. You can use centering only once and recharge the ability at the end of a long rest.

You also learn the Subtle Spell metamagic. If you already know this metamagic, you learn another metamagic of your choice.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Psychic Alliance

At 14th level, when you or an ally within 1 mile fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to grant a bonus on that saving throw equal to your proficiency bonus. You must see or be in Telepathic Speech with the ally.

Your Telepathic Speech ability now allows telepathic speech with any creature that understands a language.

Universe of Thought

At 18th level, you can use Telepathic Speech to establish telepathic communication with any willing creature you have ever used Telepathic Speech with, regardless of range. The target is aware it is you seeking contact before accepting. You can cast spells on creatures you are in Telepathic Speech contact with as if you were touching them, regardless of range and even on other planes of existence. Target can end the Telepathic Speech after you cast a spell on them.