Tuesday, July 7, 2015

D&D 5: Psionics (part 1)

I have a game world that I've used off and on since 1984.  I started the world using AD&D, and have used a large varieties of systems since then.  Psionics has always been a factor in the world, but I've generally had issues with how post AD&D versions have dealt with psionics, espcially with psion classes.  One problem with the psionic character classes is that they devolved into complex auxiliary rules, with a flavor based on a mash-up of new age crystal hugging and psychotic psychedelic visions a la Yellow Submarine.  Let's not forget the Psion Crystal, which seems to be something from Zardoz.

Even if I didn't like the flavor of the psion classes, they always bothered me because they took away the idea of a "wild" power that could not be fully trained in the context of a character class.

I like what I've seen with D&D5, so I decided to try to build psionics into the game, but not in the form of classes.  What I wanted was something that was an add-on to already existing classes, and would require the player to make a choice about whether they delved more fully into developing their powers, or went with other abilities.  Since I wanted to make it universal, i.e., the same across classes, I decided to build psionics using feats.  What follows are the some of the rules.  As a note, the characters can access potent abilities, but it will mean that they have to use all of their feat selections.

Psionic Powers are divided into three general types:  Minor Powers, Inherent Effects, and Major Powers.
Minor powers are akin to cantrips; they can be used at will and do not result in fatigue.
Inherent powers are always in effect, and do not result in fatigue.
Major Powers are fatiguing to use.  A character can use one major power between rests without problem.  The second power they use (it doesn't matter which power, just that they used a major power) causes the character to be Exhausted Level 1.  The next power (third) used before a rest causes Exhaustion Level 2.  The fourth time they use a power, they move to Exhaustion Level 3, and so on until the character performs the seventh power; instead of death, the character is rendered unconscious.  Once the character completes a long rest, their level of exhaustion resets to 0.  Using Major Powers can be potent, but it is costly if you keep using them.
Upgrade:  Some powers are listed as upgrades.  They replace another power.

Most of the powers duplicate spell effects, so the spell is referenced in italics.  NOTE:  as psionic powers, there are no verbal, somatic or material components.  They are treated as spell-like (psionic) effects.  When there is no spell equivalent, the power is listed in the same format as a spell.

Psionic Sensitivity:
The character's mind has awakened, and the character is now able to perform minor manipulations of the physical world. When psionic powers are used (any creature with the psionic tag, or mind affecting spells), the character can make a perception check to detect the use of the power.  They do not know the location of the power, or the intensity, only that psionic powers are being used.  In addition, the character selects two of the following minor powers that can be used at will (see the corresponding spell):  Message, Spare the Dying, Detect Magic, Light, Guidance (self only), Mending, or Mage Hand.

Telepathy I:
Requirement:  Psionic Sensitivity or Racial Unlock; Charisma 13.
The character gains Detect Thought  and Suggestion as a Major Powers (thus the use of these will result in exhaustion).
Telepathy save DC = 8 + proficiency bonus + CHA modifier.  Use this DC for any Major Power that requires a saving throw.

Telepathy II:
Requirement: Telepathy I
The character learns to shield their mind, giving them +1 on saves vs. psionic powers or mind-affecting spells and abilities (Inherent).  The character also gains Sending and Mind Thrust as a Major Power (use of these powers causes exhaustion as described above).
Mind Thrust
(Equivalent to a 3rd level spell)
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You unleash a lance of disruptive thoughts into the mind of one of your enemies.  You must be able to clearly see the enemy.  The target makes a Wisdom save.  If the save is unsuccessful, the target takes 8d6 damage, and is stunned for d4 rounds.  A successful save results in 1/2 damage, and the target is not stunned.

Telepathy III:
Requirement: Telepathy II
The character gains Dream and Psionic Static as Major Powers (use of these powers causes exhaustion as described above).
Psionic Static
(Equivalent to a 5th level spell)
Casting Time: 1 action
Range: self (40-foot cube)
Duration:  Concentration, up to 10 minutes.
The character projects mental static that disrupts psionic powers and mind-affecting spells and abilities.  All creatures inside of the cube gain a +4 save vs. psionic powers and mind-affecting spells and abilities.  The caster (psion) automatically gains a level of exhaustion.

Telepathy IV:
Requirement: Telepathy III
The character learns to further shield their mind, upgrading their protection to +2 vs psionic powers or mind-affecting spells and abilities (Inherent, replaces the inherent ability in Telepathy II).  The character also gains Dominate Person and Psionic Blast as Major Powers (use of these powers causes exhaustion as described above).
Psionic Blast
(Equivalent to a 6th level spell)
Casting Time: 1 action
Range: self (60 foot cone)
Duration: Instantaneous
You unleash a devastating mental assault against all targets in a 60-foot cone.  You do not need to clearly see all of the targets.  The targets make a Wisdom save, and if unsuccessful, they take 8d6 damage, and are stunned for 1d4 rounds.  A successful save results in 1/2 damage, and the target is not stunned.

Telepathy V:
Requirement:  Telepathy IV
The character gains Mass Suggestion and Astral Projection as Major Powers (use of these powers causes exhaustion as described above).

Design Note:  Assuming a human bard takes Psionic Sensitivity at level 1, then they could take Telepathy I at 4th level, Telepathy II at 8th level, Telepathy III at 12th level, Telepathy IV at 16th level, and Telepathy V at 19th level.  They would have to forgo any other feat selection or attribute increase to get to Telepathy V.
The powers chosen were based upon themes in my campaign world.  There are other options, for example, psychic surgery to remove curses and insanity, or even alter memories.

I'll post Telekinesis, Psychometabolism, and Psychoportation powers another day.  Also, thanks to the class archtypes, I can create class features that utilize psionics, such as Psychic Warrior as a Fighter archtype.  I'll post those ideas another day.


No comments:

Post a Comment