I've been reading the threads on the psionics and the psion for d&d next and have come up with a basic system for its psionic powers. Haven't added powers known, how many power points you get or when they generate. I'm divided on whether them being daily or by encounter. It is only a rough draft of the system but how about you guys take a look at it and tell me what you think.
Psion
Intelligence is used for moving things with your mind, Wisdom is used for physical enhancement and psionic perception, and Charisma is used for mind to mind interactions.
Key Abilities: Intelligence, Wisdom, and Charisma.
Creating a Psion________________________________________
When you create a character whose first class is Psion, you gain these benefits.
Ability Adjustment: +1 to your Intelligence, Wisdom, Charisma or score.
Starting Hit Points: 4+ your Constitution modifier
Armor and Shield Proficiencies: None
Weapon Proficiencies: Daggers, slings, quarterstaffs, and light crossbows.
You can make a psion quickly by following these suggestions.
Suggested Background: Sage
Suggested Specialty: Healer
Suggested Equipment: Travelers clothes, quarterstaff, adventurer’s kit, healer’s kit, healing potion, and 88 gp, 8 sp.
The Psion
Hit Psychic Weapon Power Powers Psionic Class
Level Dice Attack Attack Power DC Points Known Potency Features
1 1d4 +3 +2 11+Int/Wis/Cha mod 0 Mental Force, Augmentation
2 2d4 +3 +2 11+Int/Wis/Cha mod 0 -
3 3d4 +3 +2 11+Int/Wis/Cha mod 0 -
4 4d4 +4 +2 12+Int/Wis/Cha mod 1 -
5 5d4 +4 +2 12+Int/Wis/Cha mod 1 -
Class Features
A psion gains the following class features.
Hit Die: 1d4 per psion level
Hit Points: 1d4 (or 3) + your Contitution modifier per psion level gained.
Mental Force
Using a Power: Powers can be used for no cost, however you have only a limited number of power points in which can be used to strengthen these powers. These power points are regained after a long rest.
Psychic Attacks: When you make a psychic attack using a psion power, you use your Intelligence, Wisdom, or Charisma modifier for the attack roll depending on which power is used, and add a bonus to that roll based on the Psychic Attack column in the Psion table.
Saving Throw DCs: When a psion power that you use calls for a saving throw, the save DC equals 11 + your Intelligence, Wisdom, or Charisma modifier depending on which power is used. As you gain levels, the DC increases, as noted on the Psion table.
Psionic Potency: Your psionic powers increase in strength as you gain levels as shown on the psion table. The damage or strength of a power is increased by one increment e.g. basic spell/0 = 1d8, 1 = 2d8, 2 = 3d8 or 0 = 30 pounds, 1 = 60 pounds.
Augmentation
Your powers can be strengthened and altered by spending power points. Each power has an augment list of effects that can be used for that power. Up to 3 power points can be spent on a single power.
Augments
Power: Increase the damage of a power/ base = 1d8, 1 = 2d8, 2 = 3d8, 3 = 4d8
Target: Target one more creature in range per power point.
Area: Change the area of effect of power or size of effect of power/ base = range 20, 1 = range 40
Push: Cause push effect, greater push per power point spent
Knockdown: Knock target/s prone
Distance: Increase range of power/ base = range 50, 1 = range 100
Duration: Increase length of power effect
Mulligan: Reroll / can only be done once
Stun: Target is stunned
Hold: Target creature becomes paralyzed
Fear: Target becomes frightened
Special: Unique effect special to that power / will be written on power discription
Psion Powers
Energy Missile
Launch a mass of psionic force at an enemy
Effect: Make a psionic attack against an enemy within 50 feet. On a hit the target takes 1d8 force damage. Augment: Power, Target, Push, Knockdown, Distance
Force Blast
Cause an explosion of psionic force
Effect: Choose a point within 50 feet of you. At point of origin you can create a 15 foot cone blast in which ever direction you want or a 10 foot sphere burst centered on the point of origin. Each creature hit blast/burst takes 1d8 force damage. Augment: Power, Area, Push, Knockdown, Distance
Telekinesis
With an unseen force you can control anything near yourself
Effect: Choose an object or creature (yourself included) within 25 feet of you and in line of sight. Target chosen can be manipulated, levitated, held, thrown, or crushed. Unwilling targets make a strength saving throw or be restrained for 1 minute. As an action, a creature effected by this power can make a strength check against your power save DC to end restrained. Target cannot weight more than 50 pounds. You can attack the target by crushing it doing 1d6 force damage or throw the target at something with1d6 physical damage and range 10/40. If creature is throw, than target must make a dexterity saving throw or be knocked prone. Damage done, weight that can be held, and range distance increases for each power augmentation. Target can be moved 20 feet in any direction that’s not obstructed per round. User must make Intelligence check at the start of each turn to maintain control of object. Augment: Power, Distance, Hold, Mulligan
Telekinetic Defense
You shift attacks made against you out the way with an unseen force
Requirement: Telekinesis
Effect: You gain one defensive charge, you again additional defensive charges from your psionic potency. This point can be spent as reaction to can give a -4 penalty to any attack made to yourself or to a creature within 25 feet of you. You generate new charges at the start of each turn. Augment: Distance, Special
Special: create one extra defensive charge per power point