The Complete Psionics Handbook is a supplemental rulebook for the 2nd edition of the Dungeons & Dragons fantasy role-playing game, published in by. The Complete Psionics Handbook (5e) – A simple, straightforward, playable psionics framework for 5th Edition using the Player’s Handbook. I wrote this in for AD&D 2nd Edition, having never read TSR’s Psionics Handbook. Be amused. This was reformatted for the web in.
|Published (Last):||2 June 2012|
|PDF File Size:||8.72 Mb|
|ePub File Size:||17.82 Mb|
|Price:||Free* [*Free Regsitration Required]|
The type and severity of the insanity is up to the DM, handboko can depend on the target’s wisdom, if the DM so decides. Acid Breath 11, T. You really need to justify not just re-skinning a Wizard with the spell points option. Just a small update once again. Dungeonscape Character Sheets Factotum 1. You can replace a lesser discipline with a greater discipline, but only if you are at least 13th level. Like I said above though, I feel like it’s kind of just a clunky way of handling the whole thing, so Handboo, trying something new.
Unleash Energy 13, T.
I’ll get into some specific examples later, but it feels like about a quarter of the disciplines just do something that another discipline already does, with the only difference often just being a damage type. The amount healed each hour habdbook one tenth of the success rate, rounded down.
There is also a drain rate for each power. In that case, f range is double the success chance in feet. I kind of interpret it like psions using their willpower to apply the Far Realm’s strange laws of reality wherever they are.
Handbiok, the ability should function off of Intelligence rather than Proficiency to fit better with the 5e style. They are unaffected by mind colds, headaches, and nausia, and can save against any non-magical desiese by rolling a 7 or lower on 2d6.
Is that level of damage considered way too high for a level 1 character usually. The book contains over psionic powers, and includes an entire chapter on psychic combat. Considering the nature of the other level 14 subclass abilities, the original effect seems more appropriate.
For example, there are 9 different Astral Construct powers instead of one that is augmented like in 3. You cannot reduce current hit points below 1 with this effect, and you may not transfer temporary hit points. Unless the object was very important to its owner, the residual aura fades after three months. Do you have an in-house explanation for psioniics anti-magic effects don’t work on psionics?
This ability enables the psionicist to concentrate apon a location and see anything within 30ft of that point, but twice as blury as with normal vision, so that small objects can not be seen, and facial features can not be made out.
Shed Body I’ve honestly had a bit of difficulty getting this one right, and I’m a bit stumped at the best way to mix the concept “becoming a being of pure thought” with the mechanics “flying, phasing through things”. Using this power, the psionicist can also attempt to damage inanimate, nonmagical objects. Overall, I’d suggest just kicking Psychometabolism to the curb and folding the worthwhile bits into Psionic Restoration.
Psionicists have a high resistance to the following: The current version seems really great, and probably the main thing it needs now is a bit of playtesting. Acrikinesis is now the only one of those four “specialized” disciplines with delayed damage now.
Outer PSI healing allows psionicists to use the power of their minds to heal others’ bodies. Psionicists can hide themselves in the center of such a sphere, and the chances of getting in are equal to those of getting out. If moved in air, the weight must be lower than 10x the level. It often takes more than one mind to spot the little things that throw a whole idea, no matter how well implemented in general, out of whack.
D&D Expanded Psionics Handbook | Dragon
So that it can be browsed and searched easily, flair your post and give it a title that clearly indicates what users will find when they open it. As a psionicist gains experience and advances in level, he acquires more powers, and as a psionicist rises through the ranks, he also gains access to defense modes – special telepathic powers, which are received free of charge and don’t count against a psionicist’s normal power limits.
You didn’t actually put any text in your comment regarding this discipline, so could you please explain what you’re trying to go for here? Thanks for the critique, and the kind words. It allows the psionicist to enter the mind of the target and sense using the target’s senses see through target’s eyes etc.
Being able to remain sober for such a long time can come in handy, until someone drinks enough to kill themselves. In fact, nothing changed nearly as massively from 3.
Aspect of the beast ‘s form of doom effect now named avatar of doomtransforms the user into a specific monster rather than modifying their base form. The feel would be similar. Two telepaths can communicate with each other with no possible failure. I’ll probably throw together a few races and subraces like this. Both Alter Memory and Enthrall mention an effect called “psychic chirurgery” that doesn’t appear to exist any more.
If the telekinetic is attacked while holding an object in air or water, a dexterity check must be made. Added the following to the rules for “Using a Discipline”: Shed Body I think using a vague term like “transcendence” rather than “intangibility” might be enough to clear up the confusion somewhat. Any content in your document must be cited in the document itself.
I honestly have no idea. Good call on the psychic focus benefit. I do agree with it being pretty strong. If he passes the check and the power is successful, the psionicist has the option of expending additional PSPs to maintain the power in subsequent rounds.