Adding Psychics to 5e

I've been utterly disappointed in Wizards of the Coasts' attempt to relegate psychic powers to subclasses. I understand why they're doing it. To put it simply, 5e is, much like 4e and 3e before it, designed around the concept that there should be balance between PCs of a given level. To tip the scales by adding more abilities for one PC while the other PCs are somewhat less equipped would feel unfair. So, by tying it to one's subclass, you're getting new flavorings that are more or less equivalent to what everyone else is getting.

That's boring and uninspiring. What if, truly in the vein of older editions of D&D, we added the potential for all PCs to have these abilities, but it's completely left to chance? This means that what you roll at character creation is MUCH more important. It means that you end up with a new dimension to add to your game. The rules will be familiar enough to be easily incorporated, but fresh enough to make their addition a significant change to the game.

Pedantic Psychic Playtest Material

What is a "Psychic" in the game?

Psychics are individuals who, through three different means, acquired the ability to interact with the world around them in a manner that is neither physical nor magical, but mental. There are three potential origins for this ability, each with their own domains. While it is possible for a character to have all three domains, it's incredibly unlikely, as each of them are represented by the smallest fraction of any given population.

The Three Origins

Intellect: This psychic origin is raised out of an expansion of one's ability for processing information. This is a gift that manifests often in early adulthood, as they develop their intellect in study, doing research, performing investigations, or through experimentation.  

Body: This psychic origin is innate, unlike the other two origins. It is possible to be genetically predisposed to this gift if genetic alteration exists in your game world. Otherwise, this gift comes from lineage or naturally occurring genetic mutation.  It manifests through sheer force of will, as your body's latent abilities are unleashed during a time of duress. If a character of this origin has children, there is a 25% (1d4=1) chance that their child will also have it.

Soul: This psychic origin is developed through a spiritual awakening, an intuition, an understanding of the state of interconnectedness of sentient life and nature. Once that separation is broken, the Soul can use this bridge to interact with others intuitively.

Considerations For Psychics In Your Game

How common are psychic gifts in your world?  How do people feel about psychics? Are there well known examples of good psychics? Evil psychics? Are there institutions that support their growth? Are there military institutions that would demand their service? Is it a crime to use psychic powers? How do the other PCs feel about having a psychic among them?

Now that we've had dessert, it's time for the meat and potatoes. The Mechanics.

Determining Origins: To be considered for psychic powers, a player must announce that they would like to try beforehand. They will roll stats in a row, supervised by the group.

If they roll a 16 or higher in INT, WIS, or CHA, they roll a d6 to see if they obtained the origin. A 16 gives you a 1 in 6 chance (1 on d6), a 17 gives you a 2 in 6 chance (1-2), and an 18 gives you a 3 in 6 chance (1-3).

If they succeed on the INT roll, they obtain the Intellect origin. CHA gives the Body origin, and WIS gives the Soul origin.

The Intellect origin immediately gives you access to the Telepathy domain.

The Body origin immediately gives you access to the Telekinesis domain.

The Soul origin immediately gives you access to the Mind-reading domain.

In addition to the default domains, you get to choose one more domain at character levels 1, 5, 11, and 17.

Using Psychic Abilities

As with anything in D&D, Psychic Abilities come with a cost. Fifth Edition makes the action economy, hit points, and spell slots its most important resources. Psychic Abilities come with their own resource, while bringing in considerations for the other resources as well. For simplicity's sake, Saving Throw DCs for Psychic Abilities are equal to 8+proficiency+your psychic modifier. Your psychic modifier is INT for intellect origins, CHA for body origins, and WIS for soul origins. Your Ranged Psychic Attack roll is a d20+proficiency+psychic modifier.

Psychic Characters have a maximum Psychic Points equivalent to 2x their character level. Psychic Points are expended when abilities are used. When a character is out of psychic points, they can consume a hit die (the kind you use to heal on a short rest) for every Psychic Point they would use instead.

On a Long Rest, you can regain half of your Psychic Points INSTEAD of regaining half of your hit dice, or you can split the difference if the DM allows.  The rationale is that using psychic abilities is taxing on the mind, so much so that your body will focus on replenishing that energy reserve when needed.

The Domains and Their Powers

Telepathy

With this domain, the psychic is able to use a Free Action to communicate telepathically with any creature within 30 feet of you that understands a language. This does not have to be a shared language, but if a language is not shared, they will not understand what you're saying.

Telepathy Powers

Addle the Mind (2 Psychic Points): The psychic can use a reaction when they see a spell being cast to attempt to barrage the target with telepathic messages in an attempt to disrupt the casting.  The target must make an Intelligence save or their casting will fail.

Shield Thoughts (1 Psychic Point): As a reaction, you can stop an intrusion on your mind until your next turn. This could be an attempt to read your thoughts or an attempt to Addle the Mind.

Telepathic Shout (1 Psychic Point per Effect): As an action, you can produce one of the following effects:
You can shout a telepathic message of your choice to be heard by all creatures of your choice within 120 feet.
You can manipulate the message to be understood instinctually, meaning the creature does not have to share a language with you to understand the message (assuming their INT is higher than 3).
You can heighten the intensity of the message. All creatures that hear the message must make an Intelligence Saving Throw or they make their first attack on their next at disadvantage.

Telekinesis

With this domain, the psychic is able to use a bonus action to lift and move objects within 30 feet of them that weigh no more than 10 pounds for 10 feet without using any Psychic Points.

Telekinesis Powers

Mind Bullet (1 Psychic Point): You can use an Action to make a Ranged Psychic Attack against a creature within 120 feet of you. On a hit, you deal 2d6+psychic mod force damage to the creature. You can spend additional psychic points to increase the damage by 1d6 per point spent.

Telekinetic Push (1 Psychic Point):  You can use an Action to force a creature within 30 feet of you to make a Strength saving throw or take 1d6 force damage.  The creature will be pushed back 5 feet for every Psychic Point spent. On a successful saving throw, the creature takes half damage and does not get pushed back. If the creature is pushed back into another creature or an object, the second creature must make a Dexterity Saving Throw or both creatures take 1d6 bludgeoning damage for every Psychic Point spent and the original target falls prone. An object automatically fails this saving throw.

Telekinetic Parry (1 Psychic Point): As a reaction, you can impose disadvantage on a melee or ranged physical or spell attack against you that you can see OR you can attempt to deflect a Mind Bullet by rolling your own Ranged Psychic Attack and getting a higher total. If the enemy rolled a natural 20 on their attack, they automatically succeed. If you roll a natural 20 on your defense, they automatically fail. If both roll a natural 20, an explosion of psychic energy happens at the midpoint between the Psychics, causing 10d6 psychic damage to all creatures in a 30 feet sphere.

Telekinetic Lift (1 Psychic Point, Concentration): As an action, you can lift an object (that is not worn or carried) or a creature within 30 feet of you that is up to 50 pounds and move them up to 5 feet in any direction you choose.  They remain lifted until your next turn unless you spend points to extend the duration. A creature can make a Strength Saving Throw to resist the effect and they can use an action at the end of their turn to try to end the effect. You can spend additional Psychic Points to increase the weight capacity 50 pounds per point, increase the range 30 feet per point, increase the distance moved by 5 feet per point, or increase the duration by 1 round per point.

Mind-Reading

You can use an Action to sense the emotions of a creature within 30 feet of you, determining what they are feeling in that moment. You can also use Read Thoughts for free by touching your target.

Mind-Reading Powers

Sense Thoughts (1 Psychic Point): As an action, you can detect the thoughts of any sentient creature within 30 feet of you, even if you can't see them. Once you have detected their thoughts, you can pinpoint their location until the beginning of your next turn.

Read Thoughts (1 Psychic Point): As an action, you can attempt to read the thoughts of a sentient creature that you can see, or that you have detected, until your next turn. You hear their surface thoughts at that moment. You can attempt to delve deeper to uncover secrets by spending an additional Psychic Point, but the target can make a Wisdom Saving Throw to resist the effect, and if they succeed, they know something is wrong.

Sense Motive (1 Psychic Point): While sensing emotions of a creature, you can pore deeper and try to read their intentions. The target must succeed on a Wisdom Saving Throw or the Psychic is able to discern in very vague terms if the target's intentions at that moment are genuine or to deceive. By spending an additional Psychic Point, you can pore into their mind to see what they are after, either generally speaking or at that moment. The target makes an additional Wisdom Saving Throw to resist this effect, but if they do resist the effect, they take 1d6 Psychic damage due to the mental duress.

ADDITIONAL PSYCHIC DOMAINS (pick 1 of these OR choose another Origin Domain at levels: 1, 5, 11, and 17)

Pyrokinesis

The Pyrokinetic uses psychic energy to rapidly accelerate the movement of molecules and create heat, or even flame.

The Pyrokinetic can effortlessly radiate a comforting level of heat within 10 feet of themselves for as long as they are conscious. This can be used to ward off the effects of extreme cold temperatures.

The Pyrokinetic can also use an Action to cause sparks or small flames within 30 feet of themselves. This can be used to ignite flammable liquids, burn paper/parchment, or light candles or torches.

Pyrokinetic Powers

Pyrokinetic Blast (2 Psychic Points): As an Action, the Pyrokinetic can choose a point within 90 feet. An explosion of flame occurs at that point. All creatures within 15 feet of that point must make a Dexterity Saving Throw or suffer 3d6 Fire Damage, taking half damage on a successful Save. The blast can be made more powerful by spending more Psychic Points. For every additional Psychic Point spent, the damage increases by 1d6 and the radius increases by 5 feet. All flammable items that aren't worn or carried catch fire within the blast radius.

Pyrokinetic Stream (1 Psychic Point): As an action, you can send out a stream of flame in either a 30 foot line or a 15 foot cone originating from your position. Creatures within the area must make a Dexterity Saving Throw or take 3d6 Fire Damage, taking half damage on a successful Save. Additional points spent increase the damage by 1d6 per point AND increase the line by 10 feet or the cone by 5 feet.

Heat Exhaustion (2 Psychic Points): As an action, you can choose an area for a 25 ft sphere within 60 feet of you. Roll 5d6 (or 1d6 more for every additional Psychic Point spent) total exhaustion damage. The creature with the lowest HP in the target area falls asleep for 1d10 turns if the exhaustion damage exceeds their total HP, and they take one level of exhaustion. You then continue applying the exhaustion damage to the next weakest target, just like the Sleep spell. Creatures that are resistant or immune to Fire Damage are immune to this ability.

Psykineticist

The Psykineticist uses psychic energy to augment their own movements. As a bonus action, the Psykineticist can give themselves a d4 to add to their next attack roll until the beginning of their next turn.

Psykinetic Powers

Augment Speed (1 Psychic Point, Concentration): As an action, you can increase your base speed by 10 feet for 1 minute. 

Psy-Jump (1 Psychic Point): As a bonus action, you can jump three times as far as normal on this turn and twice as high.

Psy-Strike (1 Psychic Point): While making a melee attack, you can spend 1 Psychic Point to add 1d6 force damage to the attack if it hits. This should be declared before making the attack roll.

Augment Strength (1 Psychic Point, Concentration): As a bonus action, you can use psychic energy to bolster the amount of force you exert for 1 minute. You can add a d4 to any Strength Ability Check or Saving Throw that you make during that time.

Psy-saboteur (MAKE SURE YOUR TABLE IS COMFORTABLE WITH THIS FIRST. IT INCLUDES POTENTIALLY UPSETTING THEMES)

The Psy-saboteur enters the mind of a creature and manipulates the senses, causing auditory, visual, and tactile hallucinations. At the height of their power, they can stop sensory data from reaching the brain, effectively causing a loss of senses.

As an action, you can project a simple auditory, visual, or tactile hallucination in a creature whose mind you have intruded that lasts until your next turn. "Simple" is subjective and can be interpreted by the DM, but it would typically consist of making them see figures, hear an abrupt noise, or feel as if they are being touched in a way that is neither pleasurable or painful.

Psy-saboteur Powers

Psychic Intrusion (1 Psychic Point, Concentration): This is the bread and butter of the Psy-saboteur. In order to manipulate sensory data of a creature, a successful intrusion must first be performed. The Psy-saboteurist can use an Action to force a creature within 120 feet to make a Wisdom Saving Throw. If that creature fails, the Psy-saboteur has succeeding in intruding in the target's mind. The effect lasts for 1 minute unless concentration is broken or the target uses their action to successfully make a Wisdom Saving Throw, but they can only do this if they realize their mind has been intruded. Once the intrusion succeeds, the Psy-saboteur can immediately impose a simple hallucination.

How can they tell if they are being intruded? 
1. If a hallucination is proven to be false (via Investigation/Insight check).
2. If something is so out of the realm of ordinary that they can only conclude a Psychic is responsible.
3. Any other reason that makes sense.

Powers That Require Intrusion

Heightened Hallucination (1 Psychic Point): As an action, the Psy-saboteur can heighten the detail of a hallucination until their next turn, adding more scope and detail to the hallucination. This means that they can potentially see multiple figures making noises and feel such tactile sensations as being scratched, cut, hit, pulled, burned, chilled, tickled, or pinched.

Overwhelming Hallucination (3 Psychic Points): As an action, you can create a hallucination so strong that the target can see, hear, and feel anything that the Psy-saboteur wants them to until the Psy-saboteur's next turn. This can make them feel as though they are in an entirely different surrounding. The effect can be prolonged by spending 1 Psychic Point per turn.

Sensory Disconnect (2 Psychic Points): The Psy-saboteur can use an action to block sensory data from reaching the brain of the intruded creature. Choose one of the following senses: Seeing, Hearing, Tasting, Touching, Smelling. The intruded creature cannot use those senses until the Psy-saboteur's next turn. The duration can be extended by spending 1 Psychic Point per extra turn.

Brain-Melt (1 Psychic Point): As an Action, the Psy-saboteur can forcefully sever the connection from the intrusion. The intruded target must make a Wisdom Saving Throw or take 2d6 Psychic Damage for every Psychic Point that has been spent altering their senses, taking half damage on a successful Save.  This damage does not occur unless the Psy-saboteur deliberately severed the connection using this ability.


THAT'S ALL FOR NOW! Hit me up, let me know how it goes if you try it. The design is meant to scale for more potency and more common usage as character levels increase. I'll be adding more domains and more powers as time goes on.

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