Talk:PSI User (5e Class)

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Balance[edit]

Well, mostly this class is well tuned, considering its features. The problem starts when you start looking at it's core, meaning PSI points and powers.

  • The "... and are immune to all conditions ..." for a capstone is a no no. Nothing is immune to all conditions, and it makes no sense at all. What does immunity to being unconscious means?
  • Many of the powers are overtuned. What's more, they do not scale how they are supposed to. The 17th level power is literally a meteor storm, that can be used up to 8 times between long rests, and the whole economy of PSI points falls apart around 6th-7th level. It's either spamming the best option avalible or doing nothing, as in literally nothing. This class is fully dependant on its PSI points, having only minor control capabilities and laughable damage without them, while being very squishy.
  • PSI Hypnosis - this lets you turn someone unconscious for a minute. Full minute of unavoidable critical hits, which no one can stop or interrupt. Without concentration whatsoever. Or repeating saving throws. At level one for close to no cost.
  • PSI Lifeup - at the start is weak and close to not being worth the cost of it, but scales quickly, and strongly too, outdoing spell Heal at 11th level by a huge margin.
  • PSI Shield - absolutely ridicolous. +5 ac for any amount of time longer than one round is a huge benefit, shield of faith giving only +2, and being dependant on concentration. This gives +5, no concentration. 7th level, everyone within 30 ft gets +5 to AC, no concentration required? At this point this is grossly overtuned, the part about reflecting attacks is just silly. And finally, locking everyone's AC to 30. No comment.
  • PSI Upgrade - per attack? per turn? per instance of damage? lacks clarity. Again, no concentration.
  • PSI Debuffing - as all else, no concentration, incapacitation for minute, no posibility to end this or attempt another save
  • PSI Healing - ability that does not heal, just cleanses. And revives. Instantly, as opposed to any other reviving spell. And this drawback is not nearly enough to offset this.
  • PSI Teleport - For a neglegible cost, you can teleport OTHER creatures around, possibly to antarctica or elemental plane of fire, just ending the encounter.
  • PSI Counter - counterspell and/or counterPSI. So far so good. But Stealing the ability to cast the countered spell twice(imagine your target could cast 9th level spell once, now you can twice) is off the charts.
  • PSI Starstorm - as above, it is just a meteor storm, but spammable. Can be empowered to cover more ground, and only then it is limited in casting.

Well, as written, many abilities are just way overtuned and there is very limited number of them, this in turn means only those blindly stronger will ever be useful and picked. The absolute lack of anything significant without PSI is hurting this class too, relegating it to a very weak meat shield/commoner that can move people at range a bit.--Cezaryx (talk) 02:36, 14 March 2022 (MDT)