Talk:Psychic (5e Class)

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Sooo, I made some edits to the class for the sake of balance. Would someone please check them out?


So with this class you won't have any AC until level 6?

If you're asking if you won't have any armor or a relevant substitute, then yes. Unarmored AC is equal to 10 + Dexterity modifier. Starting out, you are very physically weak to balance out the strength of your mind powers.
Not true. It clearly states under Unlocked Telekinesis (level 1) that: "You now add your Intelligence to your unarmored AC along with Dexterity."

This homebrew class just screams imbalance. That telekinesis attack deals as much damage at level 1 as a magic missile (a level 1 spell) on a hit. Similar level cantrips deal 1d6 damage (acid splash) or 1d10 damage (fire bolt, eldritch blast.) It even does half damage on a MISS. By level 20, it's dealing ungodly amounts of damage - 10d12 is half the damage of a meteor swarm, which costs a 9th level spell slot, or around the same damage as a Delayed Blast Fireball that has been left to sit for its full duration (1 minute.) Then add in the "move an object through a creature, make attack roll, if you hit deal half telekinesis damage", and you're looking at an easy 25d12 damage. Per turn. For free. Lastly, there's no range stated on all of this. Which means, in theory, I could do this from a mile away with the power of my mind alone.

Silence Mind states that "creatures with 0 Intelligence are knocked unconscious until they regain at least 1 Intelligence point", but it doesn't state when affected creatures regain their lost Intelligence. SirSprinkles (talk) 02:51, 6 February 2017 (MST)

I have made some changes to class skills and added psychic resistance at 1st level. I have also removed the abandoned template. I am quite new to editing so if I have made a mistake please let me know. --Famalam (talk) 03:21, 23 June 2020 (MDT)

Is this an official class?[edit]

I'm guessing it's not but if it is then I'll definitely use it. It seems very well thought out but I'm totally new to D&D and I think I want to get the feel for the game with a different class, I might pick this one up later, but if this is an official and well balanced class, then I'll use it from the getgo for sure.

Pages in the “5e SRD“ are official pages, this is homebrew. --Green Dragon (talk) 09:25, 26 April 2017 (UTC)

TK Yourself?[edit]

There isn't really anything specifying as to whether or not you can just use telekinesis on yourself from the start and just fly around. I may have just missed something but this scenario just came up.

  • As someone who is playing this class currently, I think it was more of a balance thing. To have flight level 1 is very powerful as a class ability instead of a racial one/any other way with tradeoffs. Sanaru02 (talk) 14:12, 2 May 2018 (MDT)

Balancing[edit]

So I edited the page to add some balancing. The telekinetic level 1 ability has some new limits Creatures who have been silenced via silence mind are able to try to break free of the effect each turn via a roll. A successful role causes all intelligence to be restored. There is a limit to the number of times each ability can be used. All in all, I've tried to keep the power of the class, but instead make it so that there are some repercussions to having that power.

  • I believe you have done a great job. I am trying to brainstorm currently some interesting ways to bring back cleanness of play while holding in the power budget you have established. Sanaru02 (talk) 14:24, 2 May 2018 (MDT)


I think there should definitely be some power shifting in this class to make it more focused. I think having mind touch as a cantrip for psychics in homebrew would be a good first step. Secondly, psychics currently have access to a good chunk of spells most mages do. In order to make someone choose this class over a sorcerer, I feel psychics should only be able to choose psychic spells. (not fireball, magic missile, or anything like that) I think the level 1 spells are probably fine, but after that it should be cut off. This allows more space to give more variety as the class levels on and perhaps split late game power more reasonably. Sanaru02 (talk) 14:13, 2 May 2018 (MDT)

Also, I think there needs to be a distinction to physical psychic spells and mental. While playing, I had some awkward moments trying to figure out the physical effects of spells in battle. Things that knock down have become psychical psychic damage in my group, and things that mind pierce or affect thoughts/distortions have become mental psychic damage -- which helps sort out scenarios. I would be more than happy to go through the spell lists and make these distinctions for the psychic spells. Sanaru02 (talk) 14:13, 2 May 2018 (MDT)

If I may throw in my proverbial two copper pieces, I think that Mental Disruption is a bit too broken, even for an epic level feature. I think that it should have a duration (Maybe a week?) or a repeatable saving throw. Thank you for reading! --NerdyAarakocra (talk)

Questions[edit]

Does being able to fly really come at a later level, because if you weight 180 pounds, shouldn't you be able to lift yourself off the ground?

  • As of the current update, telekinetic flight is achieved at lv8 despite being a bit unintuitive as a player of the class. Do you think it would be fair to have this ability at level 1? I would love to hear some thoughts on the issue, as it does make sense. Your weight limit should allow flight relatively early. Sanaru02 (talk) 14:21, 2 May 2018 (MDT)
I think you shouldn't be able to freely fly at level 1. Maybe since you are the source of the psychic powers, you can explain it as them having less of an effect on you due to natural resistances so you can only levitate at most? A bit of a stretch, but it is the best way I can think of to explain it. --Famalam (talk) 06:43, 5 June 2020 (MDT)

also catching things with your reaction is something the dm allows you to do most of the time, why do you have to wait till level 14 to use your Telekinesis to do it Balanced (talk) 10:38, 7 December 2017 (MST)

  • Mind shield has since been moved to level 6 and there is a reaction or two in spells that also give similar effects. Sanaru02 (talk) 14:21, 2 May 2018 (MDT)

Since you eventually gain psychic immunity at level 14, would it not make sense to gain resistance in previous levels? --Famalam (talk) 06:43, 5 June 2020 (MDT)

None Can Hide[edit]

  When using none can hide, do you use aura tracking to gain the advantage on perception and investigation(i.e would it work on flying creatures)

Mind Power[edit]

"Whenever any kind of Strength check or saving throw is required, you can choose to bolster yourself but if that fart the affect ends with psychic power and use your Intelligence bonus instead."

What am I reading here? You can use your intelligence modifier in place of a strength check? --Famalam (talk) 06:43, 5 June 2020 (MDT)

Evolved Intellect[edit]

Currently there is nothing available for the accuracy and diversity subheadings. Any ideas on improvements for these and what does diversity mean in this context? --Famalam (talk) 06:43, 5 June 2020 (MDT)


ummm... anybody notice how you get MIND BLAST as a first lvl spell??? ya know, the spell that deals 8d4 damage???????? The spell is a 4th level spell —The preceding unsigned comment was added by Bigfloppa (talkcontribs) . Please sign your posts.

Must have been changed after I revamped the class.--Lavie (talk) 05:23, 27 October 2021 (MDT)
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