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    Halfling in the Playground
     
    MindFlayer

    Join Date
    May 2023

    Default 5e-Psionic Druid Subclass-Help

    Circle of the Divine Mind

    While most Druids focus on the external natural world alone, Druids of the Divine Mind look inward for wisdom. The concept of the Divine Mind philosophy is that all of nature is one vast consciousness, and all living things are shards of that consciousness. With this understanding, even novice initiates can fracture their own consciousness and focus on multiple objectives at a time. Some do not even realize that this is one cohesive circle, because each practitioner can be greatly different in their approaches to mental mastery. Initiates are the staunchest defenders of nature, for they know that the natural world encompasses all life, even those that are fooled into thinking they are separate from nature.

    -Circle Discipline: Once you gain access to the deeper mysteries of this circle you gain access to one of the following disciplines detailed below. Each discipline provides you with one type of damage resistance, one bonus cantrip, bonus spells, and the ability to convert the damage of any of your cantrips or spells into the type specified by the discipline that you choose. You may only ever gain access to one discipline.
    Any cantrip that you gain is considered a Druid cantrip for you, and does not count against the number of cantrips that you know.
    Any spell that you gain from your discipline need not be prepared ahead of time to use, and does not count against the number of spells that you can prepare each day. If you gain access to a spell that does not appear on the Druid spell list, the spell is nonetheless a Druid spell for you.

    Clairsentience
    Resistance: Psychic
    Conversion: Psychic
    Cantrip: Guidance
    Druid Level Spells
    2nd Detect Magic, Identify
    3rd Augury, Detect Thoughts
    5th Clairvoyance, Tongues
    7th Divination, Arcane Eye
    9th Scrying, Contact Other Plane

    Telepathy
    Resistance: Psychic
    Conversion: Psychic
    Cantrip: Friends
    Druid Level Spells
    2nd Charm Person, Command
    3rd Hold Person, Zone of Truth
    5th Fear, Hypnotic Pattern
    7th Charm Monster, Dominate Beast
    9th Dominate Person, Hold Monster

    Pyrokinesis
    Resistance: Fire
    Conversion: Fire
    Cantrip: Control Flames
    Druid Level Spells
    2nd Burning Hands, Hellish Rebuke
    3rd Flaming Sphere, Scorching Ray
    5th Fireball, Melf’s Minute Meteors
    7th Fire Shield, Wall of Fire
    9th Flame Strike, Immolation

    Cryokinesis
    Resistance: Cold
    Conversion: Cold
    Cantrip: Shape Water
    Druid Level Spells
    2nd Frost Fingers, Ice Knife
    3rd Rime’s Binding Ice, Snilloc’s Snowball Storm
    5th Sleet Storm, Water Walk
    7th Ice Storm, Control Water
    9th Maelstrom, Control Winds

    Electrokinesis
    Resistance: Lightning
    Conversion: Lightning
    Cantrip: Thunderclap
    Druid Level Spells
    2nd Witch Bolt, Thunderwave
    3rd Shatter, Dragon’s Breath*
    5th Lightning Bolt, Thunder Step
    7th Storm Sphere, Elemental Bane
    9th Synaptic Static, Destructive Wave
    *Lightning Damage

    Psychokinesis
    Resistance: Force
    Conversion: Force
    Cantrip: Mage Hand
    Druid Level Spells
    2nd Magic Missile, Shield
    3rd Kinetic Jaunt, Levitate
    5th Pulse Wave, Fly
    7th Gravity Sinkhole, Otiluke’s Resilient Sphere
    9th Wall of Force, Telekinesis

    Vitalism
    Resistance: Necrotic
    Conversion: Psychic
    Cantrip: Spare the Dying
    Druid Level Spells
    2nd Cure Wounds, Healing Word
    3rd Lesser Restoration, Gentle Repose
    5th Mass Healing Word, Revivify
    7th Aura of Life, Aura of Purity
    9th Mass Cure Wounds, Greater Restoration

    Photokinetic
    Resistance: Radiant
    Conversion: Radiant
    Cantrip: Light
    Druid Level Spells
    2nd Color Spray, Guiding Bolt
    3rd Blur, Invisibility
    5th Daylight, Blinding Smite
    7th Guardian of Faith, Sickening Radiance
    9th Dawn, Wall of Light

    Necrokinetic
    Resistance: Necrotic
    Conversion: Necrotic
    Cantrip: Chill Touch
    Druid Level Spells
    2nd Inflict Wounds, Ray of Sickness
    3rd Darkness, Blindness/Deafness
    5th Vampiric Touch, Animate Dead
    7th Blight, Evard’s Black Tentacles
    9th Antilife Shell, Contagion

    -Ectoplasmic Shaping: Starting at 2nd level, you learn to manifest a semi-solid psychoactive force from the ethereal known as ectoplasm. As an action, you may expand one use of your Wild Shape feature to create an ectoplasmic copy of a beast that you would normally Wild Shape into, and invest into it a portion of your consciousness.
    The ectoplasmic beast appears within 30ft of you, and appears to be made out of colorful, quickly crystallizing, energy. The creature is identical to it’s mundane counterpart with the exception that it is considered a construct, and all of it’s attacks deal Force damage.
    You are telepathically linked with your construct, and may command it mentally without using an action. With this link you share all of it’s senses. The construct shares your initiative, but it takes it’s turn immediately after yours. It cannot act without your instruction.
    This construct ceases to be if it is reduced to 0 hit points, you dismiss it early as a bonus action, it moves more than a number of miles from you equal to half your Druid level (rounded down), you are knocked unconscious, you are killed, or you use your Wild Shape feature to summon a new construct.
    Your construct persists for a number of hours equal to half your Druid level (rounded down).

    -Psicrystal Companion: At 2nd level, you learn the Find Familiar ritual spell. Casting the ritual in this manner extracts a portion of your psyche to form a construct known as a Psicrystal. This spell is considered a Druid spell for you, and does not count against the number of spells that you can prepare each day.

    Psicrystal
    Tiny Construct, True Neutral
    Armor Class: 13 (Natural Armor)
    Hit Points: 10 (3d4-1)
    Speed: 0ft, Fly 30ft (Hover)
    STR DEX CON INT WIS CHA
    1 14 9 15 16 12
    (-5) (+2) (-1) (+2) (+3) (+1)
    Condition Immunities: Petrified, Poisoned, Prone
    Resistances: Psychic, Force
    Skills: Arcana +5, Nature +5
    Senses: Passive Perception 13
    Languages: Telepathy 120ft
    Challenge: ——-
    Magic Resistance: The Psicrystal has advantage on saving throws against spells and other magical effects.
    -Actions:
    Invisibility: The Psicrystal can become invisible until its concentration ends.

    -Wild Telepathy: At 6th level, your deepening knowledge of the natural world’s collective consciousness allows you to project your thoughts into the environment. You can telepathically communicate to any creature capable of language within 60 feet.
    Additionally, you may cast Speak with Animals and Speak with Plants a number of times per day equal to your Proficiency Bonus. When cast in this way your communication is telepathic in nature. This ability does not count against the number of spells that you can prepare each day, and you regain all uses of these spells when you finish a short or long rest.

    -Divided Consciousness: At 10th level, you have become adept at partitioning your mind, with regards to your Psicrystal and Ectoplasmic Construct, and dividing your attention amongst multiple subjects. This ability to divide your focus grants you the ability to maintain concentration on two spells at a time, as opposed to just one. If you take damage while concentrating on two spells, you roll a Constitution saving throw for each spell separately.

    -Enlightened Vision: At 14th level, your eyes are opened, and you begin to see the world for what it is free from allusion. You gain Truesight to a range of 120 feet. This ability manifests in some as a change in the appearance of one eye, both eyes, or the opening of a third eye in the forehead.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    May 2024

    Default Re: 5e-Psionic Druid Subclass-Help

    I think Wild Telepathy would be nicer in lower levels. Spells like Speak with Animals and Speak with Plants are wildly fun and even though they can be very useful for information most of the times are a make your GM do funny voice and have table fun situation. Giving this for free is also incentivizing such situations to happen more often.

    On the same vein Psicrystal Companion could be bumped up in power and given at higher levels. With Ectoplasmic Shaping the player already has 2 units to control in a turn. adding a third immediately, even a familiar one, can become overwhelming or slow down battle turns enough to be an issue with a lot of tables. But giving the 3rd Unit later also makes it feel like a nicer power bump.

    Considering spells like summon fey can be available too, as a DM I wouldn't be opposed to a druid controlling a few beast-like entities that fight in a psionic vortex around them as they retain their concentration. That image is incredibly cool to me. I'd love to see more of this!

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