Keep in mind this list is just
very rough ideas to get the point across. Please don't take these as gospel
Discipline | Name | 1 pt | 2 pt | 4 pt | 6 pt |
Clairsentience | Probability | alter roll by 1 point | reroll 1s | reroll any roll | |
Clairsentience | Sight | clairaudience | clairvoyance | | |
Clairsentience | Combat premonition | +1 to attack per point | | | |
Psychic Alteration | Alter Material | 1 cu ft 1 rnd per level | 5cu ft 1 rnd per level | 5 cu ft 1 turn per level | 10cu ft 1 turn per level |
Psychic Alteration | Shapechanged | 1 cu ft, 1 turn per level | 5 cu ft | 10 cu ft | 50cu ft |
Psychic Alteration | Animate Objects | 1 object 1 cu ft (stat block) | 5 cu ft | 10 cu ft | 20 cu ft |
Psychokinesis | Telekinesis | 10lb 10ft 1 round per level | 50lbs 30ft 1 round per level | 200 lbs 30ft 1 round per level | 1000 lbs, 10ft, 1 round per level |
Psychokinesis | Push | 200 lbs, 10ft back | 500 lbs, 25ft back | 1000 lbs, 25ft back | 5000lbs 25ft back |
Psychokinesis | Shield | +2 AC until next ROUND | +2 AC 1 round per level | +4 AC 1 round per level | +4 AC per round, block first attack |
Psychokinesis | Forcefield | 1 pt dmg reduction until next turn | 1d6 dmg reduction until next turn | 1d6 dmg reduc 1 round per level | 2d6 dmg reduc 1 round per level |
Psychometabolism | Heal | 1d6 hp per point | | | |
Psychometabolism | Purify | remove poison | remove paralysis | remove petrification | recover lost level |
Psychometabolism | Alter Body | modify 1 body part, 1 round per level | 1 turn per level | polymorph 1 round per level | polymorph 1 turn per level |
Psychometabolism | Infiltration | fade away | invisibility | enhanced invisibility | |
Psychometabolism | Body enhancement | 1 ability +1d4 | 1 ability +1d8 | 1 turn per level | |
Psychometabolism | Grow/shrink | 50% taller/smaller, +2 strength | x2 height, 25% height, +4 strength | 1 turn per level | 5x height/10% height, +6 strength |
Psychoportation | Movement | leap | levitate | haste | fly |
Psychoportation | Shifting | blink | dimension door | passwall | teleport |
Psychoportation | Phase object | 1 lb, 30ft range | 5lbs 50ft range | 25 lbs, 75ft range | 50 lbs, 100ft range |
Telepathy | Meditate | remove charm/fear | remove hold | remove all compulsion | remove dominance |
Telepathy | Mind link | ESP | Message | ESP 1 creature per level | |
Telepathy | Mind Attack | Mind spike | Stun | Comatose | Dominate |
Telepathy | Influence | suggestion | charm | mass suggestion | mass charm |
Telepathy | Frighten | scare | fear | mass fear | |
Telepathy | Illusion | minor illusion, 1 target | 1 target per level | major illusion | perfect illusion |
This is very similar to my own homebrew Psychic class is set. Which really doesn't (though I selected the Power Point option) match any of the poll options perfectly. They are Point driven, that's the Class' signature mechanic that makes them "not just another wizard/caster." But there are also inherent powers to all Psychics (Talents) and innate powers tied to your area of focus (Discipline) that are universal to all psychics of your kind.
I have a more limited number of "sub-classes" worked out (4, not 6). And the selection of a subclass ("discipline"), in the 5e vein, is pushed back to 3rd level.
You begin with "Mental Talents" (a.k.a. Psychic cantrips) that are, mostly, at will. Some more powerful talents have point costs. These talents include various offensive and defensive powers that are, largely, effective against any sentient/sapient mind, so the Psychic need not feel "useless" their first few levels. A lot of them are "divinatory" in nature: Detecting Minds, Detecting Auras, Detecting [other] Psychics (e.g. Psychicly Aware minds/creatures, psychic energies/powers in the area, etc...], Sensing Danger, and such like.
You begin with a number of Talents, and gain more as you level up. But you use them at will (predominantly).
When you choose a Discipline: Telepathy or Telekinetics are the base/first options presented, I later added Clairvoyance and Empathy as additional disciplines - you receive a base, at will, power that can be augmented with points spent, and gain additional innate discipline powers...I want to say at 3 further levels (don't recall offhand which ones. Something like 7th, 11th, 15th sounds about right). Otherwise, you have access to ANY and ALL powers in your Discipline power list. These lists are divided into various amounts of PP, vs. "spell level," that must be spent to enact.
So, you could spend all day using minor point or at will powers and feel fine. OR, if necessity warranted, you might blow your entire daily allotment of PP in a single massive manifestation that leaves you completely exhausted...but you brought down the entire temple on that army of snake-demons that had your party hopelessly outnumbered, for example.
Expanding your mental powers into a secondary discipline comes in at higher level...I think 12th...
I expect, eventually, if there were call for it from a player, I could add in the metabolic and 'porting powers/disciplines. The Empath has a little bit of metabolic powers, now that I think about it. But minor. No shapeshifting or anything like that.
EDIT: Oh! And I DO, wherever possible, use the names of standardized spells to describe powers that do the same thing. I think it assists in player "buy-in" and comprehension. You can have your magely spellbook-carrying guy who knows the incantation to
Charm Person. OR, you could be a Psychic, take the Telepathy discipline, and
Charm Person without a word. Any tweaking/variables that work differently for the psychic version, are just explained in the spell description. So, there are powers in the Psychic power lists like
Detect Magic, Suggestion, Hold Person and
Levitate. But there are also things like
"Moment of Prescience" and
"Energy Dispersion," "Aggression Inversion" and
"Vertigo Blast."