Variant Classes Pt. 2
Here it is, Part 2 of Variant Classes. If you're looking for part 1, it can be found here. The two new variant classes today are the Mentalist and the Mountebank
The Mentalist is admittedly a sorta weird class. It's a spellcaster? But not really in the same method that other spellcasters are. It's very much inspired by older psionic classes. Though, it is not really a true psionic class in my mind, since it is still a spellcaster. So it can be more considered a Diet Psionics class. Which still has a reason for existing, after all, when the Mystic came out, one of the complaints (of which, there was a lot) was that it was a bit of a pain to have to try and learn a whole new system. So, while I do like the idea of having a full psionics class, the mentalist also serves as a way to play a psionic character in a way a bit closer to what you would be used to already.
So, lore-wise, the Mentalist is an arcane caster who uses psionics to create the effects of spells.
For subclasses, they have their mental attunements. To better their control over their powers, mentalists adopt the mentalities of powerful entities across the multiverse, allowing for special powers and tricks. However, these mental attunements may often cause those who adopt them to become more like the creatures they mimic. A mentalist of the dragon, for instance, might start feeling an ever-growing hunger for gold and treasure.
Mechanically, the mentalist is built off the sorcerer, but you might not have been able to tell at first since it really only uses the spell list and subclasses.
So, onto its spell casting.
First, mentalists don't use components when casting spells. However, this does not mean they are subtle. Instead, whenever a spell would usually have a component, a psionic tell is manifested, which allows one to get a sense that a spell is coming (which means, counter spelling still works).
When a spell would usually have a verbal component, instead it has an Auditory tell, which allows you to hear it coming. Somatics are replaced with visual tells, which are small effects originating from the mentalist like an aura or sparks of lightning. Lastly, material components have instead environmental tells, which are effects that are visible in an area surrounding the caster within a few feet, though usually, they aren't as dramatic as visual tells.
The fun with these tells is that hopefully, they're as cool to roleplay with as casting a spell. One of the things with visualizing or describing a psionic character if you just treat them as an always subtle-spell character is that like, for example, "The wizard draws forth their wand, and speaks words in an ancient forgotten tongue, with precision and melody. With the tip of the wand, they paint a rune into the air, which glows with blue light, before a crackling beam of lightning fires forth." is so much cooler than "The psion stares at you, then blam. Lightning". So with tells, you can have fun with it, with something like "The Mentalist stares down their enemies, the air around them slowly being filled with a soft fog. Across their body, sparks reach out into the air, while a low thunderous rumble fills the room. With a sudden burst of sound, the cloud flashes with light, as electric bolts fly forth, coalescing into a focused beam of lightning"
Yeah. Its more fun, plus its more balanced
Ah, they also use spell points instead of spell slots. It is pretty much 1:1 with the spell points from the DMG, but this should also make it much more reminiscent of the power points of psionics.
The third big difference in their spellcasting is how they do spells known. If you've played or read 3.X, then its system should be quite familiar, since it uses the Erudites method of known powers. (In fact, during development the class actually was just called The Erudite for some time). For those who don't know what that means, essentially the Mentalist carries a mental spellbook of sorts, with them adding a free spell every level (plus subclass spells), as well as having the power to learn spells on their spell lists from the minds of other creatures too. Unlike a wizard, they don't need to prepare spells. So if they know 15 spells, they have those spells at hand, but if they know 30, they still have those at hand.
Now, that would be stupidly broken, but there's a catch: They have x number of spells at will, but they can only cast a limited number of unique spells in a given day. This means that, on any given day, by the end of it they'll have cast a less varied number of spells than other classes. So if you can cast only 3 unique spells, and then cast fireball, magic missile and misty step, until the end of your next long rest, those are the only spells you can cast.
The intent (and what has come from my playtesting) is that casting a spell is a careful thing to consider. Casting a new spell each day is essentially eating up a very valuable resource. Whenever you cast a utility spell to solve a puzzle, you do so noting that means that you're limiting yourself until the end of the day, especially if you don't use that spell again. Do you use your strongest spells, knowing that you may run out of the resources needed to cast them? Or do you stick to low levels, preferring to make the most of your harder hitting and scaleable, but affordable spells.
I found this gameplay quite fun myself, since it adds an additional layer of thinking and puzzling to how you look at your kit, even at late levels. I'm not really eloquent in describing myself, but yeah, to me myself at least, I've been finding this gameplay style fun (:
Finishing off the mentalists features is a note on their power points. Essentially being a tiny pool of spell points (A total of 6 by level 20. That's enough for a single 4th level or 3 1st levels). They have two unique properties: One, whenever you cast a spell using them, the spell doesn't use any spell points. This exists as a way to make it so that the limit of unique spells isn't too painful, since if you just need a single instance of like, charm person for the day, you can get away with it. But, there's also now the layer of "Am I okay with eating away at my larger pool of spell points, but having the spell be added to my total unique spells for the day, or do I eat away at my tiny pool of power points, but not eat away at my unique spells". It's just another layer of what makes the unique spells fun to me, really considering which spells you wanna cast, how you wanna cast them, and planning ahead.
Of course, power points have a secondary usage too, in that for subclass features that use sorcery points, you can use power points instead. This means that you can still utilize subclass powers. Though not as effectively as the sorcerer with your smaller pool.
So yeah, "carefully weighing your options and planning for the future", the class. Lots of versatility on command with your entire known spells at will, but you gotta be careful with how you use that versatility, lest you be caught in a spot with the wrong set of spells.
wow, that's a lot of text on the mentalist, Let's talk about the Mountebank.
The mountebank is an urban specialist. Like a ranger who specializes in nature, the mountebank specializes in existing in cities and towns. They use a wide mix of tools, tricks and training to do so.
Mechanically, they're based on the bard, but they have half casting instead of full casting. They keep a few features, as well as the spell list and subclasses, but they play a good bit differently
With a d10 hit die, proficiency up to medium armour, shields and martial weapons, they're very much designed to be alongside the paladin and ranger as martial classes.
At early levels, they still gain the Bardic Inspiration like the bard so they can still fill a support role. Additionally, they gain Urban Explorer, which is an urbanized version of the rangers Natural Explorer, with bonuses that aim to generally just make performing activities in a city a bit more effective, such as better travel time or cheaper lodging. Additionally, you gain some small combat bonuses like the Revised Ranger too.
From there, fighting styles like any other martial class, Jack of All Trades as well your spellcasting. Spellcasting keys off of Charisma, which is another valuable tool in cities. A fun note is that, unlike other classes that need specific spell focuses, you can use any spell focus, which adds to the trickster-y nature of this class.
Level 3 grants your bard subclass, here called a tricksters trade, jack of all trades and expertise. Additionally, you also gain Dueling. Duelling is a big source of damage for the class, with you being able to mark a creature you can see nearby as your focus, and so long as you don't attack another creature, you deal bonus damage whenever you hit them. The cost of it is that this duelling costs uses of your bardic inspiration (once again adding that fun(?) of considering where to spend resources). The damage of duelling scales with your B-Inspiration
I'll make a note on extra-attack since some bard subclasses already get it. In this case, should your Tricksters Trade grant you extra attack, rather than having a not-feature, you instead have it upgraded to be like the bladesinger's extra attack.
Level 5 onwards is a mix of extra features to help you embody the character archetype, with bonuses to movement and parkour, stealth, a lesser version of magical secrets, etc.
Overall, the mountebank should sorta feel and play like a ranger-rogue-bard, with a mix of a bunch of their character traits and gameplay styles.
Just like the Mentalist, I'm also currently playing a Mountebank, though only for a few sessions at lower levels, so I can't give as much insight, since martials can feel a bit samey in tier 1. But, so far my experience with it has been fun
So yeah, that's it for Variant Classes Pt. 2. I hope you enjoyed reading this, and yeah <3















