The Dying Sands of Athas
Psionics are the dominant force of “magic” on Athas. Any class that uses magic can be re-branded as psionics. When doing so, to keep the feel of old-school psionics, you can choose to use Spell Points instead of Spell Slots.
Instead of using spell slots, instead use spell points. Here are the rules, per the DMG:
One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.
In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cos in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.
Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.
Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.
The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.
The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character’s level in that class and the consult the table. For a fighter (Eidritch Knight) or rogue (Arcane Trickster), divide the character’s level in that class by three.
SPELL POINT COST
|Spell Level||Point Cost||Spell Level||Point Cost|
SPELL POINTS BY LEVEL
|Class Level||Spell Points||Max Spell Level|
Your magic comes not from the blood, but from the mind. You are a psion, one who has vast mental reserves of power to direct at friend and foe alike. Your powers are not magic and they cannot defile; instead they are psionic.
You gain telepathy, allowing you to communicate mentally with any creature with a language that you can see. Furthermore, when making a Charisma check when interacting with someone with whom you share a language, you gain a +1 to the check.
Your mastery of your mind also flows into mastery of your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you become more swift of foot and more in-tune with the world around you. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Starting at 6th level, when you cast a spell that deals psychic damage, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to Psychic damage for 1 hour.
At 14th level, you master the ability of telekenesis, and are able to command your body to fly. You gain a fly speed equal to your current speed. You cannot fly if you are wearing armor.
Beginning at 18th level, you are able to gain control of others. As an action, you can spend 5 sorcery points to exude an aura of control to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.