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Gifted Ones; Aliens, Mutants and Psychics
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Gifted Ones; Aliens, Mutants and Psychics

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Dismissed from their homes...

Outcasts in a world full of outcasts...

Coming to grips with the powers dormant inside them...

Ex-men and women of society, they now embrace their differences...

They are... the Gifted Ones. 

Mutants. Psychics. And yes, Aliens. They are already mostly present in the Forgotten Realms, they are just labeled Sorcerers, Mystics and Githyanki. 

But if you have always wanted to play a real superhero. One with limitations not based on magic but using the same system, then the Gifted One is for you. 

Choose your powers with ability points. Flex them with mod points. Buff your stats and be the super-strong or super-fast hero you have always wanted to be. Throw a little flaw in there for flavor. 

Where being a Sorcerer or Mystic limits you to the spells you can pick, being a Gifted One opens up the broad stroke of imagination in being able to not worry about spell components or arcane foci. This power comes from within. 

If you like this, check out my other mad-creations! 

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Reviews (1)
Discussions (3)
Customer avatar
Anthony A November 04, 2017 6:00 am UTC
Newly updated with changes to the Alien subclass and tweaked feats and flaws (as recommended by Craig E, thanks!). Also a printer-friendly version.
Customer avatar
Craig E October 01, 2017 6:55 pm UTC
I love this idea, even if my current DM doesn't allow it. I particularly like how it's a class that allows a character who isn't really following the typical path of any of the 'normal' classes, either due to not understanding what their abilities are, dabbling in several areas, or a complete lack of any kind of formal training (we've all seen movies or TV shows or read books where the hero was a random person off the street, who gets caught up in world-changing events without wanting it).

That said, Battle Powers (level 14), and Improved War Powers (level 18) do the exact same thing (almost verbatim!). Pick one.

I also think it requires a bit better wording for just a few of the minor feats/flaws, especially including clearing up the wording involving those abilities which can be taken multiple times for either improved effect or to apply to multiple categories. For example: power bane, power vulnerability, conditioned body, and conditioned mind. Others don't mention whether they can...See more
Customer avatar
Anthony A October 02, 2017 2:34 am UTC
Hey Craig,
thanks for the feedback and comments! It went through a pretty strenuous time on Reddit before I published it, so it's always good to have some other eyes on it after the fact. I will go through it and tweak some changes. I have been wanting to anyways since I have recently become a little better at photo editing. Keep an eye out for an update!
Customer avatar
Craig E November 01, 2017 7:52 pm UTC
I hate to be a downer, but I have more impressions from playing this class, and looking it over at length:

Purchasing AC with ability points (page 4, top of the second column) requires wording to deal with whether this applies to class abilities from other classes, such as the barbarian or monk's unarmored defense, the dragon-blooded sorcerer's draconic resilience, etc. At the very least, mention whether it stacks with the minor feats defensive intellect, tough defense, unyielding defense, and wise defense. And by the way, you might want to rename tough defense as 'powerful defense' or 'strong defense', since 'tough' is a word that's generally associated with CON and maximum HP, not STR.
Purchasing Stats with ability points (page 4, second line of the second column) needs to explain whether the 'max 20' applies if you purchase 'ability score unlock'.
At level 6, the Gifted One gains a subclass feature. However, all three subclasses get EXACTLY THE SAME FEATURE!!! Only the names vary....See more
Customer avatar
Anthony A November 02, 2017 10:43 pm UTC
Hey Craig,

you are totally not a downer. I haven't been able to get back to this for a minute since I've been writing up a new book, so I very much appreciate your comments. I hope to have time to fix some of the glaring errors and repost it here, and I hope to be done within the next few weeks. I have been writing down a lot of the major problems with this and plan to work out a system to fix them, so I hope they are up to par when I am done.

Again, thank you for reaching out. If there is anything else that you think would better the creation concept, please, let me know. :)
Customer avatar
Anthony A November 02, 2017 10:47 pm UTC
btw, great ideas for the Alien subclass! That one was a little harder to make up since to me, psychics and mutants are the staple of many sci-fi rpg's, and aliens just seem to be an offshoot of them, you know? Aliens are kind of expected to have powers, so it's a little more weird.

Awesome stuff though. I will get on it as soon as I can
Customer avatar
Craig E November 03, 2017 10:50 pm UTC
The martial apprentice minor feat gives a Battle Master maneuver. Maneuvers all require a superiority die, but the minor feat doesn't grant any, making it meaningless unless you're already a Battle Master, or have taken the martial adept feat.
Customer avatar
Robbie G August 27, 2017 3:28 am UTC
I am not terribly sure how I feel about this class. While it is definitely really cool, there are some things about it that make me feel uncomfortable.
1) With the exception of a few mechanical and thematically changes, this class is literally a combination of the Sorcerer and the Warlock classes.
2) Not only do they have this thing called minor feats (which are sort of like the Warlock's Invocations), but they can get them every time they level up. Some of them are even similar to feats that are already in the game. Granted there are some new ones that do go with the theme of mutants, aliens and psychics.
3) On top of that they have this thing called metapowers, which basically function like the metamagic from sorcerers.
4) Instead of having spell slots for their powers they have what is referred to as a "power pool," which basically functions like mana from your other rpg games. On top of that when they run out of points in their power pool they can still use their powers,...See more
Customer avatar
Anthony A September 01, 2017 2:55 am UTC
Hey Robbie G, thanks for the feedback! I created this class on a whim because I wanted to have a mutant character class, but didn't feel like any of the other classes already in the game did it for me, including the Mystic. I ended up putting this through some rigorous bashing on Reddit for about a month, and then finally got it to where I thought it was pretty good. Yes, it does have some drawbacks, but then again, it's a homebrew and is supposed to be criticized. You are right; a lot of the power combos come from certain different classes, and the minor flaws and feats are tuned down regular feats or other class powers. That's how I justified putting them in, because they weren't the "normal" power... they were lesser. Anywho, try it out, see if you like it, then tell me what's wrong with it. I haven't gotten any negative feedback other than that, but I appreciate you reaching out and posting. :)
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