Creed's Codex: Legends of the Psions
Creed's Codex: Legends of the Psions
The dust storm made it all but impossible to see. The grit in the wind coated your body, your throat dry as parchment. Just as rapidly as the windstorm swirled into existance, it ceased and before you stood the walled stronghold of the psions—Zephyr's Veil. Here, amidst the sands of eternity, ancient scrolls whispered tales of the legendary psion masters—minds so powerful they shaped not just their destiny but the course of history itself. Their psionic prowess is yours to uncover, if you dare.
Creed’s Codex: Legends of the Psions brings new opportunities for adventurers to harness the might of the mind. This tome, rigorously reviewed by experts and playtested for balance, offers a fresh take on psionics for your 5E campaign. With powerful new abilities, intricate lore, and unique mechanics, this book is designed to help your characters stand apart from the rest.
What's Inside:
🔹Groundbreaking Psion Class: Martial class with 11 at-will psychic powers available such as energy transmutation and mind trick, which can be amplified with psi points.
🔹5 Mind-Bending Psion Subclasses: Explore time with the chronostrider, shift between various stances with the psiforge, or explore one of the limits of the mind with one of the other disciplines.
🔹34 Flexible Amplifications: Master your abilities with specializations such as moving allies out of harm's way with your mind as a reaction or gaining the benefits of half cover when you teleport.
🔹10 Inspirational Psion Builds: Class options defined to build your favorite psionic powered character such as Neo, Green Lantern, Jedi, the Grey Knights, and more.
🔹New Fungal Specias: The exochron species is a plant that builds an exoskeleton around itself to explore the world in a humanoid fashion.
🔹New Premonition Background: The chronosentinel apprentice gives you a celestial mentor and the ability to witness things that may come to pass in the future.
🔹42 Amplifying Class Modifications: With three progressively stronger options available for each class, further refine your build with options such as saving your cleric spell slots with high religion checks or increasing the range of your paladin auras.
🔹50 Fresh Feats: Offering eight feat paths, add one such as the apparition assassin, peacemaker, or centered fist on top of your character class to make a truly unique character.
🔹12 Psionic-Themed Spells: Fill the holes in your spell options with chords of chaos dealing damage, healing, or increasing movespeed determined by the dice or symbiotic shelter, seeking refuge inside one of your companions and enhancing their abilities while you hitch a ride.
🔹10 Upgradalbe Magic Items: Thematic magic items with multiple levels of rarity available to grow in power or be handed out at any tier of play.
🔹18 Captivating Creatures: With lore, tactics, sample encounters & loot, plot hooks, and an ability check interaction provided for the creatures, you have the flexibility you need to include these in your game.
🔹5 Psion Legends: Masters of each of the psion disciplines, these legendary teachers have retreated from everyday affairs, but the details are included for them to reemerge in your game.
🔹4 Powerful Factions: Centers of power with induction quests, membership perks, and all the details you need to include one or more of these in your world.
🔹Rich Lore: The Chronosentinels guard the timeline, but their visions of potential future paths are suddenly blocked by the Obsidian Veil. Zephyr's Veil and the psion legends play an unknown part. Explore the world on the precipice of an unknown event of epic proportions.
🔹No AI Illustrations: Art crafted in partnership with humans outputting masterpieces.
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Back when I played 3.5 picnics left a bad taste in my mouth. But the codex makes me want to give it all a shot again with all of its subclasses.
Legends of the Psions is a great resource for players looking for some fun new options at the table. One of the biggest selling points is the new Psion class. The Psion of Creed's Codex is a martial character, with abilities inspired by Jedi and other "psychic soldier" type characters, and plenty of opportunity to customize to fit one's playstyle.
Also included in the book is the new Exochron race, who will give players different bonuses depending on what class they take (almost like a favoured class bonus from Pathfinder, although it is mechanically different).
Feat Paths are also a new feature of the book. These are chains of feats (one feat acts as a prerequisite to the next) that almost act like a second archetype for your character.
If you're on the DM-side of the screen, there's monster stat-blocks with a lot of lore behind them that can help to flesh out Psions in your world.
Creed's Codex also keeps up a high quality of artwork, which was appreciated about Arcane Secrets. Overall, I am very pleased to give this book a place on my gaming shelf.
I got this off a kickstarter and I am quite pleased with the results, I've read through every subclass, the new race, the feats, and much of the rest of the book. I am quite excited to start using it in my own campaigns. If you're looking for Psionic supplementals for your dnd campaign, this book is a fantastic addition!
The book adds a truly interesting alternative for players who prefer the Warforged race with a more organic spin. The psyionic class is very well thought out, leaving something for any playstyle your players may gravitate towards, making it a very effective book for set dressing a campaign.
This compilation of classes, races, subclasses, and abilities is quite well written and covers a lot of territory. As with the first Creeds Codex book (Creeds Codex - Arcane Secrets of the Summoners) the material is well constructed and holds together well while covering the "topic" thoroughly. That said, as psionics/psychic abilities/psychic characters and abilities in D&D 5th edition are lacking almost completely, this is a worthy addition to the 5e legendarium. My biggest issue is that it reads far more like a subclass of arcane casters not manipulators of reality which use their mental powers to achieve their ends, not spells, material components, signs/sigils/runes/secret formulae, gestures and actions to achieve their end. True, I am rather well read in many genres and have read a large number of series based in psychic abilities where it is clear that the psion needs nothing but their mind and the strength of their will/mind to accomplish amazing things. The system which has been very well developed and fragmented into multiple classses/subclasses is well done and it works; unfortunately it just leaves me with the sense that it is "yet another" spellcaster with a different spin on the spells. It also does not help, undoubtedly, that I had developed a psionic system well before TSR introduced Advanced Dungeons and Dragons; so I have a long association with a psion class where the masters of these powers of the mind, harnessed individually or in groups, can seem as normal and ordinary as the baker's assistant, the stable boy, the holy hermit, or even the King.
Overall, it is well done and well worth perusing and possibly adopting in your campaign; it is simply not in line with my thought processes (as weird as they are) and certainly not in keeping with the structure of my world.