##### Gadgetry
| Level | Benefits |
|:---:|:---:|:--:
| 1st | ─ |
| 2nd | ─ |
| 3rd | Gadgetry, Smoke Bomb |
| 4th | ─ |
| 5th | Hypno-Pendulum, Grappling Hook |
| 6th | Vanish |
| 7th | Wall Staples, Startling Device, Knowledgable |
| 8th | ─ |
| 9th | Low Power Explosives, Suture |
| 10th | ─ |
| 11th | Injections, Drive Bolt |
| 12th | ─ |
| 13th | Grenade |
| 14th | ─ |
| 15th | Compound Mirror |
| 16th | ─ |
| 17th | Drone |
| 18th | ─ |
| 19th | ─ |
| 20th | ─ |
### Gadgetry
All of your Gadgetry techniques require a physical object to use, which you gain upon reaching the appropriate level for that item. Each item weighs 1 pound, and if you lose one of these items, you can create a gadget which you have reached the appropriate level for over a long rest by expending 100 GP worth of materials.
\columnbreak
##### Gadget: Smoke Bomb
*Gadgetry Technique*
___
- **Acting Time:** 1 attack
- **Range:** 40 feet
- **Duration:** 1 minute
You toss a capsule that bursts into thick smoke at a target, forcing them to make a Wisdom saving throw or be blinded for the duration. The target can repeat the saving throw at the beginning of each of their turns, ending the effect on a success.
\pagebreakNum
##### Gadget: Hypno Pendulum
*Gadgetry Technique*
___
- **Acting Time:** 1 action
- **Range:** 10 feet
- **Duration:** 1 minute
You wave a pendulum, forcing one enemy within range to make an Intelligence saving throw or fall asleep for the duration, as per the Sleep Spell.
##### Gadget: Grappling Hook
*Gadgetry Technique*
___
- **Acting Time:** 1 bonus action
- **Range:** 30 feet
- **Duration:** Instantaneous
You shoot a grappling hook to a point within range, and are quickly pulled to that point. If you're trying to grapple onto a very specific point, such as the ledge of a building, you must make a DC 14 Dexterity check or the grappling hook fails. You can additionally use this gadget as a reaction when falling.
### Vanish
Starting at 6th level, you've practiced a new use for your smoke bomb. As an action, you can throw a smoke bomb at your feet, and teleport to a location within 30 feet. However, you must have been able to reach that location with your normal movement in order to teleport in this way.
##### Gadget: Wall Staples
*Gadget Technique*
*Gadgetry Technique*
___
- **Acting Time:** 1 action
- **Range:** 25 feet
- **Duration:** Until Escaped
You throw an item that restrains the target. Make a thrown weapon attack (d20 + Proficiency + Dexterity/Strength) against a target within range. If the attack is successful, the target is restrained. As an action, it can attempt to escape the restraints via a Strength throw.
Alternatively, over the course of 1 minute, you can drive these oversized staples into the side of a wall, creating a sturdy ladder up to 40 feet tall which can then be freely climbed by you or others.
##### Gadget: Startling Device
*Gadget Technique*
*Gadgetry Technique*
___
- **Acting Time:** 1 action
- **Range:** 30 feet
- **Duration:** 1 round
You have a device that causes mass panic, whether it be through alarming sounds or frightening visuals. Upon using this device, creatures of your choice within range must make a Wisdom saving throw or be Turned until the end of your next turn. They have advantage on this save if they have been the target of this device before.
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### Knowledgable
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Intelligence or Wisdom check you make that doesn't already use your proficiency bonus.
##### Gadget: Low Power Explosives
*Gadgetry Technique*
You have a device which can produce tiny explosive packets which burst on even light impacts. You can only have up to 6 of these packets at a time. The explosion forces all creatures within 5 feet of the point of impact to make a dexterity saving throw against your gadget DC or take 1d8 fire damage. The packets can be thrown to any point within 30 feet, and an amount up to your proficiency bonus can be used at once, sent to one location or multiple. Any amount of these explosives can also be used, centered on the user, as part of an Unarmed Strike attack. If a creature is affected by multiple low-power explosives at once, they only make a single saving throw, with the DC increased by 2 for each additional explosion, taking the full damage from all explosions combined. If applied to an object, the object immediately takes max damage instead of rolling. As an action, you can produce two of these packets, or as a bonus action, you can produce one.
##### Gadget: Suture
*Gadgetry Technique*
___
- **Acting Time:** 1 bonus action
___
You can touch a target to attempt to quickly patch them up. Roll a number of d4s equal to your proficiency bonus, and the target gains temporary HP equal to the total rolled. A creature can only benefit from this technique once per short or long rest.
##### Gadget: Drive Bolt
*Gadgetry Technique*
___
- **Acting Time:** 1 attack
Your attempt to drive a small iron rod into the spine of the target. You deal 1d4 + your Intelligence modifier damage, and the target must make a Constitution saving throw or be stunned until the end of your next turn.
\pagebreakNum
##### Gadget: Injections
*Gadgetry Technique*
___
- **Acting Time:** 1 attack
- **Range:** 60 feet
- **Duration:** 1 minute
You develop special injections which affect the body in a variety of ways. You target a creature within 5 feet, choosing the type of injection to use. The effects last for the full duration, but do not effect a creature with immunity to poison, and can be ended by an effect that removes poison. If trying to use an injection on an unwilling creature, you make a dexterity-based melee attack roll with proficiency against their AC. On a failure, the injection does not take effect, but a use is not consumed. This gadget can only be used twice regaining all uses at the end of a long rest.
**Enhancer.** When under the effects of this injection, a creature adds 1d6 damage to all of its damage rolls for weapon attacks.
**Toxin.** When under the effects of this injection, a creature subtracts 1d6 damage to all of its damage rolls.
**Stimulant.** When under the effects of this injection, a creature recieves an extra action on each of their turns, which can only be used to take the dash, disengage, hide, attack (one attack only), or use an object actions.
**Depressant.** When under the effects of this injection, a creature cannot take reactions or concentrate on spells, and can only take an action or bonus action on its turns, not both.
##### Gadget: Grenade
___
- **Acting Time:** 1 action
- **Range:** 60 feet
You hurl this grenade to a spot within range, forcing all creatures within 20 feet of the point of impact to make a Dexterity saving throw or take 3d8 Fire damage + 3d8 Thunder damage, or half as much on a failed save. This gadget can only be used once per long rest.
##### Gadget: Compound Mirror
___
- **Acting Time:** 1 reaction
- **Range:** Self
This mirror is layered and folded in such a way to reflect energy itself. As a reaction to being made the target of a spell, you can make a Sleight of Hand check against the caster's saving throw DC. On a success, you deflect the spell harmlessly. On a critical success, the caster is made the target of the spell, instead of you.
\columnbreak
##### Gadget: Drone
___
- **Acting Time:** 1 action
- **Range:** 5 feet
You deploy a drone to an unoccupied space within range. The drone is a small construct, with 28 HP, 19 AC, and a 20 foot fly speed. The drone does not share a language, but you can check and see what it has seen during its time active as a bonus action if it is within 5 feet. It shares your same count in initiative, but takes its turn after yours. It can use the Help, Use an Object, or Pellet Gun actions on its turn. You can only use this gadget once per long rest.
***Pellet Gun.*** *Ranged weapon attack (20/60 feet), +8 to hit, 1d8 + 3 Piercing damage on a hit.*
\pagebreakNum
##### Special Technique
| Level | Benefits |Cantrips Known| Spells Known | 1st-Level Slots | 2nd-Level Slots | 3rd-Level Slots | Burst Slot Level | Caster Level
|:---:|:---:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
1st |—|1|—|—|—|—|—|—|
2nd |—|1|—|—|—|—|—|—|
3rd |Spellcasting|1|2 |2 |— |—|—|1
4th |—|1|3 |2 |— |—|—|1
5th |—|2|4 |3 |— |—|—|2
6th |—|2|4 |3 |— |—|—|2
7th |Burst Slot|2|4 |3 |— |—|2nd|2
8th |—|2|5 |3 |— |—|2nd|2
9th |—|2|5 |4 |2 |—|2nd|3
10th |—|2|5 |4 |2 |—|2nd|3
11th |War Magic|3|6 |4 |2 |—|3rd|3
12th |—|3|6 |4 |2 |—|3rd|3
13th |—|3|7 |4 |3 |—|3rd|4
14th |—|3|7 |4 |3 |—|3rd|4
15th |—|3|8 |4 |3 |—|3rd|4
16th |—|3|8 |4 |3 |—|3rd|4
17th |—|3|9 |4 |3 |2|4th|5
18th |—|3|9 |4 |3 |2|4th|5
19th |—|3|10 |4 |3 |2|4th|5
20th |—|3|10 |4 |3 |2|4th|5
### Spellcasting
You gain the ability to cast spells, as well as the necessary spell slots to do so. The spells you can learn, as well as your spellcasting modifier, is determined by your class, and count as class spells for you. You can only learn spells for which you have an appropriately leveled spell slot for. Upon leveling up, you may replace one spell you know with another spell from your class list. (If you are a Rogue, you may choose between Intelligence, Wisdom, and Charisma. If you are a barbarian, you may cast your barbarian spells while raging, but not spells from other classes.)
**Intelligence:** Fighter, Artificer
**Wisdom:** Barbarian, Ranger, Monk
**Charisma:** Paladin
\columnbreak
Your effective Caster Level is also shown in the table, for use with rules such as multiclassing or spell slots.
> Spellcasting is used because it is already mechanically sound and interesting, not necessarily because you have to be magic in order to be effective.
\pagebreakNum
### Spellcasting Progression
Most martial classes can only become 1/4th as powerful as a full spellcaster, although some may have a better connection to magic, and be somewhat more adept in its usage. Certain subclasses and classes already have minor spellcasting, and so improve upon their existing capabilities when using the Special Technique role. When having two sources of spellcasting for a single class, you learn spells both from your Special Technique table and your class or subclass, but only learn cantrips for whichever total is higher between your Special Technique progression and Base Class progression. A level 8 Artillerist Artificer with 18 intelligence would be able to prepare 8 Artificer spells, will have learned 4 additional Artificer spells from its Special Technique role, and know 3 cantrips. The table you use to determine the number and level of slots available to you is determined by your class and subclass, as shown below.
\columnbreak
### War Magic
Starting at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
### Burst Slot
Sterting at 7th level, your exceptional constitution allows you to perform a technique beyond your means, but at a cost. You gain a single Burst Slot, which functions like a normal spell slot, and is regained on a long rest, except that you must take 2d6 damage upon expending it which cannot be mitigated or resisted. Additionally, you can learn one Burst Spell, which does not count against your spells learned, and can be either from your class' spell list or the sorcerer's spell list, and can be a level equal to your Burst Slot level. You can change your Burst Spell to another spell from your or the sorcerer's spell list after a long rest.
**Spell Lists and unique spells can be found [here](#)**
(not actually, im still working on it lole)
But, I'll update this section with the spell *lists* pretty soon, and then fill out the unique spells over time.
##### 1/4th Caster
- Barbarian
- Fighter
- Monk
- Rogue
- Warlord*
- Gunslinger*
- Blood Hunter*
\columnbreak
##### 1/2 Caster
- Warden*
- Barbarian - Path of the Empowered*
\columnbreak
##### 2/3rds Caster
- Paladin
- Rogue - Arcane Trickster Archetype
- Fighter - Eldritch Knight Archetype
- Monk - Way of Four Elements
- Artificer - Battle Smith Specialization
- Gunslinger - Spellslinger Creed*
\columnbreak
##### 3/4ths Caster
- Artificer
- Ranger
- Spellblade*
> Classes or subclasses marked with an asterisk* are all homebrew.
\pagebreakNum
##### One-Fourth Caster
| Level | 1st-Level Slots | 2nd-Level Slots | 3rd-Level Slots |Caster Level
|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
1st |—|—|—|—|
2nd |—|—|—|—|
3rd |2 |— |—|1
4th |2 |— |—|1
5th |3 |— |—|2
6th |3 |— |—|2
7th |3 |— |—|2
8th |3 |— |—|2
9th |4 |2 |—|3
10th |4 |2 |—|3
11th |4 |2 |—|3
12th |4 |2 |—|3
13th |4 |3 |—|4
14th |4 |3 |—|4
15th |4 |3 |—|4
16th |4 |3 |—|4
17th |4 |3 |2|5
18th |4 |3 |2|5
19th |4 |3 |2|5
20th |4 |3 |2|5
\columnbreak
##### One-Third Caster
| Level | 1st-Level Slots | 2nd-Level Slots | 3rd-Level Slots | 4th-level Slots | Caster Level
|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
1st |—|—|—|—|
2nd |—|—|—|—|
3rd |2 |— |—|—|1
4th |3 |— |—|—|2
5th |3 |— |—|—|2
6th |3 |— |—|—|2
7th |4 |2 |—|—|3
8th |4 |2 |—|—|3
9th |4 |2 |—|—|3
10th |4 |3 |—|—|4
11th |4 |3 |—|—|4
12th |4 |3 |—|—|4
13th |4 |3 |2|—|5
14th |4 |3 |2|—|5
15th |4 |3 |2|—|5
16th |4| 3| 3| —| —| —| 6
17th |4| 3| 3| —| —| —| 6
18th |4| 3| 3| —| —| —| 6
19th |4| 3| 3| 1| —| —| 7
20th |4| 3| 3| 1| —| —| 7
\pagebreakNum
##### Two-Thirds Caster
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | Caster Level|
|:---:|:---:|:--:|:--:|:--:|:--:|:--:|:--:|:--:
1st | 2| —| —| —| —| —| 1
2nd | 2| —| —| —| —| —| 1
3rd | 3| —| —| —| —| —| 2
4th | 4| 2| —| —| —| —| 3
5th | 4| 2| —| —| —| —| 3
6th | 4| 3| —| —| —| —| 4
7th | 4| 3| 2| —| —| —| 5
8th | 4| 3| 2| —| —| —| 5
9th | 4| 3| 3| —| —| —| 6
10th| 4| 3| 3| —| —| —| 6
11th| 4| 3| 3| 1| —| —| 7
12th| 4| 3| 3| 1| —| —| 7
13th| 4| 3| 3| 2| —| —| 8
14th | 4| 3| 3| 3| 1| —| 9
15th | 4| 3| 3| 3| 1| —| 9
16th | 4| 3| 3| 3| 2| —| 10
17th | 4| 3| 3| 3| 2| 1| 11
18th | 4| 3| 3| 3| 2| 1| 11
19th | 4| 3| 3| 3| 2| 1| 12
20th | 4| 3| 3| 3| 2| 1| 12
\columnbreak
##### Three-Fourths Caster
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th |Cast. Lvl|
|:---:|:---:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
1st | 2| —| —| —| —| —| —| —|1
2nd | 3| —| —| —| —| —| —| —|2
3rd | 3| —| —| —| —| —| —| —|2
4th | 4| 2| —| —| —| —| —| —|3
5th | 4| 3| —| —| —| —| —| —|4
6th | 4| 3| 2| —| —| —| —| —|5
7th | 4| 3| 2| —| —| —| —| —|5
8th | 4| 3| 3| —| —| —| —| —|6
9th | 4| 3| 3| 1| —| —| —| —|7
10th| 4| 3| 3| 2| —| —| —| —|8
11th| 4| 3| 3| 2| —| —| —| —|8
12th| 4| 3| 3| 3| 1| —| —| —|9
13th| 4| 3| 3| 3| 2| —| —| —|10
14th| 4| 3| 3| 3| 2| 1| —| —|11
15th| 4| 3| 3| 3| 2| 1| —| —| 11
16th| 4| 3| 3| 3| 2| 1| —| —| 12
17th| 4| 3| 3| 3| 2| 1| 1| —| 13
18th| 4| 3| 3| 3| 2| 1| 1| —| 14
19th| 4| 3| 3| 3| 2| 1| 1| —| 14
20th| 4| 3| 3| 3| 2| 1| 1| 1| 15
\pagebreakNum
### Innate Psionics
You manifest powerful effects through your mind alone. Viable for all classes.
[Back to Page 1](#p1)
##### Manifester
| Level | Benefits | Psi Points | Psi Points (Long Rest Variant) | Psi Limit | Psion Level
|:--:|:--:|:--:|:--:|:--:|:--:|
| 1st | ─ | ─ | ─ | ─ | ─
| 2nd | ─ | ─ | ─ | ─ | ─
| 3rd | Psionics | 1 | 2 | 1 | 1
| 4th | ─ | 2 | 4 | 1 | 2
| 5th | ─ | 2 | 4 | 1 | 2
| 6th | ─ | 3 | 6 | 2 | 3
| 7th | Psionic Talent | 3 | 6 | 2 | 3
| 8th | ─ | 3 | 6 | 2 | 3
| 9th | Psionic Mastery | 4 | 8 | 2 | 4
| 10th | ─ | 4 | 8 | 2 | 4
| 11th | ─ | 5 | 10 | 3 | 5
| 12th | ─ | 5 | 10 | 3 | 5
| 13th | Psionic Talent (x2) | 5 | 10 | 3 | 5
| 14th | ─ | 6 | 13 | 3 | 6
| 15th | ─ | 6 | 13 | 3 | 6
| 16th | ─ | 6 | 16 | 4 | 7
| 17th | ─ | 7 | 16 | 4 | 7
| 18th | ─ | 7 | 16 | 4 | 7
| 19th | ─ | 8 | 19 | 4 | 8
| 20th | ─ | 8 | 19 | 5 | 8
### Psionics
You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training. You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature, psionic power, and psionic spells.
You gain psi points as shown in the Manifester table. If you recover psi points on a short or long rest, you use the Psi Points column, or if you only recover psi points on a long rest, you may use the Psi Points (long rest variant) column.
For more details on how to use your psionic discipline, please refer to the [Psion](#https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj) class proper.
\columnbreak
### Psionic Talent
Starting at 7th level, you can choose to gain one psionic talent from the Psion class which you meet the requirements for. You gain a second at 13th level.
### Psionic Mastery
When you reach 9th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free Psi Point. This can be spent to empower Psionic Disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free Psi Points left at the end of your turn, then they are lost.
\pagebreakNum
## Ramblings
The roles are over, but I feel a compulsive need to explain myself, so that's going down here.
Bahaha, I didn't expect someone to read this already, but apparently artemis checked my page. Yeah, it needs work, and I don't really have a good way of testing it as-is, but for now, I'm mostly just putting together the spells page for the campaign.
#### Why?
I think it should be pretty obvious why! I've played a martial class a single time and I was *miserable*. And then, when I do try to play a spellcaster, I feel guilty for ending up being the most powerful character, and just undercutting everyone else. In one particular campaign, out of 8 characters, my sorcerer was the *only* full caster. Even though everyone else got unique feats and upgraded weapons, my character still centralizes all the fights, dealing better damage at longer ranges with more options and less consequences. Look, I enjoy optimizing things, really, I do, and I think sorcerers are cool as shit, but I also think swordfighters and monks and all that are cool as shit, and should be able to do more than roll a d20 and deal damage.
Oh, you're asking why the icon for this page is duster? That's just because he's one of the only characters I can think of in fiction that can keep up with powerful magic users through his own nonmagical skills. I mean, he got an entire role dedicated to him here, bahahah.
#### Half Casters
While logic would dictate that all 'half casters' would get exactly half the benefits of a martial as well, most artificers and rangers are also lackluster, and need the same boosts as other martials. Paladins and battlesmiths, by contrast, are plenty powerful, and only need a boost at much later levels. This is more about balancing than logic. Even giving paladin slightly better spell slots is already arguably too far, since they have a niche... But, they're still not *as* good as casters.
#### Melee combatants
I still haven't addressed the issue of melee fighting being pretty strictly worse than fighting at a range, but... come on, let's take it one step at a time, here. If you want a tweak, you could try one of these:
- Make the Strength modifier apply twice to damage rolls within 5 feet (also makes dexterity less generally dominant, what with AC and saving throws)
- Allow melee attacks made against foes holding ranged weapons to be made with advantage
- Greatly reduce the range of ranged attacks (Maybe half? Nobody needs a range of 150/600 feet...)
Yes, I know that in 5.24e melee attacks can be made to be better than ranged, since there's extra feats and masteries n shit that only apply to melee attacks, but that's for optimizers, and not for everyone.
#### General Power
The roles might seem like an overcorrection that makes fighters too powerful, especially since they get benefits even at levels 3 and 5, when they are usually considered 'still useful'. However. Even at these low levels, a well-made caster is *still* better than a well-made martial, already with access to spells like mirror image, guiding bolt, binding ice, hold person, and spike growth. Casters in their current form are objectively better than martials in every way, from damage, to defense, to effects, when they should only really be superior in effects. Martials need a genuinely significant boost in order to be good at the things they're supposed to be good at, let alone be better at them by comparison. If you do have longer adventuring days where martials start to be more useful near the end, then maybe just give casters a couple extra spell slots to compensate.
#### Brute Force
As much as I love adding complexity and choice and all that, I have friends who do just want to keep things simple, and take comfort in knowing that they'll always contribute to the team by saying 'I attack the closest guy to me'. There is a tiny bit to keep track of, with the changed damage dice, and the power attack added, but it shouldn't be that hard. And then they get a couple ASI's so that they don't just get entirely overshadowed by... literally everything else.
#### Impose
This was meant to allow tanks to, y'know, exist, but... I may have gone overboard. They get a *lot* of benefits, and the damage isn't negligible, either. But then I look at a caster, and see that they have better survivability, damage, and effects than any possible tank build, and I say... Ah, it's probably fine.
#### Superior
I played in a game where even the barbarian got superiority dice, and, I mean... It kinda works? I don't think combat superiority is nearly as cool as people give it credit for, but an extra whatever-d8 damage and effects certainly can't hurt. I thought about including some of the exploits from Laserllama's classes, but that's something else entirely.
\pagebreakNum
#### Striker
Monk and rogue both suck ass, which is sad, because they're both cool... But their mechanics also do work pretty well together, so just combine it, halve it, and you've got yourself a speedy stabby guy. Nothing else really was working with rogue, either, so I kinda had to just upgrade them slightly by giving them more sneak attack.
#### Gadgetry
Alright, I *may* have been playing favorites, because... It's duster from mother 3. Yeah... I mean, he manages to stay relevant the whole game just through having wall staples and smoke bombs, so I wanted to do something similar. But, this is DnD, not mother 3, so there needed to be some *really* strong stuff here. Right? No? I'm just biased? Alright.
#### Special Technique
I made a barbarian subclass with a bunch of custom spells that were pretty much just superpowers, and it was so fun! And actually viable! So why not give it to everybody, eh? I already have most of the framework... Burst slot is just to address how miserable it feels to use your entire action to cast 1st-level spells when you have buddies casting Dimension Door and Fireball, but hopefully it being single-use keeps it in check.
**Ok but where the fuck is it** Ouargh, I'm working on it! Even just the basic spell lists are tedious as shit to put together, especially over 6 or so classes... Hell, this isn't even for you, it's for my own table, so you can put one together yourself if you need it.
**Wacky Spell Progressions:**
I've heard the concept of 3/4ths casters or 2/3rds casters brought up before and the counter argument that I hear is: "This type of spellcasting progression overlaps with already established leaps in power. Getting access to higher level spells at the same level you get another class feature or ability score improvement goes against the design for 5e, and makes some levelups much more valuable than others, which won't be as impactful." The thing is... I don't care. I'm always gonna feel better getting 4th level spells at level 11 rather than 17, and my spellcaster buddies won't be mad because they also just got access to 6th level spells. I care more about how it feels to play than I do about these unwritten rules.
**Overpowered Eldritch Knight and Ranger:** Uh... Yeah, probably. Eldritch Knight and Ranger are both already decent, so giving them spellcasting that little bit closer to wizards means that they're gonna be much stronger. But still, Eldritch Knight is attached to fighter, so you would rely mostly on your spellcasting at that point, and Ranger is kinda the same story. While I love the shit out of eldritch knight, I do think the sole reason it's so underrepresented is because you don't get 3rd-level spells until level 13, when those really useful spells are already outclassed, so all Eldritch Knight really functions as is up to 3 uses of the shield spell and 2 uses of mirror image for the whole campaign, which will probably take place from levels 3-9. On the other hand, now I'm not so sure any other fighter combination can hold up to special technique > eldritch knight. Is 12 superiority dice really comparable to having the entirety of a 5th level spellcaster? I might make Eldritch Knight and Arcane Trickster go down to 1/2 casting after some testing. So frustrating...
#### Psionic
I've wanted to make characters with just innate psionics before, but I didn't want to make a full-on psion, because... well, because I wanted the psionics to be supplemental to bashing people's skulls in. Again, earthbound fan, here. This one is pretty alright, being able to shoot out a big blast or make use of a couple spells around twice a day at every level. Maybe could stand to gain more talents, to make up for that gap everywhere else...