I know mystics are so powerful and my dm doesn’t allow it but do you think it should be allowed
No. Mystic is overpowered, steps on the toes of literally every single class, takes very little effort to be able to do such things. I know others will be able to elaborate further, but just suffice it to say: No. Absolutely not.
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Let's talk about an 8th level Mystic, and what they can do. A lot of groups see 8th level, so I think it's a good point to really speak to.
2nd level ability, all mystics, can use a bonus action to gain hit points equal to the psy points they just spent
2nd level ability, all mystics, you can communicate with anything. It might not be able to respond, but you can speak to it and have it understand you.
4th level, all mystics, can replace their wisdom saving throw on a short/long with any other saving throw that isn't int. WHAT
8th level mystic, all mystics, can add a extra 1d8 damage on weapon attacks, psychic damage, once a turn
So then each subclass gets its subclass abilities: We're going to focus on Order of the Awakened
Bonus Disciplines At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
Awakened Talent At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
Psionic Investigation Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Psionic Surge Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
So now we have our disciplines. Each Mystic at level 4 gets four disciplines, but each subclass also gets 2 bonus disciplines that must come from its order. Each discipline has abilities that cost Psi(which just looks like spell points). Speaking of spells, this is important to note: Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. AKA NO COUNTERSPELL to ANY of its effects.
You can only focus on one discipline at a time, and you can switch them as bonus actions. Here are two examples. Remember, we have SIX right now:
Precognition Awakened Discipline By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. Psychic Focus. While focused on this discipline, you have advantage on initiative rolls. Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
Psychic Phantoms Awakened Discipline Your power reaches into a creature’s mind and causes it false perceptions. Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Figment (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage
Phantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.
Phantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
There are FOUR MORE of those you can choose.
The amount of flexibility this class has is just bloody insane. It's casting spells left and right that can't be counterspelled. It has bonus action activation of effects that will alter roleplay and combat with zero resource usage.
I'd be wary of allowing anything released as UA, other than as playtest material because that's what it is. The Mystic is far more egregious than most other UA items (the recent UA lineages might not be overpowered at all), but even in general the playtest material tends to err on the side of being too good with the intent of toning it down for official publication. Let me stress that: it's material that hasn't been fully tested yet and the tests are set up to bring things down from overpowered to acceptable, not to bring them up from underpowered to good enough. And the Mystic might arguably be the most extreme example of that.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Mystics are of course aloud as they are often required to speak.
But levity aside: I allowed a player to play as a Mystic in one of my campaigns. He hated it 1) because it was so complicated to manage all of the abilities (even by level two), and 2), because he was the type of player who wanted to let other party members shine, he wound up not using half his abilities since they duplicated a lot of what was going on.
He wound up asking me to kill the character by level 4, switched to a Warforged Paladin and had a blast after that.
The UA for mystic is dead, and for many reasons. I would never allow it in any of my campaigns again.
The big problem I have with Mystics isn't that they can do everything; classes like Cleric and Druid, and subclasses like Bladesingers can also easily fill multiple roles depending upon their build. The problem I have is that they pretty much never left the alpha stage of development to begin with, and as such still have a lot of clunkiness and jank that never got smoothed out. If I were to allow it at my table, there would have to be a lot of homebrew on my part in order to make it work. Which, considering the 20+ homebrew projects I'm working on compulsively right now, isn't actually out of the question...
*Taps fingers nervously, sighs, opens another word document* Mezzurah's Mercurial Mystic it is...
He hated it 1) because it was so complicated to manage all of the abilities (even by level two)
He wound up asking me to kill the character by level 4, switched to a Warforged Paladin and had a blast after that.
This is almost exactly what happened with me. My DM actually encouraged me to play as a Mystic though (I would find out later that he likes to make campaigns really hard but also make the players really powerful at the same time). But a few levels later I was tired of "managing" my character and asked him to be killed, and I switched to a Barbarian. This barbarian would later get his STR up to 28 thanks to homebrew items the DM gave us during the campaign. So I think he just liked us being OP so he could send the really hard enemies at us lol
Mystics are of course aloud as they are often required to speak.
But levity aside: I allowed a player to play as a Mystic in one of my campaigns. He hated it 1) because it was so complicated to manage all of the abilities (even by level two), and 2), because he was the type of player who wanted to let other party members shine, he wound up not using half his abilities since they duplicated a lot of what was going on.
He wound up asking me to kill the character by level 4, switched to a Warforged Paladin and had a blast after that.
The UA for mystic is dead, and for many reasons. I would never allow it in any of my campaigns again.
To take levity from that side and put it back in the center, I was actually going to say Mystics with telepathy are actually much quieter than most....
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Jander Sunstar is the thinking person's Drizzt, fight me.
How exactly do you think all this is going to change your DM's mind?, this type of thing REALLY rubs me the wrong way, your DM has the final say in the matter, and a thread won't change that, personally, I think the mystic is powerful, but not overpowered, but FORREAL?!
I don't know what was running through your brain when you made this, but you really need to rethink your approach to bartering with your DM.
How exactly do you think all this is going to change your DM's mind?, this type of thing REALLY rubs me the wrong way, your DM has the final say in the matter, and a thread won't change that, personally, I think the mystic is powerful, but not overpowered, but FORREAL?!
I don't know what was running through your brain when you made this, but you really need to rethink your approach to bartering with your DM.
it's not that i want to play it. i was just wondering what other people thought about the idea of mystics
How exactly do you think all this is going to change your DM's mind?, this type of thing REALLY rubs me the wrong way, your DM has the final say in the matter, and a thread won't change that, personally, I think the mystic is powerful, but not overpowered, but FORREAL?!
I don't know what was running through your brain when you made this, but you really need to rethink your approach to bartering with your DM.
it's not that i want to play it. i was just wondering what other people thought about the idea of mystics
Oh, sincerely sorry :(, I thought you were just one of those people who goes on the internet and raves about how their DM's are stupid and why, sorry for the misunderstanding.
I honestly really liked the Mystic class and was a little sad to not see it become official. Sure, some of the abilities were a bit OP, but most classes have something that could seem OP (Quivering Palm and Wish for example). Besides the mechanics of the class, what is overpowered really comes down to what the player decides to do. They could pick certain Disciplines so they can min-max, or they can pick Disciplines that help flesh-out their character. In addition to this, Mystics are starved for action economy. They also need to carefully regulate how the amount of Psi-points they have. A mystic can easily go "nova" for a few rounds and outshine everyone for a few turns, but once they run out of resources, they are essentially stuck to cantrips for the rest of the day. A mystics' true strength lies in its versatility. While it can do most things other classes does, it doesn't do it as well as a dedicated class. For example, a mystic has decent healing capabilities, but a Life Domain cleric will easily beat a mystic when it comes down to sheer healing power. Despite this, versatility comes at a cost. Mystics essentially cap out at level 5 spell-like abilities. Other dedicated classes learn higher level spells, but the mystic trades high-power spells for its ability to do more less efficiently. All in all, I think that a few of the abilities of the mystic need to be redone, but I support the class.
I honestly really liked the Mystic class and was a little sad to not see it become official. Sure, some of the abilities were a bit OP, but most classes have something that could seem OP (Quivering Palm and Wish for example). Besides the mechanics of the class, what is overpowered really comes down to what the player decides to do. They could pick certain Disciplines so they can min-max, or they can pick Disciplines that help flesh-out their character. In addition to this, Mystics are starved for action economy. They also need to carefully regulate how the amount of Psi-points they have. A mystic can easily go "nova" for a few rounds and outshine everyone for a few turns, but once they run out of resources, they are essentially stuck to cantrips for the rest of the day. A mystics' true strength lies in its versatility. While it can do most things other classes does, it doesn't do it as well as a dedicated class. For example, a mystic has decent healing capabilities, but a Life Domain cleric will easily beat a mystic when it comes down to sheer healing power. Despite this, versatility comes at a cost. Mystics essentially cap out at level 5 spell-like abilities. Other dedicated classes learn higher level spells, but the mystic trades high-power spells for its ability to do more less efficiently. All in all, I think that a few of the abilities of the mystic need to be redone, but I support the class.
I actually kinda played a mystic for one session.. Ignoring how OP the class may well be, It just doesn't really feel like it fits in the 5e system... when I made my character back then, it just felt like homebrew to me... Like it was obvious that the class was never properly polished and it really undermined my enjoyment of character creation, something I normally really enjoy.
It's not that I don't like it's mechanics... It super cool to have a class with a lot of choices and cool stuff, but the style gap between the deisgn of the mystic and everything else is just too big for me.
I do think it's a shame it never became a real class, but I don't think anyone should play it in the state it was left in.
I actually kinda played a mystic for one session.. Ignoring how OP the class may well be, It just doesn't really feel like it fits in the 5e system... when I made my character back then, it just felt like homebrew to me... Like it was obvious that the class was never properly polished and it really undermined my enjoyment of character creation, something I normally really enjoy.
It's not that I don't like it's mechanics... It super cool to have a class with a lot of choices and cool stuff, but the style gap between the deisgn of the mystic and everything else is just too big for me.
I do think it's a shame it never became a real class, but I don't think anyone should play it in the state it was left in.
Agreed and same here, I played a 7th level immortal mystic for one session, it was fun, but it felt like it didn’t quite fit in with other 5e classes, plus WOTC essentially just left it to rot after v3, it was a good class but never quite felt right.
Aloud as in they are loud? Not really, some of them are silent casters. But, allowed? The class had some issues and I don't think WoTC has the guts to pick it up again, I say, go for it.
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I know mystics are so powerful and my dm doesn’t allow it but do you think it should be allowed
No. Mystic is overpowered, steps on the toes of literally every single class, takes very little effort to be able to do such things. I know others will be able to elaborate further, but just suffice it to say: No. Absolutely not.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Let's talk about an 8th level Mystic, and what they can do. A lot of groups see 8th level, so I think it's a good point to really speak to.
2nd level ability, all mystics, can use a bonus action to gain hit points equal to the psy points they just spent
2nd level ability, all mystics, you can communicate with anything. It might not be able to respond, but you can speak to it and have it understand you.
4th level, all mystics, can replace their wisdom saving throw on a short/long with any other saving throw that isn't int. WHAT
8th level mystic, all mystics, can add a extra 1d8 damage on weapon attacks, psychic damage, once a turn
So then each subclass gets its subclass abilities: We're going to focus on Order of the Awakened
So now we have our disciplines. Each Mystic at level 4 gets four disciplines, but each subclass also gets 2 bonus disciplines that must come from its order. Each discipline has abilities that cost Psi(which just looks like spell points). Speaking of spells, this is important to note: Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. AKA NO COUNTERSPELL to ANY of its effects.
You can only focus on one discipline at a time, and you can switch them as bonus actions. Here are two examples. Remember, we have SIX right now:
There are FOUR MORE of those you can choose.
The amount of flexibility this class has is just bloody insane. It's casting spells left and right that can't be counterspelled. It has bonus action activation of effects that will alter roleplay and combat with zero resource usage.
Absolutely not. No.
I'd be wary of allowing anything released as UA, other than as playtest material because that's what it is. The Mystic is far more egregious than most other UA items (the recent UA lineages might not be overpowered at all), but even in general the playtest material tends to err on the side of being too good with the intent of toning it down for official publication. Let me stress that: it's material that hasn't been fully tested yet and the tests are set up to bring things down from overpowered to acceptable, not to bring them up from underpowered to good enough. And the Mystic might arguably be the most extreme example of that.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Mystics are of course aloud as they are often required to speak.
But levity aside: I allowed a player to play as a Mystic in one of my campaigns. He hated it 1) because it was so complicated to manage all of the abilities (even by level two), and 2), because he was the type of player who wanted to let other party members shine, he wound up not using half his abilities since they duplicated a lot of what was going on.
He wound up asking me to kill the character by level 4, switched to a Warforged Paladin and had a blast after that.
The UA for mystic is dead, and for many reasons. I would never allow it in any of my campaigns again.
The big problem I have with Mystics isn't that they can do everything; classes like Cleric and Druid, and subclasses like Bladesingers can also easily fill multiple roles depending upon their build. The problem I have is that they pretty much never left the alpha stage of development to begin with, and as such still have a lot of clunkiness and jank that never got smoothed out. If I were to allow it at my table, there would have to be a lot of homebrew on my part in order to make it work. Which, considering the 20+ homebrew projects I'm working on compulsively right now, isn't actually out of the question...
*Taps fingers nervously, sighs, opens another word document* Mezzurah's Mercurial Mystic it is...
This is almost exactly what happened with me. My DM actually encouraged me to play as a Mystic though (I would find out later that he likes to make campaigns really hard but also make the players really powerful at the same time). But a few levels later I was tired of "managing" my character and asked him to be killed, and I switched to a Barbarian. This barbarian would later get his STR up to 28 thanks to homebrew items the DM gave us during the campaign. So I think he just liked us being OP so he could send the really hard enemies at us lol
Check out my Homebrew Magic Items
To take levity from that side and put it back in the center, I was actually going to say Mystics with telepathy are actually much quieter than most....
Jander Sunstar is the thinking person's Drizzt, fight me.
How exactly do you think all this is going to change your DM's mind?, this type of thing REALLY rubs me the wrong way, your DM has the final say in the matter, and a thread won't change that, personally, I think the mystic is powerful, but not overpowered, but FORREAL?!
I don't know what was running through your brain when you made this, but you really need to rethink your approach to bartering with your DM.
Mystic v3 should be official, nuff said.
it's not that i want to play it. i was just wondering what other people thought about the idea of mystics
Oh, sincerely sorry :(, I thought you were just one of those people who goes on the internet and raves about how their DM's are stupid and why, sorry for the misunderstanding.
Mystic v3 should be official, nuff said.
no problem
I honestly really liked the Mystic class and was a little sad to not see it become official. Sure, some of the abilities were a bit OP, but most classes have something that could seem OP (Quivering Palm and Wish for example). Besides the mechanics of the class, what is overpowered really comes down to what the player decides to do. They could pick certain Disciplines so they can min-max, or they can pick Disciplines that help flesh-out their character. In addition to this, Mystics are starved for action economy. They also need to carefully regulate how the amount of Psi-points they have. A mystic can easily go "nova" for a few rounds and outshine everyone for a few turns, but once they run out of resources, they are essentially stuck to cantrips for the rest of the day. A mystics' true strength lies in its versatility. While it can do most things other classes does, it doesn't do it as well as a dedicated class. For example, a mystic has decent healing capabilities, but a Life Domain cleric will easily beat a mystic when it comes down to sheer healing power. Despite this, versatility comes at a cost. Mystics essentially cap out at level 5 spell-like abilities. Other dedicated classes learn higher level spells, but the mystic trades high-power spells for its ability to do more less efficiently. All in all, I think that a few of the abilities of the mystic need to be redone, but I support the class.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
I think these are all very good points
I actually kinda played a mystic for one session.. Ignoring how OP the class may well be, It just doesn't really feel like it fits in the 5e system... when I made my character back then, it just felt like homebrew to me... Like it was obvious that the class was never properly polished and it really undermined my enjoyment of character creation, something I normally really enjoy.
It's not that I don't like it's mechanics... It super cool to have a class with a lot of choices and cool stuff, but the style gap between the deisgn of the mystic and everything else is just too big for me.
I do think it's a shame it never became a real class, but I don't think anyone should play it in the state it was left in.
Agreed and same here, I played a 7th level immortal mystic for one session, it was fun, but it felt like it didn’t quite fit in with other 5e classes, plus WOTC essentially just left it to rot after v3, it was a good class but never quite felt right.
Mystic v3 should be official, nuff said.
Oh, I dunno. My dm allows mystics, and we've had no such issues that you mention for a year now.
Aloud as in they are loud? Not really, some of them are silent casters. But, allowed? The class had some issues and I don't think WoTC has the guts to pick it up again, I say, go for it.