I wasn't sure where to put this as the Mystic isn't really an 'official' WoTC material but it didn't feel right to jam it in the Unearthed Arcana section as this is my take on the class using what was giving in the UA document. If you guys thinks I should place this elsewhere, let me know. While I have yet to tackle the Mystic Orders in full (and I haven't really touched the psionic disciplines yet) I feel I can start with the base class and see if I helped/hurt the balance and fun-factor for the Mystic at all with my changes. This mostly focuses on toning down some abilities while adding some flavor and focus to others and make it more fun to fully level with this class rather than just do a few levels for multi-classing.
All of the flavor stuff and starting equipment/HP/skills are the same so I will leave them out as I left them mostly unchanged except for some minor revisions.
Mystic Overview Chart:
Level
Prof. Bonus
Features
Talents Known
Disciplines Known
Psi Points
Psi Limit
1st
+2
Psionics, Mystic Order
1
1
4
2
2nd
+2
Mystical Recovery
1
1
6
2
3rd
+2
Mystic Order feature
2
2
12
3
4th
+2
Ability Score Improvement, Strength of the Mind
2
2
15
3
5th
+3
---
2
2
18
4
6th
+3
Mystic Order feature
2
3
28
4
7th
+3
---
2
3
33
5
8th
+3
Ability Score Improvement, Potent Psionics (1d8)
2
3
45
5
9th
+4
Telepathy
2
4
51
6
10th
+4
Consumptive Power
3
4
57
6
11th
+4
Direct Mental Connection
3
4
64
7
12th
+4
Ability Score Improvement
3
5
64
7
13th
+5
---
3
5
64
7
14th
+5
Mystic Order feature, Potent Psionics (2d8)
3
5
64
7
15th
+5
Psionic Mastery (1/day)
3
6
71
7
16th
+5
Ability Score Improvement
3
6
71
7
17th
+6
---
4
6
71
7
18th
+6
---
4
6
71
7
19th
+6
Ability Score Improvement
4
6
71
7
20th
+6
Psionic Perfection, Psionic Mastery (2/day)
4
6
78
7
The largest change I made to the overall class is how many disciplines Mystics got overall and retooled the psi point distribution to follow a specific pattern up till about the end. I slightly changed the psi limit column to better line up with gaining features and made it much more like a pattern as well. The new features will be listed below
Mystic Abilities:
Psionics: As a student of psionics, you can master and use psionic talents and disciplines. Starting at 1st level, you can use Psionics as a special form of magic, distinct from spellcasting.
Psionic Talents: Psionic talents are minor psionic effects that you have mastered and are very easy to perform. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic Overview Chart shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines: A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic Overview Chart shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
Psi Points: You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points to be used. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic Overview Chart. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum
Psi Limit: Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic Overview Chart. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have
Psychic Focus: You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. Whenever you finish a short or long rest, you can choose a psionic disciplines that you know and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you decide to choose a different psychic focus benefit at the end of your next short or long rest. You can only have one psychic focus benefit at a time and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines
Psionic Ability: Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. (Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier) (Discipline attack modifier = your proficiency bonus + your Intelligence modifier)
Mystical Recovery: Starting at 2nd level, you can create temporary barriers from the residual psychic energy that you use to power your psionic disciplines. Immediately after you spend psi points to activate a psionic discipline, you can use your bonus action to gain temporary Hit Points equal to the number of psi points you spent.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, instead of taking an ability score increase, you can choose to take a Feat instead.
Strength of the Mind: Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. Starting at 4th level, during a short or long rest, if you have proficiency with either Dexterity, Constitution, or Wisdom saving throws, you can replace that proficiency with another saving throw that you do not have until your next short or long rest. You can only replace one saving throw proficiency at a time and the proficiency you changed to returns to what you originally had when you start your next short or long rest. (This changed was suggested by user Matthias_von_Schwarzwald as to give those multi-classing into Mystic a chance to use this ability)
Potent Psionics: At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make with a psionic talent. Telepathy: At 9th level, your mind awakens so you can communicate telepathically with others. You can choose to telepathically speak to any creature you can see within 120 ft of you in this manner. You don’t need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language or be telepathic itself. Additionally, Your thoughts can't be read through telepathy, magic, or any other means, unless you allow it.
Consumptive Power: At 10th level, you gain the ability to sacrifice your physical health and transform that pain into psionic energy. When you activate a psionic discipline and have less than half of your psi point maximum, you can choose to pay its psi point cost with your Hit Points instead. If you do so, your current Hit Points and Hit Point maximum are reduced by the number of Hit Points you spent on the psionic discipline. This reduction can’t be lessened in any way and the reduction to your Hit Point maximum lasts until you finish a long rest. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1). Once you expend all of the uses, you cannot use this feature again until you finish a long rest.
Direct Mental Connection: Beginning at 11th level, you can temporarily touch the mind of others and enlighten them so they can share a fraction of your innate power. After you finish a long rest, you can choose one ally or friendly creature that you can know within 60 ft of you. The chosen creature must have an Intelligence score of 8 or higher and must consent to this connection. When connected, you and the allied creature can initiate telepathic communication with each other and you always know where the creature is, as long as they are on the same plane of existence, and vise versa. Additionally, when you choose a new psychic focus benefit, you can spend 7 psi points and give the connected creature access to that benefit as long as they are within 60 ft of you, until you choose a new psychic benefit or you lose contact with the creature. If they move more than 60 ft from you, they lose access to your current psychic focus benefit but regain it when they are within 60 ft of you again. At the end of your next long rest, you can choose a different creature or keep your connection with the same creature as long as they are within 60 ft of you.
Psionic Mastery: At 15th level, through your rigorous training, you begin to become more adept at pushing your mind past its usual limit. Once per long rest, while you are benefiting from a psychic focus from one of your psionic disciplines, you can cast an ability from that psionic discipline without having to spend psi points. You can use any ability from that psionic discipline as long as it requires an action or less to cast. (NOTE!: I'm not sure about the wording for this ability, I do honestly need some help with it) At 20th level, you can use this feature up to two times per long rest.
Psionic Perfection: At 20th level, your mind has transcended past known understanding and your body is consequently affected by it. You gain the following benefits:
You are immune to psychic damage. Additionally, you are hidden from all Divination magic and cannot be targeted by them, short of through the effects of a Wish spell
While you are concentrating on a psionic discipline effect and you would lose concentration as a result of damage, you can spend 3 psi points and maintain the concentration instead
You are immune to effects that would lower your Intelligence score or cause you to forget memories such as the Modify Memory or Feeblemind spells
So let me know what you think in a comment below and tell me how I can improve and leave suggestions on what I should do for the subclasses as well if you have any. Also, you guys can use this as a class for your home games, I really don't mind, just give credit where credit is due.
First off, I love Psionic Perfection. There are a few things I would change about the class.
First, I would put "your thoughts can't be read by telepathy or other means unless you allow it" at a significantly lower level--say, the same level you get telepathy--with some sort of limitation that reflects that anyone with a stronger mind than yours can overpower your mental defenses.
Remove Mystical Recovery altogether; I just don't understand the flavor.
Start telepathy at 1st or 2nd level with very limited range, possibly even touch. Add frequent range increases. Put more range increases in the Order of the Awakened. Allow spending psi points to temporarily increase range. Allow meditation to temporarily increase range. Add very large range increases when communicating with another telepath. It should be possible for a mid-level Awakened to communicate with another telepath from halfway across a small country.
Reword Strength of the Mind to allow for the possibility that you don't have proficiency in Wisdom saving throws.
Let us have psi limit 4, if only for a single level.
Traditionally, every class gets something really good at 5th, 11th, and 17th levels, especially 5th. I'm not seeing anything here.
Consider having Potent Psionics start by adding your Int modifier to damage with psionic talents and go on to conditionally--only psychic damage, maybe--add it to damage with psionic disciplines.
Stick resistance to psychic damage somewhere.
At this point, you could restrict the available Orders to the Awakened, Avatar, Nomad, and maybe--but probably not--Wu Jen; maybe reduce weapon and armor proficiencies; and have a mentalist/telepath/mind-mage class. Change the name, too, of course. Maybe restrict the pool of available talents and disciplines. Then take it in the other direction for a psychic warrior class for the Immortal and Soul Knife, and maybe a more bland, generic subclass.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
First, I would put "your thoughts can't be read by telepathy or other means unless you allow it" at a significantly lower level--say, the same level you get telepathy--with some sort of limitation that reflects that anyone with a stronger mind than yours can overpower your mental defenses.
With this, I'd have to agree, I'll probably add it with telepathy at 9th level, except without the limitation. I feel the class is justifiably strong enough at that level to ward off other people's mental communications, I was filling in ideas for Psionic Perfection feature
Remove Mystical Recovery altogether; I just don't understand the flavor.
Mystic Recovery was originally with the UA with the same mechanics except it regained Hit Points instead of giving temporary Hit Points. I wanted the Consumptive Power feature to have some weight instead of "I sacrifice HP so I can gain it back later" without having them kill themselves outright. And thematically, it works as they are not wasting power but instead using any left over psionic energy as a temporary barrier from attacks.
Start telepathy at 1st or 2nd level with very limited range, possibly even touch. Add frequent range increases. Put more range increases in the Order of the Awakened. Allow spending psi points to temporarily increase range. Allow meditation to temporarily increase range. Add very large range increases when communicating with another telepath. It should be possible for a mid-level Awakened to communicate with another telepath from halfway across a small country.
Telepathy was originally granted at 2nd level in the UA version, I felt it was a bit much to grant full telepathy at such a low level, it would prompt a lot of multi-classing just for that as telepathy is a massive bonus for anyone as it allows you to talk to any creature within a considerable range. I feel the inhibiting range would be a distraction from the other complications of this class (mainly disciplines...) but it is a good thought, I just don't see a way I can word it without it being a clusterf---
Let us have psi limit 4, if only for a single level.
As far as I understand (as I've now looked through some of the disciplines for further research) there is not ability that is activated by spending 4 psi points, except if it gives you a range to choose from, but I do see how it can be a bit disorientating. I'll look at a way to incorporate it in.
Traditionally, every class gets something really good at 5th, 11th, and 17th levels, especially 5th. I'm not seeing anything here.
I kept this in line with the UA version as much as possible with a bit of padding here and there to smooth things out, so I don't think I'll add anything there
Consider having Potent Psionics start by adding your Int modifier to damage with psionic talents and go on to conditionally--only psychic damage, maybe--add it to damage with psionic disciplines.
I'd have to say no to that. That comes up in other class discussions (one I can think of is the Cleric with the Potent Spell-casting feature) it can get to be a bit much and with the extreme flexibility of psionic disciplines' powers, adding another number on it might be a bit much
Just because it's relevant, doesn't mean it needs to be inserted willy nilly. I saw you can still be susceptible to some psychic damage even though your mind is at peak performance. Plus it might be good for a subclass ability
At this point, you could restrict the available Orders to the Awakened, Avatar, Nomad, and maybe--but probably not--Wu Jen; maybe reduce weapon and armor proficiencies; and have a mentalist/telepath/mind-mage class. Change the name, too, of course. Maybe restrict the pool of available talents and disciplines. Then take it in the other direction for a psychic warrior class for the Immortal and Soul Knife, and maybe a more bland, generic subclass.
I don't know if I want to make it less, just more stream-lined so people can understand it. Though I will take this into consideration
Rollback Post to RevisionRollBack
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Reword Strength of the Mind to allow for the possibility that you don't have proficiency in Wisdom saving throws.
Mystics gain proficiency with Wisdom saving throws as a class feature. Strength of the Mind allows you to change that proficiency to another
Do mystics have a class feature that says, "At X level, you gain proficiency in Wisdom saving throws"? Remember that multiclassing into a class doesn't give you that class' saving throw proficiencies.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Oh that's right... Mystics just have it when you choose it at 1st level. Hm... What would you suggest then? My first thought is just allowing a player to change one proficiency with saving throws that resets after the same period. Any better ideas that I can use?
Rollback Post to RevisionRollBack
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Oh that's right... Mystics just have it when you choose it at 1st level. Hm... What would you suggest then? My first thought is just allowing a player to change one proficiency with saving throws that resets after the same period. Any better ideas that I can use?
Strength of the Mind. Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. Starting at 4th level, if you have proficiency with Dexterity, Constitution, or Wisdom saving throws, you can replace your proficiency with saving throws using that ability whenever you finish a short or long rest. To do so, choose any ability that you don't already have proficiency in saving throws using. You gain proficiency in saving throws using that ability, instead of the replaced ability. This change lasts until you finish your next short or long rest.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
FJ here,
I wasn't sure where to put this as the Mystic isn't really an 'official' WoTC material but it didn't feel right to jam it in the Unearthed Arcana section as this is my take on the class using what was giving in the UA document. If you guys thinks I should place this elsewhere, let me know. While I have yet to tackle the Mystic Orders in full (and I haven't really touched the psionic disciplines yet) I feel I can start with the base class and see if I helped/hurt the balance and fun-factor for the Mystic at all with my changes. This mostly focuses on toning down some abilities while adding some flavor and focus to others and make it more fun to fully level with this class rather than just do a few levels for multi-classing.
All of the flavor stuff and starting equipment/HP/skills are the same so I will leave them out as I left them mostly unchanged except for some minor revisions.
The largest change I made to the overall class is how many disciplines Mystics got overall and retooled the psi point distribution to follow a specific pattern up till about the end. I slightly changed the psi limit column to better line up with gaining features and made it much more like a pattern as well. The new features will be listed below
Mystic Abilities:
Psionics: As a student of psionics, you can master and use psionic talents and disciplines. Starting at 1st level, you can use Psionics as a special form of magic, distinct from spellcasting.
Mystic Order: At 1st level, you choose a Mystic Order. Each order specializes in a different approach to the power of psionics.
Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Subclass List:
Order of the Passionate (Order of the Avatar Retool) https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/12068-mystic-subclass-order-of-the-passionate-order-of
Mystical Recovery: Starting at 2nd level, you can create temporary barriers from the residual psychic energy that you use to power your psionic disciplines. Immediately after you spend psi points to activate a psionic discipline, you can use your bonus action to gain temporary Hit Points equal to the number of psi points you spent.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively, instead of taking an ability score increase, you can choose to take a Feat instead.
Strength of the Mind: Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. Starting at 4th level, during a short or long rest, if you have proficiency with either Dexterity, Constitution, or Wisdom saving throws, you can replace that proficiency with another saving throw that you do not have until your next short or long rest. You can only replace one saving throw proficiency at a time and the proficiency you changed to returns to what you originally had when you start your next short or long rest. (This changed was suggested by user Matthias_von_Schwarzwald as to give those multi-classing into Mystic a chance to use this ability)
Potent Psionics: At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage to that target.
When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make with a psionic talent.
Telepathy: At 9th level, your mind awakens so you can communicate telepathically with others. You can choose to telepathically speak to any creature you can see within 120 ft of you in this manner. You don’t need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language or be telepathic itself.
Additionally, Your thoughts can't be read through telepathy, magic, or any other means, unless you allow it.
Consumptive Power: At 10th level, you gain the ability to sacrifice your physical health and transform that pain into psionic energy. When you activate a psionic discipline and have less than half of your psi point maximum, you can choose to pay its psi point cost with your Hit Points instead. If you do so, your current Hit Points and Hit Point maximum are reduced by the number of Hit Points you spent on the psionic discipline. This reduction can’t be lessened in any way and the reduction to your Hit Point maximum lasts until you finish a long rest.
You can use this ability a number of times equal to your Intelligence modifier (minimum of 1). Once you expend all of the uses, you cannot use this feature again until you finish a long rest.
Direct Mental Connection: Beginning at 11th level, you can temporarily touch the mind of others and enlighten them so they can share a fraction of your innate power. After you finish a long rest, you can choose one ally or friendly creature that you can know within 60 ft of you. The chosen creature must have an Intelligence score of 8 or higher and must consent to this connection. When connected, you and the allied creature can initiate telepathic communication with each other and you always know where the creature is, as long as they are on the same plane of existence, and vise versa.
Additionally, when you choose a new psychic focus benefit, you can spend 7 psi points and give the connected creature access to that benefit as long as they are within 60 ft of you, until you choose a new psychic benefit or you lose contact with the creature. If they move more than 60 ft from you, they lose access to your current psychic focus benefit but regain it when they are within 60 ft of you again.
At the end of your next long rest, you can choose a different creature or keep your connection with the same creature as long as they are within 60 ft of you.
Psionic Mastery: At 15th level, through your rigorous training, you begin to become more adept at pushing your mind past its usual limit. Once per long rest, while you are benefiting from a psychic focus from one of your psionic disciplines, you can cast an ability from that psionic discipline without having to spend psi points. You can use any ability from that psionic discipline as long as it requires an action or less to cast. (NOTE!: I'm not sure about the wording for this ability, I do honestly need some help with it)
At 20th level, you can use this feature up to two times per long rest.
Psionic Perfection: At 20th level, your mind has transcended past known understanding and your body is consequently affected by it. You gain the following benefits:
So let me know what you think in a comment below and tell me how I can improve and leave suggestions on what I should do for the subclasses as well if you have any. Also, you guys can use this as a class for your home games, I really don't mind, just give credit where credit is due.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
First off, I love Psionic Perfection. There are a few things I would change about the class.
First, I would put "your thoughts can't be read by telepathy or other means unless you allow it" at a significantly lower level--say, the same level you get telepathy--with some sort of limitation that reflects that anyone with a stronger mind than yours can overpower your mental defenses.
Remove Mystical Recovery altogether; I just don't understand the flavor.
Start telepathy at 1st or 2nd level with very limited range, possibly even touch. Add frequent range increases. Put more range increases in the Order of the Awakened. Allow spending psi points to temporarily increase range. Allow meditation to temporarily increase range. Add very large range increases when communicating with another telepath. It should be possible for a mid-level Awakened to communicate with another telepath from halfway across a small country.
Reword Strength of the Mind to allow for the possibility that you don't have proficiency in Wisdom saving throws.
Let us have psi limit 4, if only for a single level.
Traditionally, every class gets something really good at 5th, 11th, and 17th levels, especially 5th. I'm not seeing anything here.
Consider having Potent Psionics start by adding your Int modifier to damage with psionic talents and go on to conditionally--only psychic damage, maybe--add it to damage with psionic disciplines.
Stick resistance to psychic damage somewhere.
At this point, you could restrict the available Orders to the Awakened, Avatar, Nomad, and maybe--but probably not--Wu Jen; maybe reduce weapon and armor proficiencies; and have a mentalist/telepath/mind-mage class. Change the name, too, of course. Maybe restrict the pool of available talents and disciplines. Then take it in the other direction for a psychic warrior class for the Immortal and Soul Knife, and maybe a more bland, generic subclass.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Oh that's right... Mystics just have it when you choose it at 1st level. Hm... What would you suggest then? My first thought is just allowing a player to change one proficiency with saving throws that resets after the same period. Any better ideas that I can use?
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Alright thanks! I'll play with the wording so I'm not copy pasting your idea. Thanks for the feedback, really helped
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Sad to hear mystic class is dead
Very true for legal play, but hopefully people can use this in their home games and have fun with the concept.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1