I personally think that Mystic in its current state is a tad overpowered. The amount of versatility it offers (especially at low and mid level play) is absolultely unmatched. At high levels the class may end up outshined by other pure spellcasters (wizards, for one), but some Orders are just way too strong at the moment. The Order of the Avatar looks absolutely gorgeous though, the epitome of controller/buffer/debuffer character. I'd have to cooperate with DM if we ever make a homebrew to make Mystic less overpowered just so I can play an Avatar Mystic.
I rebuilt a level 15 character(Rouge8/ Warlock 7) I had lying around into a Mystic (14/ Rogue 1) that looks like a lot of fun to play and has almost, but not quite, the same basic abillities and tactics. It ended up having more firepower. It's a versatile looking class and I'd love to run/play a party where all PCs were mystics, because each character would be incredibly different.
There are a few nitpicks. S me math feels off, some abilities need reworded to define what you can or can't do with them, but I like the look of it a lot.
Rollback Post to RevisionRollBack
Check out my [website], where I have a webcomic and occasionally write D&D related Articles
From my first impressions, the Mystic steps on the toes of the class/archetype features of too many other classes. For example, Potent Psionics being "always on", is a better version of several other classes weapon bonus damage skills including at least one fighter class (Rangers)...and compare Psionic Body with all the other class features that it is just better than that do the same thing, but not as well.
Telepathy, much like 3 dimensional movement abilities, alters game play considerably...having it at level 2 onward will dramatically change the flow of the game.
I think the entire class would be better served to be split into Archetypes for other classes.
Some of the options are a little overpowered, but overall I like the direction the class is going. I like the floating skill slot idea from Nomad Mind, but it essentially makes you proficient in everything. It outshines the bard's jack of all trades and knowledge cleric's floating knowledge slot by quiet a bit. Hopefully they will nerf it from a bonus action to a short rest ability.
The thing that struck me as odd if there doesn't seem to be a way to get a second attack per round. I like the idea of either an Immortal or a Soulknife, but I feel with a single attack per round even at higher levels I would be left behind.
Rollback Post to RevisionRollBack
"I'm saying we should remove the carrot and walk forward with our eyes open!” -Raistlin
The Mystic is currently OP, The 2 extra disciplines that majority of orders get need to be cut down to 1 extra - by 7th level the Mystic has so many options it becomes more versatile than the Wizard. There is a lot of tweaking I would do before I let any of my players run one (and I'd love to tell WotC my thoughts but the idea of filling in sliding scales of every single feat and feature is killing me).
While the numbers certainly need a bit of tweaking, I feel that the Mystic is ready for print (aside from the aforementioned required tweaking of some numbers). My only complaint is that Immortal should get armour, and Soul Knife should be the one with Unarmoured Defence (which should key off of Int rather than Con)
Rollback Post to RevisionRollBack
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
The thing that struck me as odd if there doesn't seem to be a way to get a second attack per round. I like the idea of either an Immortal or a Soulknife, but I feel with a single attack per round even at higher levels I would be left behind.
You'd get the second attack as a bonus action as per standard two-weapon fighting rules, but no fighting styles means no adding your attribute bonus to the damage.
Thing for me, and I don't know if I've missed something here, is that by 3rd level Soul Knife mystics can make their weapons +4 for 10 minutes twice per long rest. The psi limit applies to disciplines, but Hone the Blade is a class feature, not a discipline. My group hasn't actually tried out the Mystic, yet, so maybe that's not as overpowered as I'm anticipating? Seems pretty broken, though.
Loving the class itself, though, even if it still needs to go through a load of balancing. I agree that a whole party of mystics could potentially make for a nice, versatile party.
I think you missed the psi limits. At 3rd level, you can only boost the soul knife +1. At 5th, you can go up to +2, and it isn't until 9th level that you can boost your soul knives to +4.
My two big gripes with the class is Soul Knife and the Psionic Talents.
I think Soul Knife should be its own class. IMHO, it's meant to be a melee class augmented by psionics. By making it a Mystic Order I feel it isn't doing the class justice. If it is its own class, then you can limit the number of disciplines/talents it gets and change some of the class features to fit the build better.
As for Psionic Talents, the problem is I like them too much, but you are limited in the number you know and, as far as I can tell, there's no way to change them once you pick it; at least with Disciplines, you can change them when you level. I think at least one of the orders should give you more Talents Known. The Awakened?
As for Psionic Talents, the problem is I like them too much, but you are limited in the number you know and, as far as I can tell, there's no way to change them once you pick it; at least with Disciplines, you can change them when you level. I think at least one of the orders should give you more Talents Known. The Awakened?
I think talents are akin to cantrips, and those are very hard to get more of.
I think talents are akin to cantrips, and those are very hard to get more of.
Thing is though, you can get more. By being a sorcerer you can get up to 6 without multiclassing, taking a feat, or picking a race for a cantrip. However with these talents, you can only ever get 4 and alot of them are really good making it an antagonizing decision.
Side note, i think i have a fairly powerful build
Order of the Soul Knife lvl 14 with the Brute Force discipline... at lvl 14 attacks with the Soul Knives go against AC 10 no matter what the targets real AC is, the knives now do 3d8 psychic damage, add in the two features from Brute force that let you add damage die i.e. 7d6 psychic and 7d6 bludgeoning... this makes for one hell of a Nova round that you can do 4 times each long rest.
Thats a total of 3d8+14d6 (assuming they fail their saving throw if not its only a 3d8+7d6)
The general consensus seems to be that it's too versatile at the moment. One mystic can easily do a number of other classes' jobs without sacrificing much. If you total it up, there are 40 disciplines, each with an average of 4.25 "abilities" each (focus included). With 10 disciplines, that is a total of 42/43 abilties available to a mystic at any time. A level 20 wizard, the "versatile" spellcaster, can only prepare up to 25 spells (assuming Int is 20), plus cantrips. The difference is a bit much.
Just reduce the total number of disciplines a mystic can know and that should fix the main problem that most people have.
The general consensus seems to be that it's too versatile at the moment. One mystic can easily do a number of other classes' jobs without sacrificing much. If you total it up, there are 40 disciplines, each with an average of 4.25 "abilities" each (focus included). With 10 disciplines, that is a total of 42/43 abilties available to a mystic at any time. A level 20 wizard, the "versatile" spellcaster, can only prepare up to 25 spells (assuming Int is 20), plus cantrips. The difference is a bit much.
Just reduce the total number of disciplines a mystic can know and that should fix the main problem that most people have.
This a thousand times over. Even Clerics with their Domain spells don't have this many.
I think it's one of, if not the, most versatile classes in the new edition. What do you guys think? Any build someone already came up with?
Check out all my important links here.
May we live in Less Interesting Times
I've got some thoughts on the Mystic, but they keep getting eaten by the triggerhappy A.I. Hopefully they'll show up soon.
⬐ If you thought I added value to the conversation, please let me know!
I personally think that Mystic in its current state is a tad overpowered. The amount of versatility it offers (especially at low and mid level play) is absolultely unmatched. At high levels the class may end up outshined by other pure spellcasters (wizards, for one), but some Orders are just way too strong at the moment. The Order of the Avatar looks absolutely gorgeous though, the epitome of controller/buffer/debuffer character. I'd have to cooperate with DM if we ever make a homebrew to make Mystic less overpowered just so I can play an Avatar Mystic.
Start from the beginning and go on till the end; then stop.
I rebuilt a level 15 character(Rouge8/ Warlock 7) I had lying around into a Mystic (14/ Rogue 1) that looks like a lot of fun to play and has almost, but not quite, the same basic abillities and tactics. It ended up having more firepower. It's a versatile looking class and I'd love to run/play a party where all PCs were mystics, because each character would be incredibly different.
There are a few nitpicks. S me math feels off, some abilities need reworded to define what you can or can't do with them, but I like the look of it a lot.
Check out my [website], where I have a webcomic and occasionally write D&D related Articles
On Twitter as @mattwandcow
From my first impressions, the Mystic steps on the toes of the class/archetype features of too many other classes. For example, Potent Psionics being "always on", is a better version of several other classes weapon bonus damage skills including at least one fighter class (Rangers)...and compare Psionic Body with all the other class features that it is just better than that do the same thing, but not as well.
Telepathy, much like 3 dimensional movement abilities, alters game play considerably...having it at level 2 onward will dramatically change the flow of the game.
I think the entire class would be better served to be split into Archetypes for other classes.
I'm a big fan of the Awakened, I plan on playing a Barbarian/Awakened(Awoken?) assuming there isn't a conflict between psychic focus and raging.
Some of the options are a little overpowered, but overall I like the direction the class is going. I like the floating skill slot idea from Nomad Mind, but it essentially makes you proficient in everything. It outshines the bard's jack of all trades and knowledge cleric's floating knowledge slot by quiet a bit. Hopefully they will nerf it from a bonus action to a short rest ability.
I've been toying around multiclassing an Order of the Soul knife Mystic into a Monk, have the Soul knife with Flurry of blows.....
From the darkest dungeons, to the brightest mountaintops, there is always a little lore to learn along the way.
I love all the options. For someone who loves playing the overly optimized wizard, the Mystic is a dream come true for me.
Hell yeah I am going to Polymorph the boss into a Rabbit. I have always wanted a being a pure evil stuffed into a ball of fluff.
The thing that struck me as odd if there doesn't seem to be a way to get a second attack per round. I like the idea of either an Immortal or a Soulknife, but I feel with a single attack per round even at higher levels I would be left behind.
"I'm saying we should remove the carrot and walk forward with our eyes open!” -Raistlin
"I'm saying we should remove the carrot and walk forward with our eyes open!” -Raistlin
The Mystic is currently OP, The 2 extra disciplines that majority of orders get need to be cut down to 1 extra - by 7th level the Mystic has so many options it becomes more versatile than the Wizard. There is a lot of tweaking I would do before I let any of my players run one (and I'd love to tell WotC my thoughts but the idea of filling in sliding scales of every single feat and feature is killing me).
Site Rules & Guidelines || How to Tooltip || Contact Support || Changelog || Pricing FAQ || Homebrew FAQ
If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
While the numbers certainly need a bit of tweaking, I feel that the Mystic is ready for print (aside from the aforementioned required tweaking of some numbers). My only complaint is that Immortal should get armour, and Soul Knife should be the one with Unarmoured Defence (which should key off of Int rather than Con)
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
I think you missed the psi limits. At 3rd level, you can only boost the soul knife +1. At 5th, you can go up to +2, and it isn't until 9th level that you can boost your soul knives to +4.
Attacking the Darkness- Since 2015
My two big gripes with the class is Soul Knife and the Psionic Talents.
I think Soul Knife should be its own class. IMHO, it's meant to be a melee class augmented by psionics. By making it a Mystic Order I feel it isn't doing the class justice. If it is its own class, then you can limit the number of disciplines/talents it gets and change some of the class features to fit the build better.
As for Psionic Talents, the problem is I like them too much, but you are limited in the number you know and, as far as I can tell, there's no way to change them once you pick it; at least with Disciplines, you can change them when you level. I think at least one of the orders should give you more Talents Known. The Awakened?
Order of the Soul Knife lvl 14 with the Brute Force discipline... at lvl 14 attacks with the Soul Knives go against AC 10 no matter what the targets real AC is, the knives now do 3d8 psychic damage, add in the two features from Brute force that let you add damage die i.e. 7d6 psychic and 7d6 bludgeoning... this makes for one hell of a Nova round that you can do 4 times each long rest.
Thats a total of 3d8+14d6 (assuming they fail their saving throw if not its only a 3d8+7d6)
The general consensus seems to be that it's too versatile at the moment. One mystic can easily do a number of other classes' jobs without sacrificing much. If you total it up, there are 40 disciplines, each with an average of 4.25 "abilities" each (focus included). With 10 disciplines, that is a total of 42/43 abilties available to a mystic at any time. A level 20 wizard, the "versatile" spellcaster, can only prepare up to 25 spells (assuming Int is 20), plus cantrips. The difference is a bit much.
Just reduce the total number of disciplines a mystic can know and that should fix the main problem that most people have.
Site Rules & Guidelines || How to Tooltip || Contact Support || Changelog || Pricing FAQ || Homebrew FAQ
If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of