I tried a 4th level mystic of the Order of the Awakened (Faction Agent Harper, investigator type) I nerfed it first following some comments. I reduced his Discipline bonus to 1. I changed the focus of Nomadic Mind: after a long rest choose one skill or tool and you become proficiency with it when you have your focus. I compared focus as cantrip. So no more talent is just fine with me. After some session I found it not that much OP and about the versatility: yes but as much as a Mage diviner or Cleric with Knowledge. I considering leaving his 2 disciplines bonus and changing the focus for Nomadic Mind for short rest. I'll try it again to see how's going.
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.
Well, I thinking about the changes, I really expect a 6th lvl second attack per round just for immortal and soulknife. And the Immortals keep the heavy armor profiences instead cons + dex on AC.
Those things are the truly differences this orders from others.
I love how the Mystic UA made psionics mechanically different from magic and pretty darn streamlined to use. Also, now that a psionics mechanic is out there, I'm hoping the Kalshtar race from Eberron may make an appearance in a UA (and as the artificer is up on another UA...maybe an updated Eberron UA or sourcebook!)
I can see how you interpret that idea but it really isnt the case.
Taking no falling damage whilst focused on elemental air could be used to break games so easily. Also mid combat. Could be used to drop away from a close call in combat by jumping off the top of the tower said combat is taking place in for instance. At level one versatile abilities like that are just broken if your trying to play a relatively realistic game of dnd.
Also the psychic focus being able to be changed as a bonus action has definite mid combat uses. I.E. being able to change your focus from elemental water to elemental fire once youve swum across the river that was blocking your party from coming across, and roasting the enemy with extra fire damage from your psychic focus that you changed before your action as a bonus action before your turn. This is one of many examples i can think of concerning the bonus action ability for psychic focus.
Firstly with ignore falling damage other classes have ways around it at low/mid range levels I mean a number of spell casters can take feather fall at which point you whole party takes no falling damage. And yes great you can avoid one of many tools a dm can use to flumux the party but every class have abilities that allow them to mess with dms plans they are all different and non-antagonistic DMs should be encouraging players to use their abilities in different ways to problem solve. So long as you tell your dm what you can do so they can come up for scenarios around those actions. Also yes your bonus action can be used to change your focus i think this is actually ok. Primarily because that is using up your bonus action which I have often found playing and DMing is the most used action cause so many things need that slot that you will often find other abilities are competing with the change of focus for your bonus action.
Also in your example I do not find it OP that you can go from what is effectivly a racial trait ability with no combat use (swimming) to having a cantrip grade damaging effect up for the fight. so yeah you are ready for combat. And because you may have left your party behind you are still outnumbered. also you may then go okay i run from the fight and go back to swimming bonus action to swim that is fine cause the dm gives those monsters attack of opertunity. Like I would say nothing you are doing is broken cause there are times you will be the class stuck climbing the metephorical rope ladder while another class is floating down cause their ability.
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Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 1 Hexblade Warlock
I started playing an Immortal Mystic at level 1 prior to the most recent release of the class. I was very disappointed and felt it became quite broken with the most recent release. Most importantly, my character lost his armor, shield and weapon proficiencies. It basically made him useless. The Immortal is supposed to be a knight class, but he has no martial proficiency nor any armor proficiency. The Immortal unarmored defense bonus is lacking because it removes the ability to use shields that even the Barbarian gets. I think the armor, shield and martial weapons should be given back to the Immortal and the unarmored should be used for Soul Knife as it would make more sense. Another thing that got changed that I highly disliked and think should be put back is Celerity and the ability to "haste" one's self. For 3 psi points, I could in V2 give myself an extra attack. This worked great for my Immortal build and I believe would benefit the lack of a second attack missing from this class if it gives a melee attack. Spend 3 psi points and get an extra melee attack. When you are in battle, it isn't very many points, it allows you to get that attack in without feeling like it is crippling you like it can currently for 5 psi points.
My character is now level 6, and I agree I am a little stronger than some of the other players, but certainly not OP. The monk easily out does me regularly when it comes to damage if I am being conservative with my psi points. Even if I am not, there is a lot of build-up that occurs. Using actions and bonus actions to enhance myself before the fight gets in full swing first, and by the time I am in combat, I am not doing a lot. I am quite versatile though between range and melee.
Things that I agree need re-wording. The talents. They say that the creatures have to make saves against damage for most things, but if they take any of the damage then they are pushed, knocked prone, etc. In the game I am playing, we are reading that to mean that a save takes half damage and the creature will be knocked prone regardless. However, I could easily see where a save could mean no damage and no effects.
Agreeing with what others have stated, the mystic does become quite limited later on. There are a number of disciplines that have useless/low effect abilities once you get higher up in level. I also use a number of my disciplines for very specific situations while others are lost completely. The biggest benefit of most disciplines is the focus. Though, the changing on a bonus action should potentially be nerfed. Perhaps a limit on how many times you can do it per rest. I would think up to half your character level per rest (minimum 1). That way it prevents people from popping in and out of focuses to benefit individual situations.
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.
These were my thoughts exactly. I currently have a 7th level Mystic. I'm not even that high of a level yet and I can already see the power creep coming in terms of versatility. My Mystic is of the Order of the Awakened and is generally just a weird guy who is very much into the "mind" -- anything that involves messing/interacting with people's minds or having precognitive abilities is straight up his alley (he was originally a Divination Wizard before I converted him to a Mystic). That being said, there are only so many disciplines that play to that for my character specifically RP-wise:
I told my DM that I'm not even really interested in the remaining 4 disciplines that I will technically have access to on my way up to level 20, because choosing any other disciplines outside of the above 6 will not only potentially exacerbate the versatility issue, but it will actually water down what my character is about, which I don't want (i.e., choosing Adaptive Body would be fantastic for combat and would fill a niche in my party that is currently not being covered, but it makes zero sense for my Mystic to actually have that discipline). It's definitely a strange problem to have, and I definitely think that having 10 disciplines by the time you are level 20 is just entirely too many.
All the people who are saying the mystic class is OP are the same people who say bastion from overwatch is OP
the short answer for this is he's not and the short answer is the mystic is not
all you need to do is play a little time with it and get a broader view of it to see its strengths AND WEAKNESSES instead of just reading it and saying its OP.
because if we'd judge everything by just reading it in dnd then the fighter would be boring, the barbarian's rage would be pointless, multiclassing would be OP and rangers would be fun.
Not to get off topic, but rangers are fun. 1d8 from weapon, 1d6 from hunter's mark, 1d8 from Colossus Slayer if the target's already damaged, plus your Dex modifier, for an average of 15.5 damage per round at 3rd level, assuming optimal conditions (optimal conditions being +3 Dex, an already-damaged enemy, use of one 1st-level spell slot (duration: concentration, up to 1 hour), and a hit.) Your attack bonus should be 2 (Archery Fighting Style) plus 2 (proficiency bonus) plus 3 (Dex modifier) for a total of +7 to hit. And as a ranged specialist, you're probably not going to be attacked very often. At 5th level, against a single target, with hunter's mark up, you do 3d8+2d6+8, assuming you used your ASI to get Dex up to +4, for an average of 28.5, at +9 to hit. There are only two weaknesses in this build; melee and things that are resistant or immune to piercing damage. For melee, if your DM will let you, multiclass one level into fighter and pick up the Unearthed Arcana Close-Quarters Shooting Fighting Style to ignore the disadvantage from using a ranged weapon in melee and get an extra +1 to hit. Fun. My DM was a bit terrified of my 4th-level ranger using this build.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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).
I got halfway through and thought, "why the heck am I doing this again?". Most of the abilities I didn't really care about and they seemed fine, there were only a few I felt deserved to actually be voted one one way or another
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
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.
These were my thoughts exactly. I currently have a 7th level Mystic. I'm not even that high of a level yet and I can already see the power creep coming in terms of versatility. My Mystic is of the Order of the Awakened and is generally just a weird guy who is very much into the "mind" -- anything that involves messing/interacting with people's minds or having precognitive abilities is straight up his alley (he was originally a Divination Wizard before I converted him to a Mystic). That being said, there are only so many disciplines that play to that for my character specifically RP-wise:
I told my DM that I'm not even really interested in the remaining 4 disciplines that I will technically have access to on my way up to level 20, because choosing any other disciplines outside of the above 6 will not only potentially exacerbate the versatility issue, but it will actually water down what my character is about, which I don't want (i.e., choosing Adaptive Body would be fantastic for combat and would fill a niche in my party that is currently not being covered, but it makes zero sense for my Mystic to actually have that discipline). It's definitely a strange problem to have, and I definitely think that having 10 disciplines by the time you are level 20 is just entirely too many.
Yeah, I have players that won't play spellcasters because they don't want to be overwhelmed by options (my wife is a level 3 Shadow Monk and was already complaining about having to remember everything she can do). If I showed this class to her, she'd slap me silly.
While I like having the options, I think it would be better if they did it like 3e psion class, where you chose your specialty and that was your spellcasting modifier and the spells you got. Dex-based psions were nomads, Cha-based psions were telepaths, Con-based psions were telekentics, etc... It would leave the same versatility for the class itself, but only until you selected your subclass (having access to ONLY the disciplines IN your subclass). If your group needed a tank/bruiser, pick the Strength psion; a controller, pick the Charisma psion; a quick and nimble character, pick the Dexterity psion; a blaster, pick the Int/Con based psion; a healer/diviner pick the Wisdom psion
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
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
You can't make it +4 until 15th level. If no one answered you about it... The most Psi Points you can spend at 3rd level is 3, that's a +1. I think you got the Psi Point total and the Psi Point limit confused. I did at first too, though. lol
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"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I love how the Mystic UA made psionics mechanically different from magic and pretty darn streamlined to use. Also, now that a psionics mechanic is out there, I'm hoping the Kalshtar race from Eberron may make an appearance in a UA (and as the artificer is up on another UA...maybe an updated Eberron UA or sourcebook!)
We actually worked on some Kalashtar builds for 5e, if you start on the page I link to this post you'll see what we did with it. Please add your input as well! :)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
One issue that I didn't see mentioned (though I skipped a page is the discussion) is actually multi classing. The mystic seems way too strong as a multiclassing option due to the number of options they start with. Just by taking one point in mystic, you get three full disciplines, an order and it's bonuses, and a talent. Now this is somewhat balanced by only having 4 points, however at level 3 you have 14 points another talent, and another discipline. It seems too much for so few levels. I have played a couple mini campaigns with various classes multiclassing into mystic and even with one level it seems to mostly address almost every classes weaknesses. Do you lack utility? Not anymore you have tons of it. Bad at range? well now you have several options. Need some melee options? You can go for that too if needed. I agree with the opinion that the mystic is not too strong on it's own because of the damage and psi limitations, but you can pair it with a very strong specialized class and have the best of both worlds with very little cost. That's my opinion at least.
I have been playing the mystic in a home game. I started at 1st level and am now up to 7th. and all seven levels have been a blast. The mystic is a little overpowered. A few of the disciplines need work. The psionic restoration has a very strong heal 1d8 per psi point spent. The psionic blast from the psionic assault discipline 1d8 per psi point spent but it just hits. No save no attack roll. I'm hoping that was a mistake otherwise I feel that's just insane damage. It is a magic missile on steroids. The mystic is by far my favorite class I've ever played. lots of versatility and the character is just all around a fun concept. Arrav just scares the heck out of everyone by just talking telepathically
I have been playing the mystic in a home game. I started at 1st level and am now up to 7th. and all seven levels have been a blast. The mystic is a little overpowered. A few of the disciplines need work. The psionic restoration has a very strong heal 1d8 per psi point spent. The psionic blast from the psionic assault discipline 1d8 per psi point spent but it just hits. No save no attack roll. I'm hoping that was a mistake otherwise I feel that's just insane damage. It is a magic missile on steroids. The mystic is by far my favorite class I've ever played. lots of versatility and the character is just all around a fun concept. Arrav just scares the heck out of everyone by just talking telepathically
I've been playing a Mystic on a forum thread here and he has been a blast. Ren has been one of my favorite characters I have ever played. I do feel like they get too many Discipline choices that should be streamlined a bit, more specific if you will. Indeed, Psionic Restoration has been useful but also has kept my party alive. Without a healer on the ground, the ability to heal for (now 7) d8 per psi point has been game-changing. Now, once you're spent, you're spent. But there is a balance to keeping your Psi Points in check and controlling a battle.
I have chosen the Order of the Nomad. This is my Disciplines I have picked for Ren:
Third Eye (Nomad Discipline)- This is one power I rarely use, I know you can switch out when you level up...but I decided not to do that because then it would make the Mystic TOO versatile.
Nomadic Step (Nomad Discipline)- This power has kept me and mine alive more often than not. I just used the ability called Memory of a Thousand Steps and it saved my ass! If I didn't teleport the round before, I would have been dead. (Drow mage+lightning=almost dead Mystic!)
Nomadic Mind (Nomad Discipline)- Powerhouse ability! Yes, a lot of the powers take some time to use, but you can't help but notice the strength of the focus of this discipline. As long as you're focused you can become proficient with any skill or tool. Alternatively, you can also choose a language. It has been so helpful, but I think it does need a rework to stay balanced. Bards have the ability to make any skill check untrained, but not to pick up languages or schools. Now, it's all in the write up of what a Psion is, but DANG! This is a game-breaking ability.
Telepathic Contact (Awakened Discipline)- YES. YES. YES. From a player standpoint, and going against dumb giants with low Intelligence saves; amazing. If I was a DM, it would frustrate me. The ability to make a creature believe ten (10) words for five minutes has been dangerous. I have convinced Giants that their allies are their enemies, made creatures run from fights and even made one barbarian chief beg to be murdered. (Occluded Mind) The best (or worse, depends on who is talking, I reckon) thing about this power, it only cost 2 Psi Points! And that's just one of the amazing abilities granted by this Discipline. Broken Will, Psychic Grip and now I have access to Psychic Domination. Holy heck, it's been one crazy ride with this power.
Psionic Restoration (Immortal Discipline)- If you are short a Cleric like we are, this is a great back up power. I have used it a lot more than I thought I would need to. I am glad I have taken it, but it is a very powerful healing ability at low levels. Even high levels. 7d8 healing is nothing to shake a fist at, especially at 9th level. It does burn through Psi Points rather quickly when you are trying to keep your raging barbarian and brave ranger alive. (And their pet bears...long story short, Ordo Ursa.)
Mastery of Air (Wu Jen Discipline)- FLYING! Enough said lol
Mantle of Command (Avatar Discipline)- The newest power I have acquired and one of the most fun too. I have the ability to help my comrades in arms take extra movements and attacks against creatures. It has been very helpful thus far and I kind of wish I would have taken it sooner. But getting it at 9th level, full power...worth the dang wait! Commander's Sight and Overwhelming Attack have been crazy awesome. Commander's Sight gives all my allies Advantage on a creature I can see within 60 feet for one round and Overwhelming Attack gives five of my allies the ability to take another full attack action on my turn. FINISH HIM.
All in all, I love this class. Yes, they are strong and should not be used lightly. I don't think they should be cross-classed into, being a Mystic you should start out as one. This isn't something a Wizard will just become one day, it shouldn't work like that. But, it's in the rules of the game (unofficially right now) so I would allow the cross-classing in my games. I mean, I have a DM letting me play one out so I couldn't deny someone wanting to check out this awesome class. With my power, I have done a lot of craziness and really shaped encounters to better suit my party's needs. That has been the most fun, helping my brothers and sisters in arms. Should the Mystic be re-worked by the developers? Hell yes! But it's close to perfect. That's why we playtest. It's almost there, just a few tweaks and I think it'll find it's balance. Kudos to Wizards for making such a beast class that has been a blast to play.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I am playing a Githzerai Monk/Mystic. I have just started out (1/monk, 1/Mystic). I have taken the Awakened Order but my initial discipline was Bestial Form because it made sense that this would help him survive the chaos of Limbo. I took Psychic Assault and Precognition as my two order disciplines.
The focus for Bestial Form is advantage on animal handling (which is basically useless to me). Powers: Bestial Transformation: amphibious (breathe underwater), climb, swim, advantage on perception, +2 to AC. Claws: 1d10 per Psi point (2d10 max right now) melee damage
Precognition: Focus: advantage on initiative rolls. Power: 1d4 to saves, attacks or abilities.
Psychic Assault: Focus: + 2 damage to Talents that do psychic damage. Power: Psionic Blast: ranged attack 60', 1d8 per psi point (2d8 max right now), no attack or save
Talent: Mind Thrust: Ranged 120', 1d10, int save negates. (Only talent that does psychic damage)
Githzerai Powers: Monastic training +1 to unarmored ac, Invisible Mage Hand
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.
OK this is a strange argument, if you are going for a versatile Wizard you would be preparing your 25 spells plus cantrips and then have every Ritual spell to assist you outside of combat situations. That makes your total available options a staggering: 25 (spells) + 5 Cantrips + 21 Rituals = 51 options, so yeah still the most versatile.
I build my wizards to always have 1-2 rituals added per level to ensure i can handle any situation that comes up, i never prepare comprehend languages, water breathing, detect magic, identify, or Tiny hut for example.
I've been playing a Mystic since the start of ToA. I love it. My critique would be similar to what I have seen in this thread. I think that they need to be able to specialize a bit more into a particular discipline. I like the ability to dip into other disciplines for sure, but want to designate my specialty in a particular discipline. When I do, I should be better at it than someone dipping in, and I should have more options with that discipline. I tend to think that the devs know this and are just putting lots of disc. options out there for us to test out.
I've switched my character to a Mystic in our Tyranny of Dragons campaign. It's not incredibly powerful. With 27 psi point per long rest, I'm feeling rather limited. But it is incredibly versatile. I also wish I would have to choose fewer disciplines but each one be more comprehensive and more powerful. I also think the psi limit advances too fast because I can now, at level 5, technically cast Revivify for 1/5 my power with no material components.
I love it because it can take almost any role and it's actually very difficult to play but, currently, it's too wide and not deep enough.
In my campaign one of the players has Knight as his background - which gives him 3 retainers. Now, according to the rules, they're supposed to be background characters not really doing anything other than like cooking and taking care of his stuff. But I though that would be boring. So I talked to my group about it, and we agreed to have them more involved in the game. They don't fight unless they have to, but they are quite active in the roleplay - which is a blast, btw. What I did not tell them, is that I gave them all background stories and a class. One of them is a Mystic, and it's so much fun playing her (and watching the others trying to figure out what each of them is). And it's a good way to try out that class. It fascinated me the moment I first read about it, but I agree that they're a bit OP. This way it's great. I can try out the kinks and since they rarely fight, they don't level up as fast as the others - that way she is never more powerful than the players, but non of them can be killed too easily by the enemies as the story goes on. And it does make sense. They ARE on the road getting experiences and learning stuff! But it really is a great way to try out the class. I'd love to play a Mystic for real in a campaign, but I would talk with the DM and tweak a couple of things.
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I tried a 4th level mystic of the Order of the Awakened (Faction Agent Harper, investigator type) I nerfed it first following some comments. I reduced his Discipline bonus to 1. I changed the focus of Nomadic Mind: after a long rest choose one skill or tool and you become proficiency with it when you have your focus. I compared focus as cantrip. So no more talent is just fine with me. After some session I found it not that much OP and about the versatility: yes but as much as a Mage diviner or Cleric with Knowledge. I considering leaving his 2 disciplines bonus and changing the focus for Nomadic Mind for short rest. I'll try it again to see how's going.
Player since 1982 and DM since 1990.
I love how the Mystic UA made psionics mechanically different from magic and pretty darn streamlined to use. Also, now that a psionics mechanic is out there, I'm hoping the Kalshtar race from Eberron may make an appearance in a UA (and as the artificer is up on another UA...maybe an updated Eberron UA or sourcebook!)
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
I started playing an Immortal Mystic at level 1 prior to the most recent release of the class. I was very disappointed and felt it became quite broken with the most recent release. Most importantly, my character lost his armor, shield and weapon proficiencies. It basically made him useless. The Immortal is supposed to be a knight class, but he has no martial proficiency nor any armor proficiency. The Immortal unarmored defense bonus is lacking because it removes the ability to use shields that even the Barbarian gets. I think the armor, shield and martial weapons should be given back to the Immortal and the unarmored should be used for Soul Knife as it would make more sense. Another thing that got changed that I highly disliked and think should be put back is Celerity and the ability to "haste" one's self. For 3 psi points, I could in V2 give myself an extra attack. This worked great for my Immortal build and I believe would benefit the lack of a second attack missing from this class if it gives a melee attack. Spend 3 psi points and get an extra melee attack. When you are in battle, it isn't very many points, it allows you to get that attack in without feeling like it is crippling you like it can currently for 5 psi points.
My character is now level 6, and I agree I am a little stronger than some of the other players, but certainly not OP. The monk easily out does me regularly when it comes to damage if I am being conservative with my psi points. Even if I am not, there is a lot of build-up that occurs. Using actions and bonus actions to enhance myself before the fight gets in full swing first, and by the time I am in combat, I am not doing a lot. I am quite versatile though between range and melee.
Things that I agree need re-wording. The talents. They say that the creatures have to make saves against damage for most things, but if they take any of the damage then they are pushed, knocked prone, etc. In the game I am playing, we are reading that to mean that a save takes half damage and the creature will be knocked prone regardless. However, I could easily see where a save could mean no damage and no effects.
Agreeing with what others have stated, the mystic does become quite limited later on. There are a number of disciplines that have useless/low effect abilities once you get higher up in level. I also use a number of my disciplines for very specific situations while others are lost completely. The biggest benefit of most disciplines is the focus. Though, the changing on a bonus action should potentially be nerfed. Perhaps a limit on how many times you can do it per rest. I would think up to half your character level per rest (minimum 1). That way it prevents people from popping in and out of focuses to benefit individual situations.
Psychic Assault
Psychic Disruption
Psychic Phantoms
Nomadic Mind
Telepathic Contact
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
While I like having the options, I think it would be better if they did it like 3e psion class, where you chose your specialty and that was your spellcasting modifier and the spells you got. Dex-based psions were nomads, Cha-based psions were telepaths, Con-based psions were telekentics, etc... It would leave the same versatility for the class itself, but only until you selected your subclass (having access to ONLY the disciplines IN your subclass). If your group needed a tank/bruiser, pick the Strength psion; a controller, pick the Charisma psion; a quick and nimble character, pick the Dexterity psion; a blaster, pick the Int/Con based psion; a healer/diviner pick the Wisdom psion
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Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
You can't make it +4 until 15th level. If no one answered you about it... The most Psi Points you can spend at 3rd level is 3, that's a +1. I think you got the Psi Point total and the Psi Point limit confused. I did at first too, though. lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
One issue that I didn't see mentioned (though I skipped a page is the discussion) is actually multi classing. The mystic seems way too strong as a multiclassing option due to the number of options they start with. Just by taking one point in mystic, you get three full disciplines, an order and it's bonuses, and a talent. Now this is somewhat balanced by only having 4 points, however at level 3 you have 14 points another talent, and another discipline. It seems too much for so few levels. I have played a couple mini campaigns with various classes multiclassing into mystic and even with one level it seems to mostly address almost every classes weaknesses. Do you lack utility? Not anymore you have tons of it. Bad at range? well now you have several options. Need some melee options? You can go for that too if needed. I agree with the opinion that the mystic is not too strong on it's own because of the damage and psi limitations, but you can pair it with a very strong specialized class and have the best of both worlds with very little cost. That's my opinion at least.
I like it. But I hate the name. Perhaps it's rote nostalgia, but Psionisist is way better.
I have been playing the mystic in a home game. I started at 1st level and am now up to 7th. and all seven levels have been a blast. The mystic is a little overpowered. A few of the disciplines need work. The psionic restoration has a very strong heal 1d8 per psi point spent. The psionic blast from the psionic assault discipline 1d8 per psi point spent but it just hits. No save no attack roll. I'm hoping that was a mistake otherwise I feel that's just insane damage. It is a magic missile on steroids. The mystic is by far my favorite class I've ever played. lots of versatility and the character is just all around a fun concept. Arrav just scares the heck out of everyone by just talking telepathically
Third Eye (Nomad Discipline)- This is one power I rarely use, I know you can switch out when you level up...but I decided not to do that because then it would make the Mystic TOO versatile.
Nomadic Step (Nomad Discipline)- This power has kept me and mine alive more often than not. I just used the ability called Memory of a Thousand Steps and it saved my ass! If I didn't teleport the round before, I would have been dead. (Drow mage+lightning=almost dead Mystic!)
Nomadic Mind (Nomad Discipline)- Powerhouse ability! Yes, a lot of the powers take some time to use, but you can't help but notice the strength of the focus of this discipline. As long as you're focused you can become proficient with any skill or tool. Alternatively, you can also choose a language. It has been so helpful, but I think it does need a rework to stay balanced. Bards have the ability to make any skill check untrained, but not to pick up languages or schools. Now, it's all in the write up of what a Psion is, but DANG! This is a game-breaking ability.
Telepathic Contact (Awakened Discipline)- YES. YES. YES. From a player standpoint, and going against dumb giants with low Intelligence saves; amazing. If I was a DM, it would frustrate me. The ability to make a creature believe ten (10) words for five minutes has been dangerous. I have convinced Giants that their allies are their enemies, made creatures run from fights and even made one barbarian chief beg to be murdered. (Occluded Mind) The best (or worse, depends on who is talking, I reckon) thing about this power, it only cost 2 Psi Points! And that's just one of the amazing abilities granted by this Discipline. Broken Will, Psychic Grip and now I have access to Psychic Domination. Holy heck, it's been one crazy ride with this power.
Psionic Restoration (Immortal Discipline)- If you are short a Cleric like we are, this is a great back up power. I have used it a lot more than I thought I would need to. I am glad I have taken it, but it is a very powerful healing ability at low levels. Even high levels. 7d8 healing is nothing to shake a fist at, especially at 9th level. It does burn through Psi Points rather quickly when you are trying to keep your raging barbarian and brave ranger alive. (And their pet bears...long story short, Ordo Ursa.)
Mastery of Air (Wu Jen Discipline)- FLYING! Enough said lol
Mantle of Command (Avatar Discipline)- The newest power I have acquired and one of the most fun too. I have the ability to help my comrades in arms take extra movements and attacks against creatures. It has been very helpful thus far and I kind of wish I would have taken it sooner. But getting it at 9th level, full power...worth the dang wait! Commander's Sight and Overwhelming Attack have been crazy awesome. Commander's Sight gives all my allies Advantage on a creature I can see within 60 feet for one round and Overwhelming Attack gives five of my allies the ability to take another full attack action on my turn. FINISH HIM.
All in all, I love this class. Yes, they are strong and should not be used lightly. I don't think they should be cross-classed into, being a Mystic you should start out as one. This isn't something a Wizard will just become one day, it shouldn't work like that. But, it's in the rules of the game (unofficially right now) so I would allow the cross-classing in my games. I mean, I have a DM letting me play one out so I couldn't deny someone wanting to check out this awesome class. With my power, I have done a lot of craziness and really shaped encounters to better suit my party's needs. That has been the most fun, helping my brothers and sisters in arms. Should the Mystic be re-worked by the developers? Hell yes! But it's close to perfect. That's why we playtest. It's almost there, just a few tweaks and I think it'll find it's balance. Kudos to Wizards for making such a beast class that has been a blast to play.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I am playing a Githzerai Monk/Mystic. I have just started out (1/monk, 1/Mystic). I have taken the Awakened Order but my initial discipline was Bestial Form because it made sense that this would help him survive the chaos of Limbo. I took Psychic Assault and Precognition as my two order disciplines.
The focus for Bestial Form is advantage on animal handling (which is basically useless to me). Powers: Bestial Transformation: amphibious (breathe underwater), climb, swim, advantage on perception, +2 to AC. Claws: 1d10 per Psi point (2d10 max right now) melee damage
Precognition: Focus: advantage on initiative rolls. Power: 1d4 to saves, attacks or abilities.
Psychic Assault: Focus: + 2 damage to Talents that do psychic damage. Power: Psionic Blast: ranged attack 60', 1d8 per psi point (2d8 max right now), no attack or save
Talent: Mind Thrust: Ranged 120', 1d10, int save negates. (Only talent that does psychic damage)
Githzerai Powers: Monastic training +1 to unarmored ac, Invisible Mage Hand
Monk: Unarmored Defense, Martial Arts
Saving Throws: Strength, Dexterity, Intelligence, Wisdom
Background: Far Traveler (Limbo is quite a distance)
Skills: Acrobatics, Stealth, insight, Perception, Medicine, Nature
Stats
This Character (Szrath) just made sense to me because the Githzerai are psionic monks primarily, though they can be all classes.
I've been playing a Mystic since the start of ToA. I love it. My critique would be similar to what I have seen in this thread. I think that they need to be able to specialize a bit more into a particular discipline. I like the ability to dip into other disciplines for sure, but want to designate my specialty in a particular discipline. When I do, I should be better at it than someone dipping in, and I should have more options with that discipline. I tend to think that the devs know this and are just putting lots of disc. options out there for us to test out.
I've switched my character to a Mystic in our Tyranny of Dragons campaign. It's not incredibly powerful. With 27 psi point per long rest, I'm feeling rather limited. But it is incredibly versatile. I also wish I would have to choose fewer disciplines but each one be more comprehensive and more powerful. I also think the psi limit advances too fast because I can now, at level 5, technically cast Revivify for 1/5 my power with no material components.
I love it because it can take almost any role and it's actually very difficult to play but, currently, it's too wide and not deep enough.
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May we live in Less Interesting Times
In my campaign one of the players has Knight as his background - which gives him 3 retainers. Now, according to the rules, they're supposed to be background characters not really doing anything other than like cooking and taking care of his stuff. But I though that would be boring. So I talked to my group about it, and we agreed to have them more involved in the game. They don't fight unless they have to, but they are quite active in the roleplay - which is a blast, btw. What I did not tell them, is that I gave them all background stories and a class. One of them is a Mystic, and it's so much fun playing her (and watching the others trying to figure out what each of them is). And it's a good way to try out that class. It fascinated me the moment I first read about it, but I agree that they're a bit OP. This way it's great. I can try out the kinks and since they rarely fight, they don't level up as fast as the others - that way she is never more powerful than the players, but non of them can be killed too easily by the enemies as the story goes on. And it does make sense. They ARE on the road getting experiences and learning stuff!
But it really is a great way to try out the class. I'd love to play a Mystic for real in a campaign, but I would talk with the DM and tweak a couple of things.