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View Full Version : D&D 5e/Next 5e Lurk - Mystic Subclass - Psychic Rogue/Lurk conversion [PEACH]



Xethik
2016-01-15, 11:29 PM
Hey homebrewers. A player of mine wanted to play a Psychic Rogue/Lurk for an upcoming 5e game and I was pretty interested in what I saw with the Mystic's Discipline-Augment system. This class started as the Order of the Knife subclass but I quickly realized that I wanted less Soulknife and more Lurk. Thus came about the Order of the Lurk! This is also a slightly expanded Mystic, but the class is pretty bare bones with more power given to the Order. Please let me know what you think and if you have any ideas for Disciplines/Augments that are fitting for the class! Also, formatting suggestions are greatly appreciated. First time doing something like this for me.

Imgur version here (http://imgur.com/a/eYhxp)
PDF Google Drive version here (https://drive.google.com/file/d/0B5veXLO7wXoQeGlQbVRseXg3cTg/view?usp=sharing)

NOTE: I've changed augments slightly. Only augments marked with [C] require the Mystic to be concentrating on the related discipline to use them. Bonus action-gating augments seemed to hurt more than help for the most part. I'm hoping this alleviates some versatility problems without creating issues.

Older forum version no longer up-to-date.

Mystic


Level
Proficiency Bonus
Features
Disciplines Known
Psi Points
Psi Maximum


1st
+2
Psionic Power, Strength of Mind, Psionic Order
1
4
2


2nd
+2
Psychic Reformation
2
6
2


3rd
+2
Psionic Order feature
2
14
3


4th
+2
Ability Score Improvement
2
17
3


5th
+3

3
27
5


6th
+3
Psionic Order feature
3
32
5


7th
+3

4
38
6


8th
+3
Ability Score Improvement
4
44
6


9th
+4

5
57
7


10th
+4
Mental Slip
5
64
7


11th
+4

5
73
9


12th
+4
Ability Score Improvement
6
73
9


13th
+5

6
83
10


14th
+5
Psionic Order feature
6
83
10


15th
+5

7
94
11


16th
+5
Ability Score Improvement
7
94
11


17th
+6

7
107
13


18th
+6
Psionic Order feature
8
114
13


19th
+6
Ability Score Improvement
8
123
13


20th
+6
Interplanar Connection
9
133
13



Class Features
HIT POINTS
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st

PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None

Saving Throws: Wisdom
Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

(a) a spear or (b) a mace
(a) leather armor or (b) scale mail
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack


Psionic Power
Disciplines
At 1st level, you know one discipline of your choice. You choose disciplines from the list included in your chosen order (see below). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic Table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline from the order you have chosen.

Psi Points
A mystic has an internal reservoir of energy that can be devoted to the discipline he or she knows. This energy is represented as Psi Points, which can be used to further empower a mystic’s abilities. As a mystic, you gain a pool of psi points based on your mystic level. Your psi point total returns to its maximum after you finish a long rest. You have a maximum number of psi points you can spend to activate a discipline or to augment a discipline. This is based on your mystic level and is shown in the Psi Maximum column of the Mystic table.
Each discipline features augments the mystic can activate by spending the appropriate amount of psi points. (A discipline that has an asterisk to indicate a number can be used with a varying number as indicated in the option text.) If an augment option does not state that it is requires an action, bonus action, or reaction, it requires no action at all.

Using Disciplines
You can activate a discipline using your bonus action, and must immediately begin concentration on it. You immediately gain a benefit from your discipline when you begin concentrating on it. You continue to gain this benefit as long as you maintain your concentration on the discipline.
Concentrating on a discipline uses the same rules as concentrating on a spell. Due to this, the mystic may only concentrate on a single discipline at one time, unless a magical effect says otherwise.
Disciplines and their related augments do not require the components that many spells require as well. Using a discipline or augment requires no spoken words, gestures, or materials. The power of psionics comes entirely from within the mind.
Using Augments
Augments are represented under their correlating disciplines in bold with a psi point “price” next to them.
You can spend psi points to activate an augment that is related to a discipline that you know. Each discipline has details on its relative augment effects, and the type of action (if any) required to spend psi points on an augment.
An augment with a [C] after the name is a concentrating augment. A concentrating augment can only be used when you are concentrating on the related discipline. If you stop concentrating on that discipline, the augment’s effects end immediately.
An augment with a † after the name is a strike augment. A strike augment usually amplifies your current or next attack to deal more damage or cause an additional effect. You can only use one strike augment per turn.
You can combine different augmented effects together while the duration of the augment(s) stays active. A single augment effect does not stack on top of itself. You can end all augment affects you are currently using as a free action. However, if you want to end a single augment but still maintain another augment, you can end that specific augment as a bonus action. All augments end after you finish a long rest.

Psionic Ability
Intelligence is your psionic ability for your mystic disciplines. Your intellect determines the strength of the psionic effects you manifest. You use your Intelligence whenever a spell or discipline refers to your spellcasting ability. You use your Intelligence modifier when setting the saving throw DC for a mystic discipline or when making a discipline attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier


Strength of Mind
The power of psionics comes from within, and even the simplest techniques require a deep mastery and understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with persistent threats.
Starting at 1st level, after completing a short or long rest, choose one ability score. You gain proficiency in saving throws using the chosen ability score. This benefit lasts until you finish your next short or long rest.

Psychic Reformation
Starting at 2nd level, you have learned to regain some of your psionic energy by easing your mind. Once per day when you finish a short rest, you can choose to recover a number of psi points equal to your mystic level, up to your psi point total.

Mental Slip
Beginning at 10th level, you are able to escape from mental effects easily. When you fail an Intelligence, Wisdom, or Charisma saving throw and failing that save applies a lasting effect, you are able to attempt the saving throw again at the start of your next turn. If you succeed, you end that effect early.

Interplanar Connection
At 20th level, you have access to pure mental energy that holds the planes together. You permanently gain truesight out to 30 feet. In addition, once per long rest you can cast the Gate spell as a psionic ability.

Psionic Orders
Psionics is a mysterious form of power within most game worlds. Secretive cabals study its origins and applications, while always pushing the boundaries of what psionics can achieve.
Each psionic order pursues a specific goal for psionic power. The goal shapes how members of an order understand psionics and determines the disciplines they master.

Order of the Lurk
Mystics of the Order of the Lurk remain seek to use their power to become master thieves and assassins. They seek the perfect and clean kill, manipulating marks and prying secrets from the minds of everyone around them. To members of this order, psionic energy is an enhancement to their existing skills of subterfuge and slaying.

Sneak Attack Damage


Level
Sneak Attack


1st
1d6


2nd
1d6


3rd
1d6


4th
2d6


5th
2d6


6th
2d6


7th
3d6


8th
3d6


9th
3d6


10th
4d6


11th
4d6


12th
4d6


13th
5d6


14th
5d6


15th
5d6


16th
6d6


17th
6d6


18th
6d6


19th
7d6


20th
7d6



Bonus Proficiencies
When you choose this archetype at 1st level, you gain proficiency with Dexterity (Stealth) and with shortswords.

Mind and Blade
Beginning at 1st level, you gain the Sneak Attack class feature like that of a Rogue. The amount of extra damage you deal is based on your levels in this class, as shown in the Sneak Attack Damage table. If you gain Sneak Attack from multiple sources, you only use the higher of the two.
In addition, you add your Intelligence modifier to Constitution saving throws you make to maintain your concentration.

Knife the Soul
When you reach 3rd level, you are able to strike the soul as well as the flesh. When you engage in two-weapon fighting, you can add your Intelligence modifier to damage, even with your second attack. You cannot add your normal ability modifier to damage in addition to your Intelligence modifier.
At 11th level, you further enhance your attacks. Whenever you hit a creature with a weapon attack, the creature also takes an extra 1d8 psychic damage.

Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn.

Evasion
Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Enhanced Strikes
Starting at 14th level, you are no longer limited to one strike augment per turn. Instead, you can are limited to one strike augment per attack. You may use the same strike augment multiple times in one turn if you make multiple attacks.

Perfected Discipline
At 18th level, select one discipline. The augments of this discipline now cost 2 psi points less (minimum 1). You can’t lose concentration on this discipline from taking damage.

Lurk Disciplines
Will of Blades
Psionic Discipline
Concentration: While concentrating on this discipline, you charge your blades with additional energy. Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ethereal Weapon (2): Each time you make a weapon attack, you can spend 2 psi points to transform your weapon into pure psionic energy. You do not make your attack roll against the target’s AC. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage (including damage from Psychic Strike and similar effects) from the attack but suffers no additional effects that would normally be imposed on a hit.
Augmented Weapon [C](5): You can strengthen the energy that you have infused into your weapons, granting them a bonus to attack rolls and damage rolls to +3. If your weapons are already magic weapons, use the individual weapon’s bonuses or the discipline’s bonuses, whichever are higher. This effect lasts as long as you concentrate on the discipline, up to 1 minute.
Manifested Will (3): As a bonus action, you can force your psychic powers into reality for a time. Whenever you would deal psychic damage with an attack or augment, you instead deal force damage. You can end this effect as a bonus action. Otherwise, this effect lasts 1 minute.
Mindhunter [C](2): As a bonus action, you can designate a target you can see within 90 feet as your quarry. Until the augment ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with a weapon attack, and the target has disadvantage on any Intelligence checks.
If the target drops to 0 hit points before the augment ends, you can use a bonus action and spend 1 psi point on a subsequent turn of yours to mark a new creature. This augments lasts as long as you concentrate on the discipline, up to 1 hour.
Psychic Strike † (3+): When you hit a creature with a weapon attack, you can spend 3 psi points to deal an extra 1d8 psychic damage. This extra damage increases by 1d8 for every 3 additional psi points you spend, up to your psi point maximum.
Blade Slash † (9+): When you hit a creature with a melee weapon attack, you can spend 9 psi points to deal additional psychic damage to each creature in a 15-foot cone, including the target initially hit. This damage starts at 3d6 and increases by another 1d6 for every 2 additional psi points spent, up to your psi point maximum. Once you use this strike augment, you cannot use it again until you finish a long rest.

Celerity
Psionic Discipline
Concentration: While concentrating on this discipline, your speed increases by 5 feet and you have advantage on Initiative checks.
Rapid Reaction (2): If you are surprised, you can activate this augment to no longer be surprised.
Surge of Speed (5): As a bonus action, you can increase your speed by 30 feet until the end of your turn. In addition, you do not provoke opportunity attacks this turn.
Psychic Acceleration [C](7): As an action, you can imbue yourself with uncanny speed. You may cast the Haste spell, targeting only yourself.
Wall Walker (3): As an action, you imbue yourself with the ability to climb walls like a spider for 1 minute. Until the augment ends, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving both of your hands free, and you gain a climbing speed equal to your walking speed.
Maiming Strike † (2): When you hit a creature with a melee weapon attack, you can spend 2 psi points maim the target. The target’s speed is reduced by 10 feet until the start of your next turn.
Stunning Strike † (6): When you hit a creature with a weapon attack, you can spend 6 psi points to attempt to stun your target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.

Body of Iron
Psionic Discipline
Concentration: While concentrating on this discipline, you gain a +1 bonus to AC.
Iron Hide (*): As a reaction when you are attacked, you can spend up to 6 psi points, gaining a +2 bonus to AC for every 2 psi points you spend. You spend these points after learning the attack’s result but before applying its effects.
Iron Resistance [C](5): As an action, you can spend 5 psi points to gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). This benefit lasts as long as you concentrate, for up to 1 hour, or until you use this option again.
Energy Absorption (3): As a reaction when you take acid, cold, fire, lightning, or thunder damage, you may spend 3 psi points to cast the Absorb Elements spell.
Mental Defense (7): When you take damage, you can use your reaction and spend 7 psi points to only take half damage. Once you use this augment, you cannot use it again until you finish a long rest.
Entropic Shield (9): When a creature makes an attack roll against you, you can spend 9 psi points to impose disadvantage on that roll. If the attack misses, you your next attack roll against the creature has advantage if you make it before the end of your turn. Once you use this augment, you can’t use it again until you finish a short or long rest.
Disruptive Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points disrupt the target’s concentration. The target has disadvantage on any Constitution saving throws made to maintain concentration on spells or disciplines until the beginning of its turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.

Nomad's Steps
Psionic Discipline
Concentration: While concentrating on this discipline, spell attacks against you have disadvantage.
Fold Space (5): As a bonus action, you can spend 5 psi points to cast Misty Step.
Dimension Hop (9): As an action, you can spend 10 psi points to cast Dimension Door.
Nomad’s Circle (11): You may spend 1 minute and 11 psi points to cast Teleportation Circle. You must supply the material components for the spell for this augment. Once you use this augment, you can’t use it again until you finish a long rest.
Hidden Pocket (3): As an action, you can spend 3 psi points and touch an inanimate object and store it in a small pocket dimension. The object touched can weigh no more than 30 pounds and no larger than 5 feet on a side. Once stored, it will remain stored until you take a rest. As an action or when you rest, the object appears in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. If there is no available space in range, then it appears in the nearest available space, determined randomly if there are multiple.
Blink Strike † (9): Before you make a melee weapon attack, you can spend 9 psi points to appear next to your targets and then retreat. You teleport up to 60 feet and then make your attack. The effect lasts until the end of your turn or you use a bonus action to end the effect early. When the effect ends, you teleport back to your original position or the nearest unoccupied space if your original space is somehow now occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.
Banishing Strike † (11): When you hit a creature with a melee weapon attack, you can spend 11 psi points to attempt to banish them to another plane of existence. The target of your attack must succeed on a Charisma saving throw or be banished. While banished, the target is incapacitated. The target remains there for three rounds, at which point the target reappears in the space it left or the nearest unoccupied space if that space is occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.

Crown of the Mind
Psionic Discipline
Concentration: While concentrating on this discipline, you have advantage on Wisdom (Insight) checks. In addition, you may use the Message cantrip as an action. You do not need to point toward your target when using Message in this way.
Exacting Query (2): As an action, you can target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a telepathic link. On a successful save, the target is unaffected but notices the probing attempt and you cannot use this ability on that creature again until you finish a long rest.
Occluded Mind (5): As an action, you can spend 5 psi points and target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Read Thoughts [C](3): As an action, you can spend 3 psi points and cast the Detect Thoughts spell.
Broken Will (9): As an action, you can spend 9 psi points and target a creature you can see within 100 feet. A chain of energy briefly connects you and your target. The target makes an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Modify Thoughts (11): As an action, you can spend 11 psi points to cast Modify Memory.
Mental Domination (13): As an action, you can spend 13 psi points to cast Dominate Person. Once you use this augment, you can’t use it again until you finish a long rest.
Confusing Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points to disorient the target. The target makes a Wisdom saving throw. On a failed save, the target is confused as per the Confusion spell until the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Interrogating Strike † (9): When you hit a creature with a melee weapon attack, you can spend 9 psi points to extract the answer to a single question. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a brief telepathic link. Once you use this strike augment, you can’t use it again until you finish a long rest.

Unseen Force
Psionic Discipline
Concentration: While concentrating on this discipline, you can use powers of minor telekinesis at-will. As an action, you can manipulate an object, open a door or container, stow or retrieve an item from an open container, or move an object that is picked up. You can only pick up objects that weigh no more than 10 pounds and you can only move a picked up object 30 feet.
Float (1+): As a reaction when you fall, you may spend 1 psi point to slow your falling rate of descent to 60 feet per round for 1 minute. For every 1 extra psi point you spend, you may also slow the falling rate of descent of one target within 60 feet. If a creature affected by this augment lands before the augments ends it takes no falling damage and can land on its feet. The augment then ends for that creature.
Bolt (3): As an action, you may expend 3 psi points and cast the Catapult spell.
Push/Pull (5): As an action, you may spend 5 psi points to move nearby creatures and loose objects. Each creature or unattended object of Large or smaller size within a 60-foot cone makes a Strength saving throw. A creature that fails its saving throw takes 3d4 force damage. If you chose push, creatures that fail are also pushed 10 feet away from you. If you chose pull, creatures that fail are instead pulled 10 feet towards you.
Break the Tether (9): As an action, you can spend 9 psi points to gift yourself with the gift of flight for 1 minute. You gain a flying speed of 30 feet for the duration.
Telekinetic Force [C](11): As an action, you can spend 11 psi points and cast the Telekinesis spell. Once you use this augment, you can’t use it again until you finish a long rest.
Far Strike † (2): When you make a melee weapon attack on your turn, you can spend 2 psi points to increase your reach for melee weapon attacks this turn by 5 feet.
Throwing Strike † (6): You can spend 6 psi during your turn to imbue two of your melee weapons with psionic flight. Up to two melee weapons you are holding gain thrown (range 20/60) and teleport back into your hands as soon as they strike or miss their target. Your weapons keep the thrown property for 1 minute. Once you use this strike augment, you can’t use it again until you finish a short or long rest.

Third Eye
Psionic Discipline
Concentration: While concentrating on this discipline, you have blindsight with a radius of 10 feet.
Precognitive Attack (1): As an action, you spend 1 psi point and cast True Strike, except you do not need to concentrate on it. It lasts until the end of your next turn.
Remote Viewing [C](6): As an action, you can spend 8 psi points to cast the Arcane Eye spell.
Far Sight [C](7+): You can spend 7 psi points and 10 minutes to cast the Clairvoyance spell. You can instead spend 11 psi points and cast the Scrying spell.
True Sight (9): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Accurate Strike † (7): Before you make a melee weapon attack, you can spend 7 psi points to sense an opponent’s weak points and strike there. Choose one creature within 60 feet of you that you can see. Your next attack roll against the creature has advantage. Once you target a creature with this, you cannot use this strike augment against it again for 24 hours.

Phantasmal Reality
Psionic Discipline
Concentration: While concentrating on this discipline, one creature of your choice has disadvantage on Wisdom (Perception) checks to spot you. All creatures you are aware of have disadvantage on passive Wisdom (Perception) checks to spot you.
Forced Favor (1): As an action, you can manipulate how a creature perceives you to be more favorable. You have advantage on all Charisma checks directed at single non-hostile creature of your choice for 1 minute. When the augment ends, the creature makes an Intelligence saving throw. If the target succeeds, they realize you twisted their mind slightly and may become hostile towards you.
Cloud Minds (4): As an action, you cloud the minds of up to 5 target creatures that you can see. Those creatures treat you and anything you are wearing or touching as invisible for 1 hour. This augment ends early if you attack, cast a spell, or use an augment that deals damage. For every 2 extra psi points you spend, you can target another creature.
Forced Quiet (4): As an action, you can spend 4 psi points to cast the Silence spell.
Phantasmal Force [C](5): As an action, you can spend 5 psi points to cast the Phantasmal Force spell.
Fear [C](6): As an action, you can spend 6 psi points to cast the Fear spell.
Dream (10): You can spend 1 minute and 10 psi points to cast the Dream spell.
Stygian Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points cloud that creature’s mind. The target has disadvantage on the next attack roll it makes before the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Doppelgänger Strike † (8): When you hit a creature with a melee weapon attack, you can spend 8 psi points to copy their form. You can only target a creature of the same body type as you (usually bipedal) and the creature can't be more than one foot shorter or taller than you. For the next 24 hours, you are able to project yourself as this creature. If you are concentrating on this discipline you can use an action to alter the minds of those around you to see, hear, smell, taste, and feel you as if you were this creature. While concentrating on this discipline, you may “shift” into the form of your victim and back any number of times during this 24 hour duration. You are only projecting your image to creatures you are aware of, thus creatures that sneak up on you see you in your normal form. A creature can also use an action to inspect your appearance. If they succeed on an Intelligence (Investigation) check against your discipline save DC, they can snap out of the phantasm and see your normal form.
Once the duration is up or you stop concentrating on this discipline, you “shift” back into your normal form. Using this strike augment again causes you to forget your previous target’s form and revert back to your normal form. Once you use this strike augment, you can’t use it again until you finish a long rest.

Shroud of Displacement
Psionic Discipline
Concentration: While concentrating on this discipline, opportunity attacks have disadvantage on attack rolls against you.
Blend [C](3): As an action, you can spend 3 psi points to cast the Pass Without Trace spell.
Blur [C](5): As an action, you can spend 5 psi points to cast the Blur spell.
Mirror Image (5): As an action, you can spend 5 psi points to cast the Mirror Image spell.
Displacement (6): As an action, you can spend 6 psi points and cause yourself to be only part of this reality. Melee weapon attacks and ranged weapon attacks against you have disadvantage. This augment lasts for 10 minutes or until you are hit by a melee weapon or ranged weapon attack.
Blink (7): As an action, you can spend 7 psi points to cast the Blink spell.
Freedom of Movement (10): As an action, you can spend 10 psi points to cast the Freedom of Movement spell. Once you use this augment, you can’t use it again until you finish a short rest.

Xethik
2016-01-15, 11:30 PM
Reserved just in case. That last post is pretty close to maxing out.
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Some notes to give an idea of where I'm coming from:
A lot of my level-by-level comparisons were to the Paladin, especially in terms of damage. Perhaps it is unfair for me to do that, because the Paladin is so strong. Without a doubt, you will see similarities with the Paladin + Rogue. Rogue skills and skills utility were toned down as the Lurk will be getting those bonuses from psionics.

While the class uses 9th level Spell Point progression, I tried to cost things high to account for that. Perhaps making a fresh class rather than a Mystic subclass would make things more balanced (and I've thought about doing so). Any thoughts on that? I'm just not sure what the Lurk subclasses would be!

Xethik
2016-01-16, 07:36 PM
I've Spoiler'd off a lot of text. I hope that makes things easier to read!

Xethik
2016-01-23, 01:02 PM
Major revision to the class. I haven't updated the forum-version of the class, but there are now both imgur and Google Drive version. Balance feedback would be greatly appreciated!

weaseldust
2016-01-23, 10:12 PM
Sorry, I can't read through all the disciplines right now, but I can comment on a couple of things:

The psi points seem to track the spell points of a full caster all the way up to lv 20, which is fine. The increase in the psi maximum also tracks the maximum spell level of a full caster and I'm not so sure about that - should a Mystic be able to use 13-point powers as often as they can while a Wizard only gets one lv 9 slot? True, a lv 9 spell is probably worth a lot more than 13 spell points in practice, but I think it would be better to compare the Mystic to a Warlock: leave their psi maximum at the equivalent of a lv 5 spell and add a separate mechanism, like the Mystic Arcana, to mimic lv 6+ spells.

I also think you have given the Mystic too many disciplines. Obviously I don't know how the official version will work, but I expect the gain of disciplines to slow down after lv 5 to maybe one more at levels 10 and 15, or something like that, if only because keeping track of all the disciplines and their various sub-powers would be too much of a headache otherwise. E.g. if the disciplines all give you 6 abilities and you have 9 of them, that's like having 54 spells you can cast at lv 20.

On the Lurk subclass itself, I think its damage output is too high. E.g. at level 11 with two-weapon fighting, it gets 4d6 sneak attack, plus 2d8 extra damage from Knife the Soul. The Rogue only gets 6d6 sneak attack, which is already less than 4d6+2d8. But on top of that, the Lurk can also use a version of Hex (Mindhunter) to get another 2d6 per turn. And then they can also mimic Divine Smite (with Psychic Strike), except they have psi points equivalent to the spell points of a full caster, whereas a Paladin only has spell slots worth about half that.

My suggestion would be to just scrap Knife the Soul. You could allow the Lurk to use their intelligence for attack and damage rolls with finesse weapons as a free part of concentrating on Will of Blades. I'd also cut the sneak attack down to 1d6 at lv3, 2d6 at lv5, 3d6 at lv11, 4d6 at lv17. I'm not sure what to do with Psychic Strike - the version in the Unearthed Arcana Mystic a) will probably be cut back somewhat in later versions and b) isn't designed for a subclass that already has a boost to attacks from Sneak Attack. But the latter is sort of essential to the identity of a Lurk, so I can see why you wouldn't want to cut it.

EDIT: I hadn't noticed that Psychic Strike progresses less quickly than Divine Smite (starts at 1d8 for the equivalent of a lv 2 slot, goes up to 2d8 for lv 3, then 3d8 for lv 5, 4d8 for lv6, 5d8 for lv 8, 6d8 for lv 9). That means it's not so much of a problem, though I'm also not sure how often it will be worth using.

deathbymanga
2016-01-23, 11:39 PM
one point I noticed is that a lot of the spells don't mention Material components. But in other classes like the Warlock where players can cast without needing material components, it specifically says so. However, while this is good, Psionics isn't exactly Arcana, and while the distinction between Divinity and Arcana isn't as divided as in 3.5, they still make a distinction on what counts as a Focus for the caster. I guess the only exception is the Monk, but there's some leyway with the powers coming from Ki, however, I dunno, I feel Psionics should at least be given some kind of Focus to be able to be used.

Steampunkette
2016-01-24, 03:55 AM
Crystals, probably. Maybe as a ring or necklace?

I'd love to see your take on other Psionic kits for this class, as well.

Maybe a Psionic Warrior or a Wilder. Maybe a full power Psionicist?

Xethik
2016-01-24, 07:28 PM
Sorry, I can't read through all the disciplines right now, but I can comment on a couple of things:

The psi points seem to track the spell points of a full caster all the way up to lv 20, which is fine. The increase in the psi maximum also tracks the maximum spell level of a full caster and I'm not so sure about that - should a Mystic be able to use 13-point powers as often as they can while a Wizard only gets one lv 9 slot? True, a lv 9 spell is probably worth a lot more than 13 spell points in practice, but I think it would be better to compare the Mystic to a Warlock: leave their psi maximum at the equivalent of a lv 5 spell and add a separate mechanism, like the Mystic Arcana, to mimic lv 6+ spells.

One thing I don't note anywhere (and maybe I should!) is that while the class is getting full 9th level casting-equivalent power points and maximums, the discipline and augments are costed as if the Order of the Lurk character was a 5th level caster. This won't play nice if the Mystic gets any "steal a discipline from another Order" abilities. So with that in mind, I'm not too worried about the 9th level equivalent spell portion. What is a bit of a balance problem is the number of 5th level spell equivalents (13 power points, roughly) a Lurk can cast vs a Paladin or Ranger. The Lurk can get up to 10 while the Ranger/Paladin get 2. Seems like it could cause some issues, but I guess those are the same issues a Spell-point variant Paladin would cause. That subsystem probably isn't all too balanced and perhaps I shouldn't put too much weight on it, though.

I've put 1/day limits on a lot of the higher costed abilities to prevent this, but with all the disciplines known and the number of 10-13 cost augments, you can get more than 2 per day. That being said, perhaps your next point helps this enough.



I also think you have given the Mystic too many disciplines. Obviously I don't know how the official version will work, but I expect the gain of disciplines to slow down after lv 5 to maybe one more at levels 10 and 15, or something like that, if only because keeping track of all the disciplines and their various sub-powers would be too much of a headache otherwise. E.g. if the disciplines all give you 6 abilities and you have 9 of them, that's like having 54 spells you can cast at lv 20.

I definitely am finding myself agreeing with you. I'm tempted to make the level 10 ability a "floating" discipline that can be chosen each long rest and axing the disciplines known by quite a bit. Maybe the floating discipline is way too good - imagine a Sorcerer getting 6 spells they could change each long rest! - but if I cut down the disciplines by half or more, I would want a way to get some of the more niche augments while still cutting back on the insane number of options at one time.



On the Lurk subclass itself, I think its damage output is too high. E.g. at level 11 with two-weapon fighting, it gets 4d6 sneak attack, plus 2d8 extra damage from Knife the Soul. The Rogue only gets 6d6 sneak attack, which is already less than 4d6+2d8. But on top of that, the Lurk can also use a version of Hex (Mindhunter) to get another 2d6 per turn. And then they can also mimic Divine Smite (with Psychic Strike), except they have psi points equivalent to the spell points of a full caster, whereas a Paladin only has spell slots worth about half that.

My suggestion would be to just scrap Knife the Soul. You could allow the Lurk to use their intelligence for attack and damage rolls with finesse weapons as a free part of concentrating on Will of Blades. I'd also cut the sneak attack down to 1d6 at lv3, 2d6 at lv5, 3d6 at lv11, 4d6 at lv17. I'm not sure what to do with Psychic Strike - the version in the Unearthed Arcana Mystic a) will probably be cut back somewhat in later versions and b) isn't designed for a subclass that already has a boost to attacks from Sneak Attack. But the latter is sort of essential to the identity of a Lurk, so I can see why you wouldn't want to cut it.

EDIT: I hadn't noticed that Psychic Strike progresses less quickly than Divine Smite (starts at 1d8 for the equivalent of a lv 2 slot, goes up to 2d8 for lv 3, then 3d8 for lv 5, 4d8 for lv6, 5d8 for lv 8, 6d8 for lv 9). That means it's not so much of a problem, though I'm also not sure how often it will be worth using.

The damage being too high is something that I've bounced back and forth on myself. Personally, I find that a rogue's damage is on the low-side. The player who approached my about this conversion was looking for something with Rogue themes, but more damage, psionic casting, and worse skills. Putting the psionic casting with the more damage seemed impossible to balance, but I've been comparing to the Paladin and it seems that the class isn't as horribly broken as I had imagined in the damage department.

I'll spoiler off some of the numbers below if I remember to, but it compares just a bit above a Two-Weapon Fighting Oath of Vengeance Paladin at most levels and below a Polearm Master Great Weapon Fighter Paladin at every level past 4 (probably because of how strong Polearm Master is more than anything else).

And for the Psychic Strike vs Divine Smite: Psychic Strike comes online and scales a little bit worse, but around mid-game the Paladin and Lurk have roughly equal d8's per day of bonus damage. The Lurk pulls ahead towards the later levels, but I'm thinking that may be okay since the Paladin has features that do not require spell usage (Lay on Hands, Vow of Enmity, Cleansing Touch, and Auras) while everything the Lurk can do outside of Sneak Attack is coming at a psi-point cost.

This all being said, it is totally possible the damage is just too high, especially with what disciplines do all day and what augments have to offer.


I stole this straight out of my personal notes, so I may have made a couple mistakes and they will be probably hard to follow. Sorry! Hopefully everyone can make sense of them.

TWF Paladin Damage (assuming 20 Dex at level 1, 100% chance to hit but no crits)
Level 1:
Weapon + Dex
Weapon
12

Level 2:
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
19

Level 3:
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
(19)

Level 4:
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
19

Level 5:
Weapon + Dex + Hunter's Mark
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
31

Level 8:
Dual Wielder feat
33

Level 11:
Weapon + Dex + HM + DS (1d8) [16.5]
Weapon + Dex + HM + DS [16.5]
Weapon + HM + DS [11.5]
46.5


Lurk Damage (assuming 20 Dex, 16 Int at level 1, 18 Int at level 4, 100% hit no crit)
Level 1:
Weapon + Dex
Weapon
Sneak Attack (1d6) = (15.5)

Level 2:
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
Sneak Attack (1d6)
22.5

Level 4:
Weapon + Dex + Hunter's Mark
Weapon + Hunter's Mark
Sneak Attack (2d6)
26

Level 6:
Weapon + Dex + HM
Weapon + Int (4) + HM
Sneak Attack (2d6)
30

Level 7:
33.5

Level 8:
Dual Wielder feat
35.5

Level 10:
39

Level 11:
Weapon + Dex + HM + ES (1d8) [16.5]
Weapon + Int + HM + ES [16.5]
Sneak Attack (4d6) [14]
49

13:
52.5

16:
56

19:
59.5

GWF PAM Paladin (20 Str at 1, PAM at 8, lower AC than TWF builds)
Level 1
GSword + Str
12

Level 2
GSwordGWF + Str + HM
16.83

Level 5
Weapon + Str + HM
Weapon + Str + HM
33.66

Level 8:
Halberd [6.3] + Str [5] + HM [3.5]
Halberd + Str + HM = 29.6
Polearm [3] + Str [5] + HM [3.5]
41.1

Level 11:
Weapon + Str + HM + DS
Weapon + Str + HM + DS
PAM + Str + HM + DS
54.6

Paladin vs Lurk d8s



Level
Paladin Smite d8s
Lurk Psychic Strike d8s


01
0
0


02
4
0


03
6
4


04
6
5


05
8 + 6 = 14
10


06
14
12


07
8 + 9 = 17
15


08
17
17


09
8 + 9 + 8 = 25
24


10
25
27


11
8 + 9 + 12 = 29
32


12
29
32


13
8 + 9 + 12 + 5 = 34
36


14
34
36


15
8 + 9 + 12 + 10 = 39
42


16
39
42


17
8 + 9 + 12 + 15 + 5 = 49
49


18
49
52


19
8 + 9 + 12 + 15 + 10 = 54
56


20
54
61




RE deathbymanga and material components:
I should probably copy more of the psionic rulings from the Mystic playtest PDF to this document. From that doc, psionic do not require components that spells do. There are no spoken words, gestures, or materials.

That gives the Mystic (and Order of the Lurk in particular) a pretty big leg up over other casters for being a gish. It wasn't something I took into account when balancing, but I probably should have. Hmm...



I'd love to see your take on other Psionic kits for this class, as well.

Maybe a Psionic Warrior or a Wilder. Maybe a full power Psionicist?

As per other Psionic kits, I will very likely be expanding the class and looking at other archetypes as soon as WotC puts out another playtest document. I'm really interested on what direction they are taking psionics as a whole and once I adjust the Lurk to fit that, I'll be looking at some other archetypes.

Thanks for commenting guys, I truly appreciate it!

Cassious
2016-01-28, 02:07 PM
Love the idea for this and how you have extrapolated it out of the existing Mystic playtest.

After reading through a few times I have a couple thoughts.

Personally I feel you are tying the class too closely to two-weapon fighting with the weapon selection and Knife the Soul which is kind of restrictive in character concept if you want to use all its class features. I would add hand crossbows, longsword, and rapier to the weapon proficiencies so it has the same as the Rogue and change Knife the Soul so it’s less weapon dependant, maybe give it a choice from the Fighter fighting style list.

I agree with Weaseldust that you end up with too many disciplines, maybe cut the progression back to every four levels after 5th level; gaining an additional discipline at 9th, 13th and 17th level for a maximum of 36 powers. That’s still a lot but comparatively a 20th level cleric with max wisdom can prepare 35 spell counting his domain spells. The discipline themselves all seems quite good and really fun.

The classes damage does feel a bit high to me even if it is in line with the paladin but I mostly feel is it’s confusing. There are so many sources of damage it’s a lot to keep track of when you are stacking mind hunter + psychic strike + sneak attack + knife the soul+ weapon damage. I would consider trimming out something in there for simplicity and then buffing one of the other abilities if you feel it’s lagging too much in the damage department.

Lastly the class capstone doesn't seem to fit. The current one does not feel very Lurk-ish or fit well with the Order of the Immortal for that matter. I would change it to something that works generically with disciplines (such as being able to concentrate on two disciplines at once) or consider making the class capstone feature Order dependant like the paladin.

Other than that, I really like what you have done here and you’re presentation is great.

Xethik
2016-01-28, 02:41 PM
Love the idea for this and how you have extrapolated it out of the existing Mystic playtest.

After reading through a few times I have a couple thoughts.

Personally I feel you are tying the class too closely to two-weapon fighting with the weapon selection and Knife the Soul which is kind of restrictive in character concept if you want to use all its class features. I would add hand crossbows, longsword, and rapier to the weapon proficiencies so it has the same as the Rogue and change Knife the Soul so it’s less weapon dependant, maybe give it a choice from the Fighter fighting style list.

The class started as a melding between the Soulknife and the Lurk. I've since cut back down on the Soulknife elements directly but they have some lingering problems. The Lurk 3.0 char image had a Hand Crossbow and I'm not even giving it to them! Duh. I will definitely do this, thanks for bringing it up. I've been so focused on my player's take on the character that I have definitely overly limited the class.



I agree with Weaseldust that you end up with too many disciplines, maybe cut the progression back to every four levels after 5th level; gaining an additional discipline at 9th, 13th and 17th level for a maximum of 36 powers. That’s still a lot but comparatively a 20th level cleric with max wisdom can prepare 35 spell counting his domain spells. The discipline themselves all seems quite good and really fun.

That seems like a good progression. Next revision, I will probably use these numbers.



The classes damage does feel a bit high to me even if it is in line with the paladin but I mostly feel is it’s confusing. There are so many sources of damage it’s a lot to keep track of when you are stacking mind hunter + psychic strike + sneak attack + knife the soul+ weapon damage. I would consider trimming out something in there for simplicity and then buffing one of the other abilities if you feel it’s lagging too much in the damage department.

Over complexity is a definite issue and probably the greatest one. I've been fighting against this complexity for this class/subclass but I think I'm too attached and hesitant to make a sweeping change. I would really like for the character to thematically not rely only on psychic abilities to deal damage, hence Sneak Attack being in there. But it also makes sense for psychic attacks to enhance their damage, thus Psychic Strike/Knife the Soul. But then it just gets super muddled from there with me trying to juggle balance.
I think with my next revision I will take Psychic Strike out of the Discipline and turn it into a class feature, worded similarly to Divine Smite. Knife the Soul's 1d8 extra psychic damage will be an improvement on the Psychic Strike feature. I may drop the Intelligence bonus damage entirely, add it in as an improvement for all attacks starting at 14th level, or have it bonus damage on Sneak Attack (though this last one is probably too confusing again).
Mind Hunter will probably be axed in favor of just buffing up Psychic Strike/Knife the Soul. It was meant to be an equivalent to Hunter's Mark/Hex, but I'm not really a fan of damage being so heavily pinned to an ability like that anyways, so I won't mind seeing it go.
Essentially bring it down to Weapon + Psychic/Improved Psychic Strike + Sneak Attack. Still a lot, but hopefully less confusing and easier to keep track of. Fewer knobs should help with tuning, too. I still might swap Psychic Strike dice to d6s if only to make it feel different than Divine Smite and to have it roll the same as your Sneak Attack dice. Maybe a cost reduction to go with it, but we'll see.



Lastly the class capstone doesn't seem to fit. The current one does not feel very Lurk-ish or fit well with the Order of the Immortal for that matter. I would change it to something that works generically with disciplines (such as being able to concentrate on two disciplines at once) or consider making the class capstone feature Order dependant like the paladin.

Yup, you're 100% on point. Order dependent sounds nice, but I think I'll keep it simple with something like minor psi point regeneration, multiple disciplines, or floating disciplines that can be changed every day. Plus gaining a 9th level spell once per day is possibly too strong and feels lame either way.



Other than that, I really like what you have done here and you’re presentation is great.
Thank you!

I'm going to cross my fingers and hope for a Mystic update in February's UA, timing my next update with that. If there is new content/rules, I will be updating the class to fit those. If we don't get new Mystic material next month, then I'll put together an update of just revisions to the current version of the class. Mostly things you guys have mentioned here.
Thanks again for the interest guys! I think this class is getting much closer to a fully playable level.

Xethik
2016-01-29, 08:45 PM
Hooray! https://twitter.com/mikemearls/status/693242844442591232
Expect to see good things in February!
Well, er... Hopefully good things.

EDIT: Feb 1st even. So this Monday... Should have something ready by next weekend, then! Soooon
https://twitter.com/mikemearls/status/693252595968663556

Cassious
2016-02-01, 03:23 PM
Hooray!
Expect to see good things in February!
Well, er... Hopefully good things.

EDIT: Feb 1st even. So this Monday... Should have something ready by next weekend, then! Soooon


Spot on!

After a quick read through it looks like you will have some interesting revision choices to make; particularly since they changed the disciplines to no longer be order specific :smalleek:

Xethik
2016-02-01, 04:58 PM
Spot on!

After a quick read through it looks like you will have some interesting revision choices to make; particularly since they changed the disciplines to no longer be order specific :smalleek:
That I do... I'm definitely considering breaking the Lurk into its own class and having the spell points scale like a 5th spell level caster which will definitely make comparing it to the Paladin much easier.

That being said, I would like to try to keep it as a Mystic subclass for at least one iteration of the latest Mystic. But maaaan, that Lethal Strike. I'm alright with the cheaper utility and lowering the damage a tad (I will have to fly it by my player) but damn that damage bonus makes it tough to add anything like Sneak Attack. I honestly think either current Order could work for the high level concept, but Order of the Immortal has way more tank than desired and Order of the Awakened 3rd through 8th powers don't fit, either. I'm imagining changing the Lurk to come in as a mix of the two with skill stuff early and attack damage bonuses late.

But I really want to keep Sneak Attack from early on from both a conversion and player expectation standpoint. Something for me to ponder for the next couple days.

They definitely added some cool powers, at least!

weaseldust
2016-02-01, 06:58 PM
That I do... I'm definitely considering breaking the Lurk into its own class and having the spell points scale like a 5th spell level caster which will definitely make comparing it to the Paladin much easier.

That being said, I would like to try to keep it as a Mystic subclass for at least one iteration of the latest Mystic. But maaaan, that Lethal Strike. I'm alright with the cheaper utility and lowering the damage a tad (I will have to fly it by my player) but damn that damage bonus makes it tough to add anything like Sneak Attack. I honestly think either current Order could work for the high level concept, but Order of the Immortal has way more tank than desired and Order of the Awakened 3rd through 8th powers don't fit, either. I'm imagining changing the Lurk to come in as a mix of the two with skill stuff early and attack damage bonuses late.

But I really want to keep Sneak Attack from early on from both a conversion and player expectation standpoint. Something for me to ponder for the next couple days.

They definitely added some cool powers, at least!

I think a 'half-caster' analogue with a limited selection of disciplines is probably your best bet.

I was going to note when you gave your damage comparison with the Paladin that it is more equal to the Rogue damage-wise when neither has feats. The trouble is that the Paladin benefits more from feats like Polearm/Great-Weapon Master than the Rogue does. I'd definitely warn against balancing a class/subclass without feats against one with them. Also, Hunter's Mark only occasionally comes off for a high level (11+) Vengeance Paladin - it's great when you have one strong opponent, but once you destroy the target, making another attack with your off-hand weapon is often better than moving Hunter's Mark, so you lose the benefits. Between levels 5 and 10, that's not so true. But, in any case, you can't treat the Hunter's Mark damage as standard - it's a bonus available in favourable conditions.

EDIT: Divine Favour deals marginally less extra damage than Hunter's Mark and doesn't share that problem, so you could do the comparison with that instead, but it will require a different use of spell slots to have it up all the time - lots of level 1/2 slots, rather than a couple of higher-level ones.


I should say that I was wrong about the number of disciplines before - the Mystic gains them faster than I expected. That said, they only give 3-4 features, rather than 6, which keeps things reasonable.

Xethik
2016-02-01, 07:41 PM
I think a 'half-caster' analogue with a limited selection of disciplines is probably your best bet.

I was going to note when you gave your damage comparison with the Paladin that it is more equal to the Rogue damage-wise when neither has feats. The trouble is that the Paladin benefits more from feats like Polearm/Great-Weapon Master than the Rogue does. I'd definitely warn against balancing a class/subclass without feats against one with them. Also, Hunter's Mark only occasionally comes off for a high level (11+) Vengeance Paladin - it's great when you have one strong opponent, but once you destroy the target, making another attack with your off-hand weapon is often better than moving Hunter's Mark, so you lose the benefits. Between levels 5 and 10, that's not so true. But, in any case, you can't treat the Hunter's Mark damage as standard - it's a bonus available in favourable conditions.

EDIT: Divine Favour deals marginally less extra damage than Hunter's Mark and doesn't share that problem, so you could do the comparison with that instead, but it will require a different use of spell slots to have it up all the time - lots of level 1/2 slots, rather than a couple of higher-level ones.


I should say that I was wrong about the number of disciplines before - the Mystic gains them faster than I expected. That said, they only give 3-4 features, rather than 6, which keeps things reasonable.

Yeah I think one of the problems I was ignoring is that two-handed weapons just benefit from feats way more than one-handed and off-hand attacks have a weird interaction with just how useful a bonus action is otherwise at that point. The lower the level, the less frequently would you have a use for your bonus action generally.

I was more including Hunter's Mark as a standard damage source because I shameless copied it another ability. I don't think Mind Hunter will be sticking around so I won't be too worried about it going forward. Though it is possible to get a rough idea how often you get Hunter's Mark per day and how often it is eating your bonus action and comparing that with the average number of combat rounds, etc. Tossing that in a spreadsheet doesn't sound terribly hard... I might take a stab at it at some point in the future.

And yeah I think my current plan is to increase the number of disciplines per level gained but slicing them up quite a bit more. The ability to pick from the listed disciplines gives you a lot more choices, too. I'll just have to see if I can come up with 5 or 6 thematically appropriate paired down disciplines that don't overlap with the WotC ones! If I go the 5th level caster route, I think the disciplines will be instead be based on a mystic of half the Lurk level and they'll be just trimmed down versions of what I have.

For the 5th caster, it might make sense to make a more generic base class like... Soulblade that has Lurk as a subclass, psychic warrior as another, and maybe soulbow as a last. I'll probably just focus on the lurk for the time being seeing how that is what is being played in my game.

Neyd
2016-02-03, 06:23 PM
Hey Xethik,

first of all: thank you for sharing this (sub)class with the world, although you designed it for one player in particular.

I have been playtesting your lurk on a level 10 character since last week and my initial thoughts were:
•boy is this fun to play (+++)
•I have so many options to choose from (++)
•I have a LOT of stuff to keep track of (-)
•I deal good average damage (+)
•I deal beastly burst, maybe a bit too beastly (-)
•Having all the utility in the world is fun, but the point costs on some (for example surge of speed) seems a bit steep (-)

Now I am aware of the new unearthed arcana and of your plans to change some of the aspects of your lurk according to it. So far I think you are on a very good track and I would think that cutting down your disciplines into multiple smaller ones is the right way to go. But I would urge you to consider the following: in it's newest form the mystic pays way less for utility powers than your version nd thats what I like most about their new version. I think that their lethal strike is somewhat too strong to combo it with sneak attack though. And I would propose that you maybe build in "sneak attack" in such a manner that if usual conditions for it are met (finesse weapon, advantage etc) this subclass could maybe get a point cost reduction that somehow scales for lethal attack. That would give it a sneaky vibe, preserve the damage curve and give the player playing the lurk the added benefit of being able to conserve their psionic points better, doing more utility/hide/disengage stuff.

Just my two cents. No matter what you do I am looking forward to your next iteration.

Xethik
2016-02-03, 07:02 PM
Hey Xethik,

first of all: thank you for sharing this (sub)class with the world, although you designed it for one player in particular.

I have been playtesting your lurk on a level 10 character since last week and my initial thoughts were:
•boy is this fun to play (+++)
•I have so many options to choose from (++)
•I have a LOT of stuff to keep track of (-)
•I deal good average damage (+)
•I deal beastly burst, maybe a bit too beastly (-)
•Having all the utility in the world is fun, but the point costs on some (for example surge of speed) seems a bit steep (-)

Now I am aware of the new unearthed arcana and of your plans to change some of the aspects of your lurk according to it. So far I think you are on a very good track and I would think that cutting down your disciplines into multiple smaller ones is the right way to go. But I would urge you to consider the following: in it's newest form the mystic pays way less for utility powers than your version nd thats what I like most about their new version. I think that their lethal strike is somewhat too strong to combo it with sneak attack though. And I would propose that you maybe build in "sneak attack" in such a manner that if usual conditions for it are met (finesse weapon, advantage etc) this subclass could maybe get a point cost reduction that somehow scales for lethal attack. That would give it a sneaky vibe, preserve the damage curve and give the player playing the lurk the added benefit of being able to conserve their psionic points better, doing more utility/hide/disengage stuff.

Just my two cents. No matter what you do I am looking forward to your next iteration.

Awesome! So glad you've enjoyed the class and been able to playtest it. In the current iteration of my next version, a lot of the utility powers are receiving significant price drops. For example, Nomad's Path Dimension Door power is going from 9 psi points to 6. The Surge of Speed power is shared between all Mystics now and the Lurk can use the new playtest's 2 costed version from 5. Not sure why I priced that at 5 to begin with! This should make the powers more logically cost for the Mystic class as a whole rather than a fake half-caster Lurk. Sneak Attack is going to be reduced quite a bit. I like your idea on the cost reduction on Sneak Attack with Lethal Strike, though. I might remove SA entirely and implement something like that.

Burst damage may be just as crazy if not more so with Lethal Strike being much cheaper than Psychic Strike. I'm going to look at implementing a less complicated version of Strike Augments into the Mystic as a whole, limiting Lethal Strike to once per turn as well as any other Strike effects I add to various disciplines. Attack damage will be lower, but Lethal Strike is efficient enough to be added to most if not each round of combat as you gain levels.

Cutting down the number of things to keep track of is also on my mind. Making sure you catch all your one off bonuses, tracking your psi points and current discipline, all that jazz can be confusing currently. I'm curious to see if/how WotC approaches this with the base Mystic.

Also, damage calculation speed is currently less than ideal. No definite plans yet, but one of the things I don't like in theory with the Order of the Immortal is that you can Lethal Strike for d10 Psychic Damage and Cutting Resonance adds d8 Psychic Damage. When rolling your dice in batch, it would be nice if dice of like damage types are of the same size. Instead, you may need to roll a d10 as your weapon damage and then roll Lethal Strike d10s in a different color or separately if the monster has psychic resist or something similar. I'm going to try to avoid this for the Lurk if at all possible.

Really glad that you are getting a chance to playtest and enjoy. I've the new Lurk Order in spot I think I'm okay with. Just converting 3 or 4 more disciplines and then I'll get a post up for new material. Tomorrow, most likely. Probably not in PDF format just yet, that will be later this weekend assuming I don't go and mass revise things.

EDIT: Won't be getting the latest update up tonight, unfortunately.
Here's a peek at what I have for the non-discipline changes. I'll try to sneak some time in during work tomorrow to finish up the disciplines.
Of course I may tweak some of these, especially the Sneak Attack part. I haven't even sat down and ran the numbers yet!


Consumptive Power
At 10th level, you gain the ability to sacrifice your health in exchange for psychic power. As a bonus action, you regain a number of psi points up to half your mystic level. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 5. This reduction can’t be lessened in any way.
Once you use this feature, you can’t use it again until you finish a long rest, and the reduction to your hit point maximum lasts until you finish a long rest.

Perfected Focus
When you reach 20th level, you are able to maintain unshakeable clarity on one of your disciplines. Whenever you finish a long rest, select one discipline you know. You gain its psychic focus benefit without needing to select it as your psychic focus until you choose a different discipline with this feature. You maintain this discipline’s psychic focus benefits even if an effect causes you to lose your psychic focus.

Mystic Orders
Psionics is a mysterious form of power within most game worlds. Secretive cabals study its origins and applications, while always pushing the boundaries of what psionics can achieve.
Each mystic order pursues a specific goal for psionic power. The goal shapes how members of an order understand psionics and determines the disciplines they master.

Order of the Lurk
Mystics of the Order of the Lurk remain seek to use their power to become master thieves and assassins. They seek the perfect and clean kill, manipulating marks and prying secrets from the minds of everyone around them. To members of this order, psionic energy is an enhancement to their existing skills of subterfuge and slaying.

Bonus Proficiencies
When you choose this order at 1st level, you gain proficiency with shortswords, rapiers, longswords, hand crossbows, and with Dexterity (Stealth).

Mind and Blade
Beginning at 1st level, you gain the Sneak Attack class feature like that of a Rogue. The amount of extra damage you deal is based on your levels in this class, as shown in the Sneak Attack Damage table. If you gain Sneak Attack from multiple sources, you only use the higher of the two.
(Right now, 1d6 at 1, increases to 2d6 at 6, 3d6 at 11, 4d6 at 16)

Vanish
Starting at 3rd level, you can use the Hide action as a bonus action on your turn. In addition, your proficiency bonus is doubled for any Dexterity (Stealth) checks you make.

Surge of Trickery
Starting at 6th level, you are able to slip free from effects that would control or compel you. When you fail a saving throw that would cause you to be charmed, frightened, stunned, or paralyzed, you can reroll that saving throw at the cost of your psychic focus. Your psychic focus immediately ends, and you can’t use it again until you finish a short or long rest. You can’t use this ability if you can’t use your psychic focus.

Knife the Soul
At 8th level, you gain the ability to enhance your weapons with psychic energy. Whenever you hit a creature with a weapon, you deal extra psychic damage equal to your Intelligence modifier (minimum 1).

Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Psionic Wraith
At 18th level, you are able enter a trance and project your form into pure psionic energy. You can spend 1 minute in a trance to leave your body and become a psionic wraith for up to 1 hour. Your wraith appears as a shimmering outline of your physical form, granting it advantage on Dexterity (Stealth) checks. The wraith has all of your stats and abilities, including bonuses and drawbacks from items, but none of your equipment. Your senses are transferred to the wraith and your body is unconscious as long as you trance. The wraith can be created with up to two ethereal weapons which are identical to the weapons you had in hand while trancing. When your wraith disappears, it immediately drops any items it was carrying, its ethereal weapons fade, and your trance ends. If your physical body or your wraith take damage, your wraith moves more than 1000 feet away from your body, 1 hour passes, or you spend an action to end your trance, your wraith disappears. Once you use this ability, you can’t use it again until you finish a long rest.

Neyd
2016-02-04, 05:25 AM
This looks really really awesome. I love the simplicity and how you really emulated the progression and general idea of wotc's second draft.

Are you also planning on doing something with psionic talents?

Xethik
2016-02-04, 10:58 AM
Are you also planning on doing something with psionic talents?

Nothing terribly exciting. I'll be looking at a psionic version of Minor Illusion/Ghost Sound.

Xethik
2016-02-05, 06:29 PM
Discipline changes are done. Copy-pasting them directly from my notes, apologies for any formatting issues!


Psionic Disciplines

Psionic disciplines are the heart of a mystic’s craft. They are the mental exercises and psychic formulae used to forge inner will into tangible effects. Disciplines were each discovered by different orders and tend to reflect their creators’ ethos and specialties. However, a mystic may learn any discipline regardless of its associated order.
Using a Discipline

Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
The following sections go into more detail on using a discipline.
Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option.
Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit.
An effect with a † after the name is an augment. An augment usually amplifies your current or next attack to deal more damage or cause an additional effect. You can only use one augment per turn.
Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires no action.
Components

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.
Duration

An option in a discipline specifies how long its effect lasts.
Instantaneous. If no duration is specified, the effect of an option is instantaneous.
Concentration. Some effect options require concentration. This requirement is noted with a “C” after the option’s psi point cost.
Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.
Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,” of the Player’s Handbook.
Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.
Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if that option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap. Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” inchapter 10, “Spellcasting,” of the Player’s Handbook).

Discipline Descriptions

The following disciplines are presented in alphabetical order.
Psionic Disciplines


Discipline
Rank
Order


Nomad’s Path
Lesser
Lurk


Phantasmal Reality
Lesser
Lurk


Shroud of Displacement
Greater
Lurk


Unseen Hand
Lesser
Lurk (Invisible Hand)




Nomad’s Path

Lesser discipline (lurk)
You manipulate space itself with your psionic energy, moving your being vast distances in the blink of an eye.Psychic Focus: While focused on this discipline, creatures have disadvantage on opportunity attack rolls against you.
Wall Walker (2): As an action, you imbue yourself with the ability to climb walls like a spider. For one minute, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving both of your hands free, and you gain a climbing speed equal to your walking speed.
Dimensional Jaunt (3): As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see.
Fold Space (6): As an action, you cast the Dimension Door spell.
Blink Strike † (7): Before you make a melee weapon attack, you can teleport next to your target and then retreat. You teleport up to 60 feet and then make your attack. You have advantage on the next attack you make before the end of your turn. The effect lasts until the end of your turn or you use a bonus action to end the effect early. When the effect ends, you teleport back to your original position or the nearest unoccupied space if your original space is somehow now occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.

Phantasmal Reality

Lesser discipline (lurk)
This discipline allows you to manipulate how others perceive the world around them in subtle ways. Your psi causes your foes to look over creatures or see what is not there.Psychic Focus: While focused on this discipline, creatures of your choice suffer a penalty on passive Wisdom (Perception) checks. This penalty equals half your Intelligence modifier (minimum 1).
Obscured Sights (2-12): As an action, you cloud the minds of up to 3 target creatures that you can see. Those creatures treat you and anything you are wearing or carrying as invisible for 1 hour. This effect ends early if you attack, cast a spell, or use an ability that deals damage. For every 2 extra psi points you spend, you can target another creature.
Phantasmal Force (3, C): As an action, you can cast the Phantasmal Force spell.
Stygian Strike † (5): When you hit a creature with a melee weapon attack, you can cloud that creature’s mind. The target has disadvantage on the next attack roll it makes before the beginning of your next turn. You can’t use this ability on that creature again until you finish a long rest.
Doppelgänger Strike † (8): When you hit a creature with a melee weapon attack, you can study and copy their form. You can only target a creature of the same body type as you (usually bipedal) and the creature can't be more than one foot shorter or taller than you. For the next 24 hours, you are able to project yourself as this creature. As an action during this time, you can concentrate on this discipline and alter the minds of those around you to see, hear, smell, taste, and feel you as if you were this creature. While concentrating on this discipline, you may “shift” into the form of your victim and back any number of times during this 24 hour duration. You are only projecting your image to intelligent creatures you are aware of. A creature can also use an action to inspect your appearance. If they succeed on an Intelligence (Investigation) check against your discipline save DC, they can snap out of the phantasm and see your normal form.
Once the duration is up or you stop concentrating on this discipline, you “shift” back into your normal form. Using this ability again causes you to lose your previous target’s form and revert back to your normal form. Once you use this ability, you can’t use it again until you finish a long rest.
Shroud of Displacement

Greater discipline (lurk)
You partially shift your being into pockets of the Far Realm, becoming harder to hit and slow down.Psychic Focus: While focused on this discipline, spell attacks have disadvantage on attack rolls against you.
Blurred Form (2 - 12): As an action, you project a number duplicate images of yourself in your space. The number of images projected is equal to half the psi points you spend. Until the effect ends, the images move with you and mimic your actions, shifting positions so it’s impossible to track which image is real. You can use your action to dismiss this effect.
Each time a creature targets you with an attack during the effect’s duration, randomly determine if an image is hit instead of you. The chance to attack each image is the same as the chance you are hit instead.
An image’s AC equals 10 + your Dexterity modifier. If an attack hits an image, it is destroyed. An image can be destroyed only by an attack that hits it; it ignores all other damage and effects. The effect lasts up to 1 minute or until you are out of images.
If you have at least one image, you can use your action and spend 1 psi point to add an image. You can’t have more images active than half of your psi limit.
Realm Shift (5): As an action, you can begin phasing between this reality and the Far Realm. Roll a d20 at the end of each of your turns for the duration of the effect. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Far Realm (this effect cannot be used and your psi points are wasted if you are already in the Far Realm). At the start of your next turn, and when the effect ends if you are in the Far Realm, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this effect as an action. While in the Far Realm, you are able to peer and listen into the plane you originated from by with psionic energy, but you can’t see anything more than 60 feet away. You can’t affect or be affected by creatures from the plane you originated from. Creatures that aren’t in the Far Realm can’t perceive you or interact with you, unless they have the ability to do so.
Phase from Bonds (6): As an action, you can cast the Freedom of Movement spell.
Displacement (7, C): As an action, you shimmer and phase slightly out of this reality. For up to 10 minutes, attacks against you have disadvantage. If you take damage, this effect temporarily ceases to function until the start of your next turn. This effect is also suppressed if you are incapacitated, restrained, or otherwise unable to move.
Banishing Strike † (11): When you hit a creature with a weapon attack, you can attempt to banish them to the Far Realm. The target of your attack must succeed on a Charisma saving throw or be banished. While banished, the target is incapacitated and is sent to the Far Realm. The target remains banished for three rounds, at which point the target reappears in the space it left or the nearest unoccupied space if that space is occupied. Once you use this ability, you can’t use it again until you finish a long rest.

Unseen Force

Lesser discipline (lurk)
You channel your psionic energy into the world around you, moving objects and entire creatures with your will. To others, it may seem that invisible hands manipulate the world as your focus intently.Psychic Focus: While focused on this discipline, you can use powers of minor telekinesis at-will. As an action, you can manipulate an object, open a door or container, stow or retrieve an item from an open container, or move an object that is picked up. You can only pick up objects that weigh no more than 10 pounds and you can only move a picked-up object 30 feet.
Push/Pull (5): As an action, you may spend move nearby creatures and loose objects. Each creature or unattended object of Large or smaller size within a 60-foot cone makes a Strength saving throw. A creature that fails its saving throw takes 3d4 force damage. If you chose push, creatures that fail are also pushed 10 feet away from you. If you chose pull, creatures that fail are instead pulled 10 feet towards you.
Telekinetic Force (7, C): As an action, you can cast the Telekinesis spell.
Far Strike † (2): When you make a melee weapon attack on your turn, you can increase your reach for that and any other melee weapon attacks this turn by 5 feet.
Throwing Strike † (6): As a bonus action, you imbue two of your melee weapons with psionic flight. Up to two melee weapons you are holding gain thrown (range 20/60) and teleport back into your hands as soon as they strike or miss their target. Your weapons keep the thrown property for 1 minute. Once you use this ability, you can’t use it again until you finish a short or long rest.

In addition, add the following effects to the specified discipline.
Celerity

Lesser discipline (immortal)
Maiming Strike † (2): When you hit a creature with a melee weapon attack, you can maim the target and slow them down. The target’s speed is reduced by 10 feet until the start of your next turn.

Psionic Weapon

Lesser discipline (immortal)
Blade Slash † (7): When you hit a creature with a melee weapon attack, you can deal 3d10 additional psychic damage to each creature in a 15-foot cone, including the target initially hit. Once you use this ability, you can’t use it again until you finish a long rest.


Conquering Mind

Lesser discipline (immortal)
Interrogating Strike † (6): When you hit a creature with a melee weapon attack, you can extract the answer to a single question. You immediately use the Exacting Query discipline effect on the target. Once you use this ability, you can’t use it again until you finish a long rest.

Psionic Talents

A psionic talent is a psychic ability that requires psionic aptitude but doesn’t drain a mystic’s psionic energy. Talents are similar to disciplines and use the same rules, but with three important exceptions:
• You can never use your psychic focus on a talent.
• Talents don’t require you to spend psi points to use them.
• Talents aren’t linked to psionic orders

Minor Phantasm

Psionic talent
As an action, you implant phantasm in the mind of 5 creatures within 30 feet of you. Each target makes an Intelligence saving throw. On a failed save, the target hears a sound or sees image of an object within 60 feet of you. Each creature that fails sees or hears the same phantasm. This talent has no effect on undead or constructs.
If you create a sound, its volume can range from a whisper to a scream. It can be a voice, but any spoken words are unintelligible.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The object can’t create sound, light, or smell.
If a creature uses its action to listen closer to the sound or to examine the object, it can dispel the phantasm with a successful Intelligence (Investigation) check against your discipline save DC. If a creature is successful, the phantasm fades. A sound or object may be thought as the mind playing tricks on itself or correctly identified as a supernatural effect, depending on how the creature observes the phantasm before it fades. If a creature fails, they continue to perceive the phantasm and rationalizes any illogical outcomes, but can’t take damage from the phantasm
The phantasm fades after 1 minute of its initial creation or if you use this talent again.

Neyd
2016-02-06, 06:50 PM
I like it and cannot wait to test it next week, but I might have some feedback beforehand:

I think stygian strike might be a bit weak, considering the rather steep cost AND the use limitation to once per long rest

The psychic focus of phantasmal reality could use some additional infos. Do you need to see the creatures? Is the ability limited by range?

I really like blurred form and the idea to invest psi points to replenish your images via high action investment and comperatively lower point cost. Nice balancing nuance!

Conquering mind is (at least to wizards) a awakened mind discipline. You have it listed as immortal, a minor oversight I think.

Far strike and throwing strike both leave room for the possibility of dual wielding, which I like, since I am a "play the style you like" kind of guy. But psionic weapon does only buff up a single weapon as per wizards version of it. Do you have any plans on doing something about this? I mean making dual wielding more viable with psionic weapon? I remember your last iteration having a strong dual wielding flair.

Thank you for hard work so far. Looking great

Xethik
2016-02-06, 11:35 PM
I like it and cannot wait to test it next week, but I might have some feedback beforehand:

Awesome! Thanks for taking a look and such interest.



I think stygian strike might be a bit weak, considering the rather steep cost AND the use limitation to once per long rest

I meant for to be a limit on the number of times you can target the same creature. I'll adjust the wording on that to make it a bit more clear. I'm on the fence about dropping the cost. The action economy on it is really good and there is no save associated, but it is only disadvantage on a single attack. I wouldn't be terribly opposed to adding a save but dropping the cost to 3 or even 2.



The psychic focus of phantasmal reality could use some additional infos. Do you need to see the creatures? Is the ability limited by range?

Very fair. I think I'm just going to make it a "+ to Dexterity (stealth) to you and nearby allies" sort of ability. Flavorwise, I wanted it to make it so that you are causing targets to be a little bit less mindful and focused on seeing things but if they are actively searching, then it wouldn't have an effect. That might be both a bit too narrow of a focus and overly complicated; +stealth would fix that. I'll take a stab at improving the current wording and see if it is just too wordy or complicated. Maybe just specify creatures that you can see? But that oddly means they may have already had their chance to spot you. Eeegh, intent might be clear with just that line.



I really like blurred form and the idea to invest psi points to replenish your images via high action investment and comperatively lower point cost. Nice balancing nuance!

Conquering mind is (at least to wizards) a awakened mind discipline. You have it listed as immortal, a minor oversight I think.

Yup! Copy-paste error. Nice catch.



Far strike and throwing strike both leave room for the possibility of dual wielding, which I like, since I am a "play the style you like" kind of guy. But psionic weapon does only buff up a single weapon as per wizards version of it. Do you have any plans on doing something about this? I mean making dual wielding more viable with psionic weapon? I remember your last iteration having a strong dual wielding flair.

Yeah, I've definitely dropped some of the dual wielding focus to be a bit more broad, but I'm still trying to support it heavily with the new features/disciplines. That being said, Psionic Weapon only working on one weapon is a bit of a bummer, but I think it's already on the strong side and I'm hesitant to make it even stronger. For the time being, I think I'd keep it as-is. At the very least, you can make your main-hand a +3/+3 and your off-hand a +1/+1. I'll definitely be considering just rewording those abilities to work on any weapon you wield.



Thank you for hard work so far. Looking great
Thank you for your kind words! I appreciate all the feedback. My game was canceled this week, so that gives me a bit more time to get a polished update to the class for next session. I'm going to try to get the PDF version up tomorrow but I will have to see how long getting the formatting right takes me this time around.

Neyd
2016-02-07, 12:09 PM
If you want to put a save on stygian strike, I would say it becomes too weak given the other costs/restrictions. I mean a monk's stunning strike allows for a save, is spammable as heck (with no until you finish a rest restriction) and the effect, if it goes through is immensly more powerful than "disadvantage on next attack".

You are right about it being great action economy wise but I think if you leave the restriction in, the cost could be dropped to 3. My reasoning behind this is: if I were a lurk and attack a normal goon within a fight it might almost alwasy be better off just dealing 5d10 additional damage than giving my target disadvantage for 1 attack. If I encounter a singe strong enemy where potentially causing one of it's attacks to miss seems more valueable there are a lot of cases where they simply have causes of action that do not need attack rolls (ie. dragon's breath) or it simply has enough attacks per turn to not be too impeeded by having disadvantage on one of them.

That being said, it is of course your project and I am in no position to dictate how you cost your abilities. It is just that this single one seems a little bit too steeply costed to me.

Xethik
2016-02-07, 03:49 PM
If you want to put a save on stygian strike, I would say it becomes too weak given the other costs/restrictions. I mean a monk's stunning strike allows for a save, is spammable as heck (with no until you finish a rest restriction) and the effect, if it goes through is immensly more powerful than "disadvantage on next attack".

You are right about it being great action economy wise but I think if you leave the restriction in, the cost could be dropped to 3. My reasoning behind this is: if I were a lurk and attack a normal goon within a fight it might almost alwasy be better off just dealing 5d10 additional damage than giving my target disadvantage for 1 attack. If I encounter a singe strong enemy where potentially causing one of it's attacks to miss seems more valueable there are a lot of cases where they simply have causes of action that do not need attack rolls (ie. dragon's breath) or it simply has enough attacks per turn to not be too impeeded by having disadvantage on one of them.

That being said, it is of course your project and I am in no position to dictate how you cost your abilities. It is just that this single one seems a little bit too steeply costed to me.
Emphasis mine. I wholly disagree with this. While I happen to be putting most of this to text for myself, I intend for this to be a subclass built by the community. I think anyone has as much of a right to take what I have put out, tweak it, and host it as a more balanced version of the class.

More on topic, I think you have convinced me to drop the cost to 3. If it ends up being on the strong-side in play, I'll up the cost again.

Neyd
2016-02-07, 04:53 PM
I am so sorry. I did not mean to offend you in any way. Also I am glad that I could be helpful. I will gladly continue to playtest this subclass and provide additional feedback if something striking pops up.

Xethik
2016-02-07, 07:11 PM
I am so sorry. I did not mean to offend you in any way. Also I am glad that I could be helpful. I will gladly continue to playtest this subclass and provide additional feedback if something striking pops up.

Haha no no, no offense taken. I'm just trying to say that your opinion is just as important as mine is when it comes to the subclass. Sorry for not making that more clear!

Neyd
2016-02-11, 09:47 AM
I have played the new lurk with the changes suggested here again yesterday and have to say it's an absolute blast!

We are currently playing at level 10 and while damage output is highly reliant in psi-point investment the "i decide when i want to invest" playstyle is a heck of a lot of fun. My DM had no complaints as we both felt that the sheer amount of utility the mystic has at that level is balanced by the fact that the player needs to conserve their resources just like a spellcaster would. The only weak point we feel with the current design is that the mystic in general is a very "cerebral" class (pun intended) as it requires a rather high amount of record keeping and remembering all the little tricks the disciplines provide. But in all honesty we do not feel that this is too concerning since the wizard class (or any full spellcaster for that matter) has a similar feel to it and might seem offputting to people how like it quick and simple.

All in all my group and I were very satisfied with how the lurk mystic turned out. One of the players criticized that there was seemingly no discipline that provided a more "rogue-ly" utility build like powers for picking locks and disarming traps. But I felt this to be largely invalid due to the mind vault discipline.

Xethik
2016-02-11, 11:38 AM
I have played the new lurk with the changes suggested here again yesterday and have to say it's an absolute blast!

We are currently playing at level 10 and while damage output is highly reliant in psi-point investment the "i decide when i want to invest" playstyle is a heck of a lot of fun. My DM had no complaints as we both felt that the sheer amount of utility the mystic has at that level is balanced by the fact that the player needs to conserve their resources just like a spellcaster would. The only weak point we feel with the current design is that the mystic in general is a very "cerebral" class (pun intended) as it requires a rather high amount of record keeping and remembering all the little tricks the disciplines provide. But in all honesty we do not feel that this is too concerning since the wizard class (or any full spellcaster for that matter) has a similar feel to it and might seem offputting to people how like it quick and simple.

All in all my group and I were very satisfied with how the lurk mystic turned out. One of the players criticized that there was seemingly no discipline that provided a more "rogue-ly" utility build like powers for picking locks and disarming traps. But I felt this to be largely invalid due to the mind vault discipline.

Awesome awesome awesome! I'm so glad the class is working out for you and your group.

I've considered adding the ability to get one or two skill expertise to the Order of the Lurk, but I didn't want to step on the toes of the Order of the Awakened Mind. I think it would be super flavorful and cool to have an Expertise you can move around for Psi Points, but that's probably a tad on the strong side. Maybe an 11 or 13 cost power for Mind Vault, though!