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sandmote
2019-03-30, 05:13 PM
I really like the feel of psionics, and have been working on some 1/3 manifester and otherwise psionic 5e subclasses.

I really don't have a problem with the base class mechanics of the AU Mystic (https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf) class.

However, I have quite a few issues with the disciplines, including their sizes, strength, and a few other factors, to the point I think they need to be rebalanced for the sake of non-Mystic subclasses using psionics (in addition to mystics, admittedly).

Here is the page on the homebrewery (https://homebrewery.naturalcrit.com/share/HkSisO8KdN), which ends with a changelog of what I've done to the base material.

The overall idea is to limit the abilities available to an individual psionic character, while rebalancing some abilities I find particularly strong. It is not meant to significant weaken the mystic class, or to stop mid-level mystics from being slightly ridiculous in a 5 minute adventuring day.

Statistics:
The following is my counts for the AU mystic and the 1.1 version of my homebrew.




Total Disciplines
Total Powers
Mean Powers/Discipline
Max Powers at 20th


UA Wilder
40
179
4.475
64


My 1.1 HB
50
185
3.7
48


Reduction
-10
-6
7.75
20


Changes for 1.2
50
185
3.7
44


Reduction
NA
NA
NA
+4



The reason the number of disciplines has increased by more than number of powers is that a large number of disciplines have had a number of powers split off into a separate discipline. Additionally, 5 of the powers from the UA list (along with one of my HB powers). On average, a psion (with two bonus disciplines) has almost 8 fewer powers than a mystic (again, with two bonus disciplines). With the psion changes here (http://www.giantitp.com/forums/showthread.php?594469-Psion-Mystic-Rewrite-(PEACH)&p=24068935#post24068935), the number of disciplines a psion knows has been reduced. As such, an average psion has 33 powers where an average mystic had 45

The following is the basics of psionics.


The Rules of Psionics
As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

What Is a Discipline?
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest an equivalent set of psionic powers. Each power is a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In manifesting a power, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect--in most cases, all in the span of seconds.

Powers can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.

However, unlike spells, powers are arranged into sets known as disciplines. Learning and memorizing the usage of a discipline requires far more effort than that of a spell, limiting the number a psionic character can know at a time. However, very simple variations in using a discipline grant far larger effects, allowing a psion to gain multiple powers from each discipline they know.

Psionic Talents
A psionic talent is a minor psionic effect you have mastered. Effectively a 0 psi point power, talents in a psion's arsenal replace the cantrips used by spellcasters.

Psi Points And Psi Limit
Regardless of how many disciplines a caster knows or prepares, he or she can manifest only a limited number of powers before resting. Manipulating the fabric of magic and channeling its energy into even a simple power is physically and mentally taxing, and higher cost powers are even more so. For example, the 3rd-level mystic Umara has 14 psi points and a psi limit of 3.

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic power describes an effect you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. So when Umara manifests Push, a 1-7 psi points power, she can spend 1, 2, or 3 psi points on it and remove those from her total psi points.

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your psion level. So when Umara manifests Push, she cannot spend more than 3 psi points on that power, as her psi limit is 3.

Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Manifesting a Power
When a character manifests any power, the same basic rules are followed, regardless of the character's class or the powers's effects.

Each power description begins with a block of information, including the powers's name, pis point cost, and manifesting time. The rest of a discipline entry describes the power's effect, including range and duration.

Components
Powers require the chanting of mystic words. The words themselves aren't the source of the power's effects; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't manifest a power with a verbal component.

Range, Targets, Areas of Effect, And Attack Rolls
A power's range, choosing Targets, finding a power's area of effect, and making attack rolls with a power works the same way it does with spells.

Multclassing as a Psion and Spellcaster.
Your capacity for psionics depends partly on your combined levels in all your psionic classes and partly on your individual levels in those classes. Once you have the Psionics feature from more than one class, use the rules below. If you multiclass but have the Psionics feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared
You determine what disciplines you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a mystic 4/psychic warrior 7, for example, you know two disciplines based on your levels in the fighter class. As 3rd-level mystic, you know two mystic talents, and you know 2 disciplines from your base class.

Each discipline you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you manifest a power from that discipline.

Spell Slots and Pact Magic.
If you have the the Spellcasting class feature, the Pact Magic class feature from the warlock class, or both, you spell slots in addition to psi points. However, can not use the spell slots you gain from either the Spellcasting class feature or Pact Magic feature to manifest powers you know or have prepared from classes with the Spellcasting class feature, or to use the psi points you gain from the Psionics class feature to cast spells you know or have prepared.

A large porton of the material is taken form the basic rule's explanations of spells. Psionics still jump in power at 5th level and even out after 11th; this isn't intended to change that. Although I have added somatic components a sound requirement to all powers to keep things simple and nerf powers somewhat.

sandmote
2019-03-31, 11:00 PM
Here's everything added to the Homebrew. If you can't/won't/whatever check out the full document, please do go over the strength and clarity of my additions.

A large number of saving throws have been changed, drastically reducing the number of Int and Cha saves.


Uncouple
Psionic Talent

As an action, make an attack roll against one creature within 30 feet. On a hit, the creature takes 1d4 psychic damage, and loses its psychic focus if it has one. If the creature is concentrating on a spell or power, it has disadvantage on the saving throw to maintain concentration. The talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

The only talent I've added, although the saving throw of mind trust has been changed.


Psychic Focus. While focused on this discipline, you can calculate you AC as 12 + your Dexterity modifier.

Psychic Focus. While focused on this discipline, you can use your bonus action to create a pair of torch-sized lights within 120 feet, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Whichever form you choose, each light sheds dim light in a 10- foot radius.

Psychic Focus. While focused on this discipline, you have advantage on saving throws to avoid being knocked prone.

Psychic Focus. While focused on this discipline, you have advantage on Medicine (Wisdom) checks.

Psychic Focus. While focused on this discipline, your attacks of opportunity send the creature that provokes them through a looping portal. This reduces their speed by 10 feet, whether or not your attack of opportunity hits.

Additionally, the Psychic focus for Giant Growth only increases your reach during your turn (similar to the bugbear racial feature).


Repulsing Beam (3 psi). As an action, you unleash a beam of repulsing light. One creature within 20 feet of you must make a Dexterity saving throw. Ona failed save, that creature takes 3d6 rediant damage and is pushed 10 feet away from you. On a sucessful save, that creature takes half as much damage and isn't pushed.

Giant Strength (2 psi). As an action, you double your carry capacity for 1 hour.

Rebuild Form (2 psi). As a bonus action, you funnel energy into one creature within 30 feet. As the creature's body reforms it takes 1d6 necrotic damage, and then regains 1d12 hit points.

Return Life (7 psi; conc., 8 hr.). After spending full duration of the power tracing magical pathways within diamond worth at least 500 gp, you touch a a dead creature. If the creature meets the prerequisites from the Raise Dead spell, it returns to life, with the same conditions as the spell. Both you and that creature then gain one level of exhaustion.

Shift Soil (2 psi). As an action, you move a ten foot cube of loose soil. You can deposit this soil where you like, or in a 20 foot square, which becomes rough terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Earthen Wall (3 psi; conc., 10 min). As an action you raise a wall of stone, at least one portion of which must be within 60 feet of you. The wall consists of 8 section adjecent to each other, each of which is 5 feet long, 5 feet wide, and 10 feet tall. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 15 hit points.

Body Adjustment (1-7 psi). As an action, you can spend psi points to restore your hit points. You regain 1d8 hit points per psi point spent.

Mend Wounds (2 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 3d4 hit points. You can increase the healing by 1d4 for every additional psi point you spend on this power.

Razing Shadows (6 psi; conc., 1 min.). You project a monstrous shadow lashing out with a clawed limb. Each creature in a 30-foot cone must succeed on a Dexterity saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

This is in addition to a number of nerfs, buffs, and rebalances to powers that existed in the UA.

Additionally, I've added psi crystals, which count as a familiar:


Psicrystal
Tiny construct, unaligned

Armor Class 12 (natural armor)
Hit Points 3(2d4 -2)
Speed 0ft., fly 30 ft. (hover)


STR
DEX
CON
INT
WIS
CHA


4 (-3)
13 (+1)
9 (-1)
10 (+0)
14 (+2)
7 (-2)

Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 5 ft., Darkvision 60 ft. (blind beyond this radius), Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 0 (10 XP)

Magic Resistance. The psicrystal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The psicrstal's natural attacks are magical.

Actions
Slam. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 bludgeoning damage

I've also written rules for combining the two, to make multiclass psionic and arcane characters less redundant. The template for combined familiars:


Psicrystal [name of beast here]
Tiny construct, unaligned

Armor Class 11 + Dex modifier (natural armor)
Hit Points XX(2d4 + con modifier)
Speed beast's movement, fly 30 ft. (hover)


STR
DEX
CON
INT
WIS
CHA


Beast's
Beast's
Beast's
10 (+0)
14 (+2)
7 (-2)

Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 5 ft., Darkvision 60 ft., the beast's vision, Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 0 (10 XP)

Magic Resistance. The psicrystal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The psicrstal's natural attacks are magical.
Beast's Abilities The Psicrystal beast has any special abilities of its beast form.

Actions
Beast Actions The psicrystal beast can only take action available to its base beast.

sandmote
2019-04-04, 05:24 PM
The following is a copy of the full changelog as of the 1.1 release.

Talents
Mind Trust save changed from int to wis

Uncouple added

Adaptive Body
No Change

Astral Creation
New Discipline: new psychic focus, Astral Pack Mule, Craft tools, and Astral Construct added

Frozen Sanctuary moved from Mastery of Ice and renamed Instant Barrier

Aura Sight
Read Moods removed

Bestial Form
Movement speeds limited, tough hide removed.

Amphibious and fins rolled into a single transformation.

Block Momentum
New Discipline: Inertial Armor and Telekinetic barrier moved from Mastery of Force and psychic focus copied

Brilliant Creation
New Discipline: Light and Radiant Beam moved from Mastery of Light and Darkness

Repulsing Beam added

New psychic focus

Brute Force
No Change

Celerity
climbing speed from Surge of Speed limited.

Blur of Motion Removed

Corrosive Metabolism
Corrosive Touch removed

Venom Strike buffed

Crown of Dispair
Crowned in Sorrow save changed from cha to con

Visions of Despair save changed from cha to wis

Crown of Disgust
Eye of Horror and World of Horror saves changed from cha to wis

Wall of Repulsion save changed from wis to cha

Crown of Rage
No Change

Diminution
No Change

Giant Growth
Giant Strength and Troll Blood added

Ogre form cost increased

psychic focus nerfed

Troll Blood removed

Intellect Fortress
No Change

Iron Durability
No Change

Mantle of Awe
No Change

Mantle of Command
No Change

Mantle of Courage
No Change

Mantle of Fear
No Change

Mantle of Fury
Overwhelming Fury save changed from cha to wis

Mantle of Healing
New Discipline: Psychic Focus and restore Life moved from Psionic Restoration

Rebuild Form and Reform Body added

Reform Body replaced with Return Life

Mantle of Joy
No Change

Mastery of Air
Misty Form moved to Mastery of Weather

Mastery of Earth
New Discipline: Armored Form and Animate Earth moved from Mastery of Wood and Earth

New Psychic Focus

Shift Soil and Earthen Wall added

Mastery of Fire
Fire Form removed

Mastery of Force
Inertial Armor and Telekinetic barrier moved to Mastery of Force and psychic focus copied

Mastery of Ice
Ice Barrier nerfed

Frozen sanctuary moved to astral creation

Mastery of Light and Darkness
Removed Discipline: Psychic Focus, Darkness, and Shadow Beasts moved to Scuplting Shadows while Light and Radiant Beam moved to Brilliant Creation

Mastery of Storms
New Discipline: takes half the benefit of the Psychic Focus from Mastery of storms, along with the Hungry Lightning, Whirlwind, Lightning Leap, and Wall of Thunder powers.

Wall of Thunder changed to Wall of Lightning.

Mastery of Water
Desiccate, Watery Grasp, and Water Breathing moved to Sculpting of the Sea, and psychic focus copied.

Water Whip rebalanced and cost lowered

Water Whip save changed from str to dex

Mastery of Weather
Half the benefit of the Psychic Focus moved to Mastery of Storms, along with the Hungry Lightning, Whirlwind, Lightning Leap, and Wall of Thunder powers.

Misty Form moved from Mastery of Weather

Mastery of Wood
New Discipline: Psychic Focus, Animate Weapon, Warp Weapon, Warp Armor, and Wall of Wood moved from Mastery of Wood and Earth

Wall of Wood nerfed

Mastery of Wood and Earth
Removed Discipline: Psychic Focus, Animate Weapon, Warp Weapon, Warp Armor, and Wall of Wood moved to Mastery of Wood while Armored Form and Animate Earth moved to Mastery of Earth

Nomadic Eye
New Discipline: Find Creature, Wandering Eye, and Phasing Eye moved from Nomadic Mind

Find Creature Buffed

Nomadic Mind
The Find Creature, Wandering Eye, and Phasing Eye moved to Nomadic Eye

Nomadic Portal
New Discipline: takes Step of a Dozen Paces, Transposition, Baleful Transposition, Nomad’s Gate powers from Nomadic Step

New Psychic Focus

Nomadic Step
The Step of a Dozen Paces, Transposition, Baleful Transposition, Nomad’s Gate powers moved to Nomadic Portal

Precognition
No Change

Psicrystal Creation
New Discipline: Psychic Focus, Create Psicrystal, and Psicrystal Speech added

Psionic Restoration
Psychic Focus and Restore Life moved to Mantle of Healing.

New Psychic Focus

Mend Wounds nerfed

Body Adjustment added as Mend Wounds nerf

Psionic Weapon
Moved from immortal to shaper grouping

Psychic Assault
Ego whip multitarget at higher cost

Psychic blast removed

Psychic Disruption
Distracting Haze save changed from int to con

Daze save changed from int to wis

Psychic Inquisition
Hammer of Inquisition save changed from int to con

Psychic Phantoms
Distracting Figment, Phantom Foe, and Phantom Betrayal saves changed from int to wis

Sculpting of the Sea
New Dscipline: Desiccate, Watery Grasp, and Water Breathing moved from Master of Water, and psychic focus copied.

Sculpting Shadows
New Discipline: Psychic Focus, Darkness, and Shadow Beasts moved from Mastery of Light and Darkness

Razing Shadows added

Telepathic Contact
Broken Will, and Psychic Domination saves changed from int to wis

Psychic Grip save changed from int to con

Exacting Query buffed

Third Eye
No Change

sandmote
2019-04-14, 10:40 PM
With the posting of my Battlemind (http://www.giantitp.com/forums/showthread.php?585798-Battlemind-1-2-psionic-class-and-subclasses-(PEACH)&p=23845916), my reorganization of the preceding posts, and the formal completion of version 1.1, I'd like to bump this up.

sandmote
2019-08-04, 02:01 PM
With the posting of my psion (http://www.giantitp.com/forums/showthread.php?594469-Psion-Mystic-Rewrite-(PEACH)&p=24068935#post24068935), I have gone through and updated the upper limits of several powers to not automatically be 7. Some powers go up to 10, some don't go past 5.

I've also increased to cost of summoning shadows to 3 psi points per shadow.

As such, I would like to bump this up.