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.
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.