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View Full Version : A new home for the Immortal Mystic PEACH



Seekergeek
2019-11-26, 11:20 PM
So, the most recent UA had some buddies and I talking about how the previouse Rune Knight fighter made a more satisfying Psychic Warrior than the one presented this week, which got me to thinking about the old Mystic and in particular the Order of the Immortal. It occured to me that, with a few tweaks, it could work as a monk subclass and to my surprise I think it jives pretty well. Exchange psi points for ki ponts and you've got yourself something that doesn't seem entirely off balance. I'm of two minds on a couple of things - mostly I think the whole thing could stand to take the Four Elements approach and provide two of the immortal disciplines at level 3, and one at each subsequent subclass milestone (6, 11, and 17). As that was easier to explain, I didn't bother with formatting it. Below is a certainly more powerful approach which I can't tell is overtuned or not.

Edit: Could you even go simpler and just swap psi points for ki points, say you learn any two disciplines from the Mystic UA and one more at 6, 11, and 17 and call it a day?

Presenting, the Order of the Immortal Fist.

The Order of the Immortal uses Psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use Psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Many members of this tradition tattoo their bodies with representations of their ki powers.

Immortal Fist. Starting at 3rd level, your Psionic energy grants you extraordinary powers. You learn 3 disciplines of your choice, which are detailed in the “Immortal Disciplines” section detailed below. You learn one additional immortal discipline of your choice at 11th and 17th level in this class.

Psionic Resilience. Starting at 6th level, your Psionic energy grants you extraordinary fortitude. As a bonus action, you can gain temporary hit points equal to your Wisdom modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health. Starting at 11th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. You can’t use this ability again until you finish a long rest.

Immortal Will. Starting at 17th level, you can draw on your reserves of Psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 Ki points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Using Disciplines

Each Psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of Ki points it requires. 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. Psionic disciplines are magical and function similarly to spells.

Effect Options and Ki Points. A discipline provides different options for how to use it with your Ki points. Each effect option has a name, and the Ki point cost of that option appears in parentheses after its name. You must spend that number of Ki points to use that option, while abiding by your Ki limit. If you don’t have enough Ki points left you can’t use the option.

Some options show a range of Ki 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 Ki limit. Some options let you spend additional Ki points to increase a discipline’s potency. Again, you must
abide by your Ki limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.

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 effect option in a discipline specifies how long its effect lasts.
Instantaneous. If no duration is specified, the effect of the option is instantaneous.
Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s Ki point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute. 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. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect. Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws. 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, which is equal to 8 + your proficiency bonus + your wisdom modifier. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target.

Combining Psionic Effects. The effects of different Psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a 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 the option is used multiple times. Instead, the most potent effect — usually dependent on how many Ki points were used to create the effect — applies while the durations of the effects overlap.
Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A Psionic effect that reproduces a spell is an exception to this rule.

Immortal Disciplines

Adaptive Body. You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater Ki energy, you can extend this protection to others.
Environmental Adaptation (2 Ki). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Adaptive Shield (3 Ki). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.
Energy Adaptation (5 Ki; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
Energy Immunity (7 Ki; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Brute Force. You augment your natural strength with Psionic energy, granting you the ability to achieve incredible feats of might.
Brute Strike (1–7 Ki). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per Ki point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
Knock Back (1–7 Ki). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per Ki point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per Ki point spent.
Mighty Leap (1–7 Ki). As part of your movement, you jump in any direction up to 20
feet per Ki point spent.
Feat of Strength (2 Ki). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Celerity. You channel Psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
Rapid Step (1–7 Ki). As a bonus action, you increase your walking speed by 10 feet per Ki point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
Blur of Motion (2 Ki). As an action, you cause yourself to be invisible during any of your movement during the current turn.
Surge of Speed (2 Ki). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
Surge of Action (5 Ki). As a bonus action, you can Dash and make one weapon or unarmed attack.

Diminution. You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.
Miniature Form (2 Ki; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.
Toppling Shift (2 Ki). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
Sudden Shift (5 Ki). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
Microscopic Form (7 Ki; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.

Giant Growth. You infuse yourself with Psionic energy to grow to tremendous size, bolstering your strength and durability.
Ogre Form (2 Ki; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
Giant Form (7 Ki; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.

Iron Durability. You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
Iron Hide (1–7 Ki). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each Ki point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Steel Hide (2 Ki). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance (7 Ki; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

Psionic Restoration. You wield Psionic energy to cure wounds and restore health to yourself and others.
Mend Wounds (1–7 Ki). As an action, you can spend Ki points to restore hit points to one creature you touch. The creature regains 1d8 hit points per Ki point spent.
Restore Health (3 Ki). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Restore Life (5 Ki). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
Restore Vigor (7 Ki). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Psionic Weapon. You have learned how to channel Psionic energy into your attacks, lending them devastating power.
Ethereal Weapon (1 Ki). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure Psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. 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 from the attack but suffers no additional effects that would normally be imposed on a hit.
Lethal Strike (1–7 Ki). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per Ki point spent.
Augmented Weapon (5 Ki; conc., 10 min.). As a bonus action, your unarmed strikes, or one simple or martial weapon you touch become augmented by your psionic energy. Until your concentration ends, your unarmed strike or that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.