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View Full Version : [5e] Mystic Class Rework (Work in Progress, looking for feedback)



ChaseC311
2023-09-06, 03:19 AM
Ever since I first read about it in unearthed Arcana, the mystic has been my favorite class from a thematic standpoint. I am a sucker for psionic creatures in dnd, but unfortunately, the mystic class as a whole is, well, broken. For ages I've been meaning to Rework it, and lately I've decided to try my hand at it. It's a first draft, and I only have the base class features and spell list down at the moment. I'm waiting to finalize the base class before starting on the subclasses.

As a rough summary, this Rework of the Mystic utilizes an altered version of the spell point rule found within the DMG. You have a psi point Max equal to twice your mystic level and spells cost twice their level in psi points to cast. I could half the psi max and psi cost, but if possible I wanna give the subclasses abilities that might also require psi points to cast (spend 1 psi point to gain a boost to speed, etc etc etc). They're geared towards casting, with unarmored AC tied to their spellcasting mod, psionic recovery, buffing their spells against dispelling effects and eventually the ability to concentrate on two spells at once giving them a unique playstyle. As halfcasters, they won't have the firepower of a full caster, but their strengths lay in their versatility with psi points and their heightened capabilities with their spellcasting.

When I start on the subclasses, I plan on focusing each one on a different playstyle (names are a WIP):
. Awakened for utility
. Empath for healing/support
. Gestalt for summoning
. Immortal for tanking
. Nomad for mobility

Some particular topics I'd love feedback on include:
. Whether Unarmored AC (Level 1) *AND* Psionic Recovery (Level 2) make the mystic too durable, even with d6 hitpoints
. The power level of Mind over Mana (Level 5/15) and Split Intellect (Level 18)
. Whether to have the Mystic be able to swap all prepared spells after a long rest or to have them swap one spell when they level up instead (similar to sorcerers)
. Whether or not the Psi max and psi conversion rates are balanced
. The spell list options

Any and all advice would be greatly appreciated ^-^, and without further ado..

[MYSTIC LEVEL UP CHART]
1st - Unarmored Defense, Psionics
2nd - Telepathy, Mystical recovery
3rd - Mystic Order
4th - Ability Score Improvement
5th - Mind over Mana
6th - Mystic Order Feature
7th - Strength of Mind
8th - Ability Score Improvement, Potent Psionics
9th -
10th - Synaptic Guard
11th - Mystic Order Feature
12th - Ability Score Improvement
13th -
14th - Potent Psionics
15th - Mystic Order feature, Mind over mana improvement
16th - Ability Score Improvement
17th -
18th - Split Intellect
19th - Ability Score Improvement
20th - Eternal psion



[CLASS FEATURES]
As a Mystic, you gain the following features

- Hit Dice: 1d6 per mystic level
- Hit Points at 1st Level: 6 + Your constitution Modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifer per mystic level after 1st
Proficiencies
- Armor: None
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Acrobatics, Arcana, History, Insight, Medicine, Nature, and Perception

[EQUIPMENT]
You start with the following equipment, in addition to the equipment granted by your background
. (a) a light crossbow with 20 bolts or (b) any simple weapon
. (a) a quarterstaff or (b) 2 daggers
. (a) a component pouch or (b) an arcane focus
. (a) a scholar’s pack or (b) an explorer’s pack

[UNARMORED DEFENSE]
Starting at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10+your Dexterity modifier+your Intelligence modifier

[PSIONICS]
As a student of psionics, you can master and use psi points instead of spell slots when casting spells

(Cantrips)
At 1st level, you know two cantrips of your choice from the mystic spell list. You learn additional mystic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mystic table.

When you gain a level in this class, you can replace one of the Mystic cantrips you know with another cantrip from the Mystic spell list.

(Psi Points)
Instead of using Spell slots like all other spellcasting classes, you instead have a pool of Psi Points representing your mental energy, as represented in the Psi Points column in the Mystic Table (PSI POINT MAX = TWICE YOUR MYSTIC LEVEL). To cast one of your Mystic spells, you must expend a certain number of Psi Points correlating to the conversion chart below. You regain all expended psi points at the end of a long rest.

(Spell level - Psi Point Cost)
1st - 2
2nd - 4
3rd - 6
4th - 8
5th - 10


(Preparing and Casting Spells)
You prepare a list of mystic spells that are available to cast, choosing from the mystic spell list. When you do so, choose a number of mystic spells equal to your Intelligence modifier+half your mystic level (rounded down). The spells you prepare or cast with your psi points cannot exceed your maximum spell level, as shown in the mystic table.

For example, if you are a 5th level mystic, you have 10 psi points. With an intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell sleep, you can cast it normally with 2 psi points or upcast it at 2nd level for a total of 4 psi points. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mystic spells requires time spent in reflection and meditation: at least 1 minute per spell level for each spell on your list.

(Spellcasting Ability)
Intelligence is your spellcasting ability for your mystic spells, since their power comes from years of studying the universe and turning their mind inwards. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifer when setting the saving throw DC for a mystic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

(Ritual Casting)
You can cast a mystic spell as a ritual if that spell has the ritual tag and you have the spell prepared. Any spell cast as a ritual does not consume psi points

(Spellcasting Focus)
You can use your arcane focus as a spellcasting focus for your mystic spells

(Psionic Compatability)
You are considered a spellcaster for any prerequisite that requires you be one. Additionally, the spells your mystic casts are considered spells for effects such as Counterspell and Detect Magic, as well as features such as an Ancients Paladin’s Aura of Warding. The only thing mechanically different from your spells is that you use Psi Points to cast them instead of spell slots. Finally, any feat that lets you cast a newly learned spell using spell slots, such as the Fey Touched feat, also allows you to cast any spells learned from the feat using psi points.

[TELEPATHY]
Starting at 2nd level, you’ve opened your mind to the point where you can now communicate with others through telepathy. You can telepathically speak to any creature you can see within 30 feet of you. If you already have telepathy, its range instead increases by 30 feet. As a reaction when you telepathically speak to a creature, you can allow it to respond to you until the end of its next turn.

You don’t need to share a language with the creature in order for you to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself

[MYSTICAL RECOVERY]
Starting at 2nd level, you can draw your vigor from the psionic energy you use to cast spells with.

Immediately after you cast a spell as an action using psi points, you can use your bonus action to regain hit points equal to the amount of psi points spent.

[MYSTIC ORDER] (INCOMPLETE)
At 3rd level, you choose the type of Order you focus your studies on. Your choice grants you features when you choose your order, and again at 6th, 11th, and 15th level. The available Mystic Orders are as follows

. Order of The Awakened
. Order of The Empath
. Order of The Gestalt
. Order of The Immortal
. Order of The Nomad

[ABILITY SCORE IMPROVEMENT]
At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

[MIND OVER MANA]
At 5th level, your psionic spellcasting begins to bend the weave around it, making it more difficult to thwart. When a creature casts counterspell or dispel magic against a spell you cast using psi points, it must roll an ability check regardless of your spell’s level to see if it succeeds. Additionally, the DC to beat becomes 10+Your spells level+Half of your proficiency bonus

At 15th level, mana bends around your psionics even further. When entering an area of antimagic for the first time on a turn, you can make an intelligence saving throw for you to resist its effects. The DC equals 10+the spells level. If the area of antimagic does not originate from a spell, the DC Then becomes 18. If you succeed, you ignore the antimagic field until the start of your next turn.

[STRENGTH OF MIND]
At 7th level, your training in mysticism has allowed you to adapt your mental and physical defenses to better deal with oncoming threats.

Starting at 6th level, you can replace your proficiency in intelligence saving throws whenever you finish a long rest. To do so, choose Strength, Constitution, Wisdom or charisma. You gain proficiency in saving throws using that ability, instead of intelligence. This change lasts until you finish your next long rest.

[POTENT PSIONICS]
At 8th level, you gain the ability to infuse your attacks with psychic energy. Once on each of your turns when you deal damage with a weapon or cantrip, you can choose one creature damaged by the attack or cantrip to take 1d6 additional psychic damage

At 14th level, the extra damage increases to 2d6

[SYNAPTIC GUARD]
At 10th level, your mind hones itself to a point it dampens incoming psychic attacks. You and each ally within 15 feet of you has resistance to psychic damage, as well as advantage against the charmed and frightened conditions

[SPLIT INTELLECT]
Starting at 18th level, you gain the ability to split your mind in two to give yourself the upper hand in combat. You can concentrate on two spells at once that require concentration. When doing so, you make a single concentration saving throw at disadvantage when you take damage or otherwise have to make a concentration save, with both spells ending if you fail.

[ETERNAL PSION]
At 20th level, you master the ability to meld mind and matter to the point your body becomes a permanent extension of your psyche. You gain the following benefits:
. You gain immunity to psychic damage
. Your body no longer ages, you cannot die of old age, and you cannot be aged by any means of magic
. If your mystical recovery has any remaining health after restoring you to your maximum hit points, the excess healing is converted to temporary hit points

[MYSTIC SPELL LIST]

(CANTRIPS)
Blade ward
Booming Blade
Dancing Lights
Encode Thoughts
Friends
Guidance
Green Flame Blade
Gust
Lightning Lure
Mage Hand
Magic Stone
Mind Sliver
Minor Illusion
Prestidigitation
Resistance
Shocking Grasp
Sword Burst
Thunderclap
True Strike

(1ST LEVEL SPELLS)
Alarm
Catapult
Cause Fear
Charm Person
Command
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
Identify
Magic Missile
Silent Image
Shield
Silvery Barbs
Sleep
Speak with Animals
Tashas hideous laughter
Tenser’s Floating disk
Thunderwave
Unseen Servant

(2ND LEVEL SPELLS)
Blindness/Deafness
Blur
Crown of Madness
Detect Thoughts
Darkvision
Earthbind
Gust of Wind
Hold Person
Invisibility
Kinetic Jaunt
Knock
Levitate
Locate Object
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
See Invisibility
Silence
Suggestion
Tasha’s Mind Whip
Zone of Truth

(3RD LEVEL SPELLS)
Blink
Catnap
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Fast Friends
Fear
Fly
Haste
Hypnotic Pattern
Major Image
Nondetection
Pulse Wave
Sending
Slow
Tongues
Water Walk

(4TH LEVEL SPELLS)
Arcane Eye
Charm Monster
Confusion
Dimension Door
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Otiluke’s Resilient Sphere
Phantasmal Killer
Raulothim’s Psychic Lance

(5TH LEVEL SPELLS)
Awaken
Bigby’s Hand
Contact other Plane
Dominate Person
Dream
Far Step
Geas
Hold Monster
Intellect Fortress
Legend Lore
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Synaptic Static
Telekinesis
Wall of Force

Yakk
2023-09-06, 08:25 AM
As MO is supposed to change gameplay, you need to move it to level 1.

This also lets you move Unarmored Defence into MO.


(Psi Points)
Instead of using Spell slots like all other spellcasting classes, you instead have a pool of Psi Points representing your mental energy, as represented in the Psi Points column in the Mystic Table (PSI POINT MAX = TWICE YOUR MYSTIC LEVEL). To cast one of your Mystic spells, you must expend a certain number of Psi Points correlating to the conversion chart below. You regain all expended psi points at the end of a long rest.

(Spell level - Psi Point Cost)
1st - 2
2nd - 4
3rd - 6
4th - 8
5th - 10
This, plus Mystical recovery, means that you have an (unhealable) 2 HP/level from Psi Points. Treating them as a d10 HD class.

Granting this ability earlier isn't a problem.

At the above cost schedule, you aren't a full caster.

I'd be tempted to make you a short-rest caster, and add in some per-day "nova" abilities, and reduce the PP cost to 1 per power level.

Ie, you have base PP equal to your Mystic level, it costs 1 PP per power level to manifest a power, and you regain your PP on a short rest. The most PP you can expend on a power is 1/2 of your Mystic level (rounded up).

This also makes psionic recovery more interesting. It bumps your effective HD up to d8s instead of d10s, but also gives you some extra per-short-rest healing. And a tanky version can do things like heal 2-3 HP per PP spent, getting effectively d10 or d12 HD.

ChaseC311
2023-09-08, 03:09 AM
As MO is supposed to change gameplay, you need to move it to level 1.

This also lets you move Unarmored Defence into MO.


This, plus Mystical recovery, means that you have an (unhealable) 2 HP/level from Psi Points. Treating them as a d10 HD class.

Granting this ability earlier isn't a problem.

At the above cost schedule, you aren't a full caster.

I'd be tempted to make you a short-rest caster, and add in some per-day "nova" abilities, and reduce the PP cost to 1 per power level.

Ie, you have base PP equal to your Mystic level, it costs 1 PP per power level to manifest a power, and you regain your PP on a short rest. The most PP you can expend on a power is 1/2 of your Mystic level (rounded up).

This also makes psionic recovery more interesting. It bumps your effective HD up to d8s instead of d10s, but also gives you some extra per-short-rest healing. And a tanky version can do things like heal 2-3 HP per PP spent, getting effectively d10 or d12 HD.

Ohhh interesting, what kind of nova abilities were you thinking?

Yakk
2023-09-08, 09:05 AM
[MIND OVER MANA]
At 15th level, mana bends around your psionics even further. When entering an area of antimagic for the first time on a turn, you can make an intelligence saving throw for you to resist its effects. The DC equals 10+the spells level. If the area of antimagic does not originate from a spell, the DC Then becomes 18. If you succeed, you ignore the antimagic field until the start of your next turn.
This ability is a bit niche. But the DC should be the spellcasting DC of the creature who cast it, not 10+spell level (that is 3e DC, 5e DCs are 8+attribute+prof).


Ohhh interesting, what kind of nova abilities were you thinking?
I'd be tempted to put the nova abilities in the subclass. So one subclass can consume HD, which might not be suitable for every subclass.

Another can have a 1/LR damage maximization.

You could make some meta-psionics that modify powers and each have cooldowns.

Another idea is dual powers, manifesting two powers for the price of one (action and PP), again on a per LR basis.

A subclass based around concentration, where you are expected to have an ability under concentration "for free" after a rest, and when you end concentration you also get a benefit.

"Nova" here just means some per-LR resource you can use to keep power tempo even with LR-based spellcasters. It shouldn't require burning your per-SR resources faster, as that just gives you a SR-nova.

SR-based power points fits the psi fiction well; an hour's break recovering from the mental strain seems better than requiring a night's sleep. Then the "nova" stuff being breaking your limits, and requiring a sleep to recover from.

1 PP (or spell point) and 1 point/level spells is something I've done before. There is a pretty good homebrew Shaman out there (Warlock chassis, but different flavour), and I built a Gadgeteer Artificer based on it. The action cost of lower level spells makes using higher level spells very tempting, even if 1st level spells get very cheap power-point wise. I also really like it because it does away with tables.