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  1. - Top - End - #1
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    Question Mystic/Psionics Disciplines Rebalance 1.2 (PEACH)

    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 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, 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, 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.

    Spoiler: Text Block
    Show
    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 canít 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 disciplineís 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 doesnít 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.
    Last edited by sandmote; 2019-08-04 at 01:58 PM.

  2. - Top - End - #2
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    Default Re: Mystic/Psionics Disciplines Rebalance (PEACH)

    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 talentís 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.
    Last edited by sandmote; 2019-04-14 at 09:52 PM.

  3. - Top - End - #3
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    Default Re: Mystic/Psionics Disciplines Rebalance (PEACH)

    The following is a copy of the full changelog as of the 1.1 release.

    Spoiler: Changelog
    Show
    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, Nomadís Gate powers from Nomadic Step

    New Psychic Focus

    Nomadic Step
    The Step of a Dozen Paces, Transposition, Baleful Transposition, Nomadís 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
    Last edited by sandmote; 2019-04-14 at 09:37 PM.

  4. - Top - End - #4
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    Default Re: Mystic/Psionics Disciplines Rebalance 1.1 (PEACH)

    With the posting of my Battlemind, my reorganization of the preceding posts, and the formal completion of version 1.1, I'd like to bump this up.

  5. - Top - End - #5
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    Default Re: Mystic/Psionics Disciplines Rebalance 1.1 (PEACH)

    With the posting of my psion, 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.

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