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  1. - Top - End - #1
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default [5e] Mystic Class Rework (Work in Progress, looking for feedback)

    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 scholarís pack or (b) an explorerís 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 doesnít 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 Paladinís 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, youíve 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 donít 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 canít 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 spellís 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
    Tenserís 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
    Tashaís 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
    Otilukeís Resilient Sphere
    Phantasmal Killer
    Raulothimís Psychic Lance

    (5TH LEVEL SPELLS)
    Awaken
    Bigbyís 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
    Last edited by ChaseC311; 2023-09-06 at 03:20 AM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Yakk's Avatar

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    Nov 2006

    Default Re: [5e] Mystic Class Rework (Work in Progress, looking for feedback)

    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.

  3. - Top - End - #3
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: [5e] Mystic Class Rework (Work in Progress, looking for feedback)

    Quote Originally Posted by Yakk View Post
    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?

  4. - Top - End - #4
    Ettin in the Playground
     
    Yakk's Avatar

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    Default Re: [5e] Mystic Class Rework (Work in Progress, looking for feedback)

    [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).

    Quote Originally Posted by ChaseC311 View Post
    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.
    Last edited by Yakk; 2023-09-08 at 09:06 AM.

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