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  1. - Top - End - #1
    Orc in the Playground
     
    BardGuy

    Join Date
    Apr 2014

    Default Mind Over Matter: A Guide to the 5e Mystic

    Mystic Handbook (V3)
    Green: This is one of the best options available. You should seriously consider working it into any character you plan on building.
    Blue: A very solid option or ability, better than average and likely to see use regularly.
    Black: No better or no worse than most other options out there. Not likely to vastly improve your character, but still useful.
    Orange: Sub-optimal choice or feature. May be worth taking if it combos well with something else, but not generally a great option otherwise.
    Red: Stay away. Unless you really like the RP implications of something marked red, don't even bother.

    Stat assignment
    Races
    The Mystic Chassis
    Skills
    Orders
    Disciplines
    Talents
    Feats
    Multiclassing

    Stat Assignment
    For the purpose of this guide, I'm assuming you are using the point buy given in the PHB. If you happen to be rolling for stats, YMMV, but the prioritization of stats remains similar.

    Strength: Unless you are planning to be a melee STR monkey, avoid. Even so, still not the best use of points.
    Dexterity: You’ll want to keep this decent, especially depending on how you choose your skills.
    Constitution: This will need to be as high as you can get it without crippling your other abilities. HP is nice to have y’know.
    Intelligence: MAX IT. NO QUESTIONS ASKED.
    Wisdom: Really depends here. Either a 14, or dump it. Depends on if you want your character to be the perceptive type. Again, depends on your skills.
    Charisma: See wisdom.

    In general, consider the following for stat prioritization: INT>DEX>CON>WIS>CHA>STR

    RACES

    Spoiler: PHB Races
    Show
    Human (Variant): All around good choices regardless of build. I like the variant, because I like specialists. Free feat isn’t bad either.
    Hill Dwarf: These make decently tanky mystics, but really don’t excel.
    Mountain Dwarf: These guys make good melee builds, and the free medium armor won’t get in your way.
    High Elf: These make excellent mystics due to +2DEX, and +1 INT. Other bits merge well with the class chassis, and make for a well-rounded character.
    Wood Elf: Not as good as their cousins, but make decent scouts.
    Half Elf: As good as or better than humans. These make great party faces.
    Drow Racials spells are nice, if you want to play a caster, but this isn’t a caster. Oh yea, LIGHT SENSITIVITY.
    Lightfoot Halfling: Not bad, but could be better.
    Stout Halfling: On equal footing with the Lightfeet. Not my first or second choices though.
    Dragonborn: None of this benefits you. Pass.
    Forest Gnome: Minor Illusions is amazing, plus you’ll appreciate the stat boosts. Excellent choice.
    Rock Gnome: Needs to go back to santa’s workshop. Seriously.
    Half-Orc You can do better.
    Tiefling: Slightly better than the Drow, but not by much.


    Unearthed Arcana Races
    Spoiler: UA Races
    Show
    Minotaur: These guys wouldn’t be awful in an aquatic campaign at all.
    Eladrin: The short rest abilities here make it worthwhile, not to mention its +1 INT or CHA.
    Githyanki: Great for melee types, and naturally psionic. Not bad.
    Githzerai: +2 to a dump stat and ribbon abilities. Pass.


    UA Elf Subraces:
    Spoiler: UA Elf Subs
    Show
    Avariel: Free First level flight is amazing, but you have the option to grow wings with Bestial Transformation. I don’t see the appeal here when you could get +1 INT, a cantrip, or stealth abilities.
    Grugach: Nothing you get from this really benefits the class.
    Sea Elf: Decent for Aquatic campaigns, but not stellar anywhere else, even with the +1 CON and water breathing.
    Shadar-Kai: I tend to think these were made for Warlock’s but the teleportation/resistance combo can save your bacon.


    UA Tiefling Subraces (Ribbons for days here):
    Spoiler: UA Tieflings
    Show
    Baalzebul: This would make a good spy type. I can see some great behind the scenes stuff here.
    Dispater: Decent for a stealthy type, but you aren’t a rogue.
    Fierna: Decent Face, bad everything else.
    Glasya: See Fierna.
    Levistus: Would make a better Warlock.
    Mammon: Ribbons.
    Mephistopheles: Probably the best of the bunch.
    Zariel: Ribbons for a melee type.


    Volo’s Guide Races:
    Spoiler: Volo's Races
    Show
    Protector Aasimar: This is very useful for when you are low on points and need to tack on some damage or make a get-away. Stat boosts not the greatest though.
    Scourge Aasimar: There are better ways to get +1 CON.
    Fallen Aasimar: Would be better if it was based on INT.
    Firbolg: Situational boosts. Not very good ones at that.
    Goliath: The stat boosts here would make a decent melee type. Would probably be best paired with Soul Knife. Meh.
    Kenku: Forgery and skills are nice. And having Telepathy bypasses the no speech thing. Better options exist if you want to have feathers.
    Lizardfolk: You have better ways of getting everything this race provides. Bottom of the proverbial barrel here.
    Tabaxi: Purrfect for the stealth Mystic. And the Agility here is unique. Also, free stealth and perception proficiencies.
    Triton: I suppose these would be nice for niche builds, but I wouldn’t recommend them otherwise.
    Bugbear: If you want to play a bugbear, then Giant growth is a must have. How’s about a 20 foot reach? Yes please!
    Goblin: Surprisingly not a bad option. Almost half a rogue for free here.
    Hobgoblin: On par with their smaller cousins power-wise; these make solid melee mystics.
    Kobold: Sunlight Sensitivity is awful, but if your DM lets you operate normally with some sunglasses, not so bad. Groveling can be replicated by class abilities, and pack tactics doesn’t help you much because most of your abilities are save or suck.
    Orc: -2 INT is all you need to read before moving down the list.
    Yuan-ti Pureblood: Coupled with the Mage Slayer feat and enemy casters are near to helpless against you.


    Elemental Evil Races:
    Spoiler: EE Races
    Show
    Aarakocra: I lied. There are no good options for feathered races.
    Air Genasi: Levitate at first level is nice, as is the DEX boost. Not my first pick.
    Earth Genasi: How often do you encounter difficult terrain?
    Fire Genasi: Probably the best of the Genasi for you. Although red-shaded nightvision is making me think Predator.
    Water Genasi: Great for campaigns that take place on the beach/near water. Not so great anywhere else.
    Deep Gnome: A good race if you expect a foray into the Underdark, or your game world is in perpetual night. Also, +2 INT is nice.


    Eberron UA Races:
    Spoiler: Races
    Show
    Changeling: At will Polymorph is broken. Especially at first level. Take this, and you will be practically immortal. Depending on your GM, you may still be able to use your psionics while shifted. Everything else this race offers just falls by the way side.
    Warforged: This would make an excellent Soul Knife or an Immortal Melee build. Not really much else to it.

    Spoiler: Shifters
    Show
    Shifters: Not bad base abilities.
    Beasthide: Good for Melee types.
    Cliffwalk: Be every horse from Skyrim ever. Mountains and barriers aren't your problem.
    Longstride: Limited Cunning Action to help move around. I can see use of this in some niche builds.
    Longtooth: Good for goblin hunting. Decent for melee.
    Razorclaw: This could see use with the Brute Force Discipline. Limited use means it really isn't exploitable though.
    Wildhunt: The bonuses here are certainly interesting. I can't think of a particular build that could exploit this, it's certainly useful all around regardless.



    Eberron Dragonmarks Review:
    Spoiler: Dragonmarks
    Show
    Keep in mind that these cost a feat, so I will be comparing them to other options. Additionally, I will mostly be comparing them to Magic Initiate.
    Dragonmark/House Least Lesser Greater
    Detection Useful for Sage types You already have better options for this Nomadic Mind offers comparable benefits
    Finding Just leave this for an arcane caster Nomadic Mind offers comparable benefits Nomadic Mind offers comparable benefits
    Handling These could be useful for wild Mystics Find the tiger before it finds you Not terribly useful as you can't use your telepathy with them
    Healing Psionic Restoration does this better Psionic Restoration does this better Psionic Restoration does this better
    Hospitality These are definitely abusable Leave it for the wizard, yours lasts an hour Great escape strategy, but short lived
    Making More things taken from the Wizard Not really your thing Very useful in most situations.
    Passage Speed is nice, Light confuses me for being here One of the best panic buttons in game An interesting choice, saves the wizard and Sorc a spell slot
    Scribing Your base abilities make these mostly useless A good boost to your communications I suppose this would be nice if you don't plan on taking Nomadic Mind
    Sentinel Interesting but not the best picks This adds definite defense Adaptive body is strictly better
    Shadow (Both) Disguise self is an excellent choice Mastery of LaD is better Better leave this to the Wizard
    Storm Useful in certain situations Get rid of your own clouds Not a bad way to spend a turn
    Warding Alarm is good, Resistance is futile Ribbon Useful because it's tied to your INT, which should be high




    The Mystic Chassis
    Spoiler: Mystic Chassis
    Show
    Hit Die: A d8 isnt’ the worst, but depending on your build, you’ll always want more.
    Proficiencies: Light armor and simple weapons aren’t awful, but let’s face it, these guys aren’t built to be front-liners. No tool proficiencies means you’ll need to pick them up via background or feats if you want them.
    Saving throws: You’ve got a good one and a not so great one. Some of the most debilitating effects in the game key off of Wisdom. So you’ve got that going for you.
    Mystic Order/Disciplines: This is where you choose how you play. Wide variety and small limitations on selection make these fantastic. We’ll be digging into these a bit later.
    Talents: Your version of Cantrips. You get less than most casters, but the options aren’t quite as spectacular.
    Psi Points/Limit: There really isn’t much for recovery here, so be careful in your resource management.
    Psychic Focus: A lot of the time, these are very useful, and only takes a bonus action to switch. Considering you could have advantage on certain checks or resistance to certain damage types, these are quite useful options in and out of combat.
    Telepathy: This makes you the team coordinator. Also helps if you are scouting with the Rogue. Bonus points for breaking any language barrier you may come across.
    Mystical Recovery: You have a lot of bonus action abilities already, but this certainly isn’t bad. This will help out the cleric at low levels, but quickly becomes near to useless.
    Strength of Mind: This is a double edged sword if ever I saw one. Wisdom saves are fairly common, but being able to swap to having CON save proficiency on a short rest can be a God-send. Pick your proverbial poison here.
    Potent Psionics: You shouldn’t be in melee, but isn’t a bad feature in and of itself. This also works like the Warlock’s agonizing blast, adding your INT to your talent damage. Not a bad feature.
    Consumptive Power: If you absolutely HAVE to cast something at the end of a fight, sure. Use sparingly.
    Psionic Mastery: This is amazing! Free bonus psi points, PLUS you can concentrate on multiple disciplines. FREAKING GOLD HERE!
    Psionic Body: Unlikely to get this far, but if you do…You win the game of life. Mostly because YOU STOP AGING. Lots of nifty benefits here, but other classes get some of those at much lower levels. The real big capstone here is that even IF you die, you have a 50% chance of just turning to mist and showing up again a few days later. Congrats. You are now part Lich.



    Skills
    Spoiler: Skills
    Show
    Arcana This could be useful if you are filling the mage’s shoes.
    History This is great to have not only because of your already high INT, but it helps with the whole “being smart” thing you’ll have going on.
    Insight great for lie detecting.
    Medicine Good at first level if you have time, but not useful later.
    Nature This if for gardeners, druids, and rangers. You are (hopefully) not one of those.
    Perception: Most rolled skill in game. Take it!
    Religion Honestly, I’d leave this to the paladin, bard, or the cleric.


    Edits:
    1. Due to formatting complaints, as light blue is difficult to read, I have adjusted Light Blue to Green.
    2. Changed both Dwarves to Black.
    3. Added Volo's, EE, and UA races.
    4. Rock Gnome adjusted to blue.
    5. Added in UA Ebberon Races.
    6. Added in Dragonmarks review.

    Credit goes to EvilAnagram for the layout of this guide, as I used his as a baseline.
    Last edited by carrdrivesyou; 2018-05-16 at 06:52 AM.

  2. - Top - End - #2
    Orc in the Playground
     
    BardGuy

    Join Date
    Apr 2014

    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Mystic Orders:

    Mystic Orders are deceptive. You would think that there would be more requirements for discipline selection, but there really isn’t. There are some nice synergistic effects here, but your YMMV depending on your build. Most of the Orders (Not Soulknife) get two bonus disciplines from their own schools.

    Spoiler: Mystic Orders
    Show
    Avatar: No not that one. If you want to play Aang, look at the Wu Jen. The avatar is the only real aura class so far. Some of them are pretty nice, some of them are pretty much useless as far as I can tell. This reminds me of the Dragon Shaman and Marshal classes from 3.5. This is basically a buffer and debuffer rolled into one. Not an awful 5th man, but I don’t see it in any of the four core spots.
    Armor Training: This is nice. Good way to get into melee with some decent defense.
    Avatar of Battle: Initiative bonus is nice.
    Avatar of Healing: Great if you plan on being a healer with Psionic Restoration or the party is mostly mystics.
    Avatar of Speed: Good for moving people around the battlefield.

    Awakened: This would make a good detective. Think Abe Sapien from Hellboy. Except he can occasionally turn into a near immortal ghost for a while.
    Awakened Talent: More skills. This could make you a good Face or investigator.
    Psionic Investigation: This is beautiful. Need to know how to get to the bad guys base? Want to know if there are traps on a door? The uses of this are endless.
    Psionic Surge: Not the greatest use of your Focus, but if it’s a critical moment, go for it.
    Spectral Form: Great way to scare the town guard or get to those hard to reach places.

    Immortal: My personal favorite and probably the hardest to kill build when done right.
    Immortal durability: +1hp/lvl and Unarmored Defense rolled into one. SIGN ME UP!
    Psionic Resilience: A good reason to pump your INT ASAP.
    Surge of Health: Turn that killer crit into a normal hit.
    Immortal Will: Your path to Lich-dom (almost).

    Nomad: If you plan on teleporting about all willy-nilly. This is your bag baby. This is the proverbial “every-man,” that can become a household name.
    Breadth of Knowledge: Know how to do anything or any language the next day. This is fabulous!
    Memory of One Thousand Steps: This is nice if you are low on HP.
    Superior Teleportation: Nice Ribbon.
    Effortless Journey: You are now Nightcrawler from X-Men.

    Soul Knife: Yet another X-Men wannabe. Psylocke. You project blades from your hands that deal psychic damage. For some reason, also gives you Martial weapon proficiency. Not sure what the idea was really. If your DM LOVES high AC baddies or disarming you, this will make his head explode. BTW, this is the only Mystic Order that doesn’t get a bonus set of two starting Disciplines. That alone is enough to make me make this red. EDIT: Soul Knife has no Disciplines of their own. Definitely still red, hoping to see some improvement here before publication.
    Martial Training: Yay medium armor…but why martial weapons, you literally make your own?
    Hone the Blade: Nice boost to damage and to hit for a good while, maybe a couple fights if your DM likes you.
    Consumptive Knife: Possibly the most broken thing on this guide, let alone the GAME. Out of Psi Points? Go kill some chickens. Back to full. Plus you have dinner.
    Phantom Knife: This is ludicrous. BBEG with +3 Full plate and a +3 Shield? You hit him on AC 10 as an action. Your GM will hate you.

    Wu Jen: Reminiscent of their 3.5 origins (possibly before that, I didn’t play before that), the Wu Jen is exactly what you think. An elemental specialist. Unlike sorcerers and wizards, the Wu Jen can do some pretty unique things and manipulate their environment very well. Good damage builds and utility in almost every discipline.
    Hermit’s Study: Skills are nice.
    Elemental Attunement: Won’t work on immunities, but you can make a lot of things cry in the process.
    Arcane Dabbler: A great feature. This grants you access to fireball and a few other excellent options.
    Elemental Mastery: This is ok. But you should be more worried about just not taking the damage.


    Avatar Disciplines
    No not that one. If you want to play Aang, look at the Wu Jen. The avatar is the only real aura class so far. Some of them are pretty nice, some of them are pretty much useless as far as I can tell. This reminds me of the Dragon Shaman and Marshal classes from 3.5. This is basically a buffer and debuffer rolled into one. Not an awful 5th man, but I don’t see it in any of the four core spots.
    Spoiler: Avatar Disciplines
    Show
    Avatar Disciplines
    These are basically debuffs or buffs with damage attached. Not my way of fighting, but can be useful.

    Crown of Despair
    Focus: Great for yelling at people.
    Crowned in Sorrow: Great for preventing OAs.
    Call to Inaction: Tell someone to sit down and think about it…out of combat.
    Visions of Despair: There are better ways to reduce movement speed.
    Dolorous Mind: Good for control. Not so great for having a save each turn.

    Crown of Disgust
    Focus: Mind affecting difficult terrain is interesting, but not very useful.
    Eye of Horror: Great for keeping the big stupid ogre on the other side of the room while still hurting it.
    Wall of Repulsion: Affects friends and foes alike. You know whats better? An actual wall.
    Visions of Disgust: Target the boss surrounded by lackies and take him down before the battle starts.
    World of Horror: There are better ways to shut down multiple enemies at this level. This way, they can still attack you.

    Crown of Rage
    Focus: Imposes situational disadvantage. Good for protecting weaker party members.
    Primal Fury: Be sure of positioning before you use this. Otherwise good control.
    Fighting Words: “Hey. Your boss treats you awful. You should stab him.”
    Mindless Courage: Primal fury without the damage.
    Punishing Fury: Surround the enemy tank with your own melee and watch him destroy himself.

    Mantle of Command
    Focus: Great tactician ability, especially when the fighter is trying to get into position.
    Coordinated Movement: Tell the rogue and the fighter to get their butts up there and fight!
    Commander’s Sight: Give your friends advantage against the BBEG. GOLD yo.
    Command to Strike: Snake’s Swiftness from 3.5. Make the fighter have more than one action surge at the cost of his reaction.
    Strategic Mind: Excellent Party Buff.
    Overwhelming Attack: Command to strike on the party. Very useful!

    Mantle of Courage
    Focus: Most builds will have immunity or advantage against being frightened.
    Incite Courage: In case anyone DOESN’T have immunity or just failed a save.
    Aura of Victory: Could be useful against large groups. Wouldn’t bother against less than five opponents.
    Pillar of Confidence: Be the Oprah Winfrey of giving out Cunning Action.

    Mantle of Fear
    Focus: Adv. On Intimidate. Not awful.
    Incite Fear: Fear is great at early levels, but loses ground quickly.
    Unsettling Aura: Not sure if this just means that the enemy is slowed as by rough terrain or what.
    Incite Panic: This is great if you happen to get cornered by a mob.

    Mantle of Fury
    Focus: A bit too situational to be really useful.
    Incite Fury: Adding to one person’s damage is good. Adding it to all your friends is better.
    Mindless Charge: Good for getting the melee into position.
    Aura of Bloodletting: Be careful with this. Advantage on ALL melee attack rolls in a 60 foot radius of you. Including your enemies.
    Overwhelming Fury: Not so great lockdown. There are better control methods.

    Mantle of Joy
    Focus: Advantage on Persuasion can make for great role playing.
    Soothing Presence: Not the greatest source of temp HP, but not bad.
    Comforting Aura: Mass Resistance for a minute. Good against spammed save or suck.
    Aura of Jubilation: Being a distraction normally means being the bait. The rogue better make it count.
    Beacon of Recovery: If the party needs this, it’s probably too late already.


    Awakened Disciplines
    Probably some of the more useful Disciplines are found here. It’s kinda hard to go wrong here.

    Spoiler: Awakened Disciplines
    Show
    Aura Sight
    Focus: Advantage on Insight checks. Good for those social intrigue situations.
    Assess Foe: There is no better way of determining how to fight something.
    Read Moods: Isn’t this what the Insight skill is for??
    View Aura: Good for bribing officials and knowing how to react to them.
    Perceive the Unseen: Nothing can hide from you. Ever.

    Intellect Fortress
    Focus: Psychic damage is not that common.
    Psychic Backlash: Great at low levels, but doesn’t scale at all.
    Psychic Parry: Great if you rolled low against something awful, and aren’t sure of yourself.
    Psychic Redoubt: Again, Psychic damage is not common, but advantage on half your saves is beautiful.

    Mantle of Awe
    Focus: Great for a Face, and can make almost any build INTO a Face.
    Charming Presence: Did you want the mob to follow you? This is how.
    Center of Attention: Let the Bard do the distracting. If there is no bard, this is the tool to use. Castle sentries beware.
    Invoke Awe: “Self-destructive” is an interesting term. Feel free to discuss with your DM whether or not attacking one’s allies is seen as such.

    Precognition
    Focus: Advantage on Initiative. Be sure to switch to this before kicking in the door.
    Precognitive Hunch: Better, longer lasting Guidance.
    All Around Sight: Good feature, use sparingly unless you want the DM to throw books at you.
    Danger Sense: The fact this exists makes me wonder why you’d ever NOT have it.
    Victory Before Battle: You and your buddies win initiative. Be wary of your PP total though.

    Psychic Assault
    Focus: This paired with Potent Psionics can give your talents some more mileage.
    Psionic Blast: Xd6 per PP spent, no save, to a single target. BBEG can suck it.
    Ego Whip: Basically make the BSF into a moving target that can’t attack for a turn.
    Id Insinuation: Ego Whip is strictly better, as the enemy cannot attack.
    Psychic Blast: Cone of Cold that does Psychic damage instead. Could be useful.
    Psychic Crush: Free stun with nice damage. Very nice.

    Psychic Disruption
    Focus: “These aren’t the droids you’re looking for.” Good choice. (Advantage on Deception checks).
    Distracting Haze: Making crowds of BSFs into mewling kittens. Near-sighted mewling kittens.
    Daze: Incapacitate and coup de gras one enemy. Good for Stealth Missions. The rogue will love you.
    Mind Storm: Hit them with this, so the wizard can fling a fireball.

    Psychic Inquisition
    Focus: You become a truth detector but only via telepathy. Meh.
    Hammer of Inquisition: Great if you have a Cleric in the Party.
    Forceful Query: Good for Interrogations. Yes/no answers only though.
    Ransack Mind: This is what Kylo Ren did to Poe and Rey. Good stuff here.
    Phantom Idea: Turn a wizard into a commoner. Make a Paladin or Cleric fall. Get the King to give you his Crown. Endless possibilities that may have your DM in a rage.

    Psychic Phantoms
    Focus: Same as Psychic disruption.
    Distracting Figment: Good for softening up a goon and luring them into a trap.
    Phantom Foe: Make someone else a distraction for a minute. Should buy you enough time to nick that sweetroll.
    Phantom Betrayal: INT save or attack their friends. Target BSF and watch him eliminate his own minions.
    Phantom Riches: This could make that guard look the other way if he is the only one there.

    Telepathic Contact
    Focus: Telepathy at first level with six people at once. Great way to give your character a headache while acting like a psychic switchboard.
    Exacting Query: You could just yell at them. Or I don’t know… TALK to them?
    Occluded Mind: This could be useful if you have a plan. Otherwise, I’d choose a different strategy.
    Broken Will: Tell someone to walk into a pit of acid or lava. Then watch them do it.
    Psychic Grip: Paralysis AND control. Turn BSF into a puppet.
    Psychic Domination: Have the enemy sorcerer hit his buddies with his fireball instead of yours.


    Immortal Disciplines
    These Disciplines are too varied to really group together. See their individual descriptions below.

    Spoiler: Immortal Disciplines
    Show
    Adaptive Body
    Focus: No need to eat sleep or breathe: You are the camp guard. Every time.
    Environmental Adaptation: This doesn’t really last long enough to be useful. Buy some hot or cold weather gear instead.
    Adaptive Shield: For when the enemy wizard or dragon gets the drop on you.
    Energy Adaptation: One elemental resistance. Not awful.
    Energy Immunity: Tell the dragon his breath stinks.

    Bestial Form
    Focus: Leave animal handling to the ranger or druid.
    Bestial Claws: Use this with Brute Strike and deal 7d10+7d6 slashing in one attack. Beautiful.
    Bestial Transformation: 1 hour buffs and utilities. Good stuff. Must have!
    Amphibious: You will never drown.
    Climbing: You are now Spiderman. Congrats.
    Flight: This is the real reason you took this.
    Keen Senses: Good for scouting.
    Perfect Senses: You can see even invisible things even whilst BLINDED. This is an excellent tool to have.
    Swimming: You are now Aquaman. Aquaman sucks. Don’t be Aquaman.
    Tough Hide: This is awesome while dungeon crawling. If you have Mastery of Force, this pairs well with Inertial Armor.

    Brute Force
    Focus: Good for grappling, in case you get grabbed.
    Brute Strike: Add 1-7d6 on your next damage roll this turn. I love this.
    Knock Back: If you can catch someone near a wall, use this with Brute Strike and Bestial Claws. Watch your DM cry.
    Mighty Leap: “Free. Your. Mind, Neo.” Free yourself of this waste of time.
    Feat of Strength: Leave the lifting to the fighter.

    Celerity
    Focus: +10 feet per round. Let me introduce you to a potion called Expeditious Retreat.
    Rapid Step: If you positively, absolutely, HAVE to get there this turn.
    Agile Defenses: Dodge as a bonus action. Tanky types will like this.
    Blur of Motion: They won’t see you move, but they will hear you move.
    Surge of Speed: Run up walls with no OAs.
    Surge of Action: Wannabe fighter Action Surge.

    Corrosive Metabolism
    Focus: This is good if you are fighting oozes or get eaten by a gelatinous cube.
    Corrosive Touch: I wouldn’t say this is spectacular due to cost, but xd10 ACID damage is nice.
    Venom Strike: Most NPCs have a decent CON. I’d pass on this.
    Acid Spray: Did you want to be one of Ridley Scotts’ xenomorphs? Use this.
    Breath of the Black Dragon: Good for clearing a hallway. Useless elsewhere.
    Breath of the Green Dragon: Better range, better damage, better shape than its little brother.

    Diminution
    Focus: Advantage on Stealth is wonderful.
    Miniature Form: You fit into someone’s purse. Good for sneaking into highly observed places.
    Toppling Shift: There are better ways of moving people.
    Sudden Shift: Use this when your DM targets you and smiles.
    Microscopic Form: Become a fly on the wall for 10 minutes, killing everything at the banquet while remaining undetected.

    Giant Growth (Assuming Melee build. If not Melee, RED.)
    Focus: +5 feet to your reach is great.
    Ogre Form: Not sure why you WOULDN’T use this. Range stacks with focus.
    Giant Form: You become HUGE. While focused on this, you have +15 foot range. Hit EVERYTHING.

    Iron Durability
    Focus: +1 AC is nice.
    Iron Hide: Useful in a pinch.
    Steel Hide: good if you are low on HP or surrounded.
    Iron Resistance: Limited Steel Hide for an hour. Not so great.

    Psionic Restoration
    Focus: Spare the Dying for the price of being focused. Good in case the main healer is elsewhere.
    Mend Wound: Cure Wounds rival. Not bad at all.
    Restore Health: Saves the Cleric from having to prepare lesser or greater restoration.
    Restore Vigor: Not as good as restoration, but it’ll do.

    Psionic Weapon
    Focus: Good for bypassing DR, and removes your penalty to STR or DEX at lower levels. Could be useful for a Soul Knife.
    Ethereal Weapon: Nice if your opponent is heavily armored. Not so nice because it cuts damage with a save.
    Lethal Strike: A different, better version of Brutal Strike.
    Augmented Weapon: Make your weapon a +3 for 10 minutes. Not so great because it requires concentration.


    Nomad Disciplines
    These are great disciplines to have to be the proverbial “fifth man.” You could use these to become literally anyone and do almost anything. Depending on your campaign setting, this could be amazing or useless.

    Spoiler: Nomad Disciplines
    Show
    Nomadic Arrow (Ranged attacks only.)
    Focus: Removes Disadvantage. Can’t benefit from Advantage.
    Speed Dart: Lethal Strike for ranged weapons.
    Seeking Missile: Good use of your reaction, as you can’t use your OA with a bow.
    Faithful Archer: Poor man’s Haste. Free returning on thrown weapons.

    Nomadic Chameleon
    Focus: Same as Diminution. Adv. On Stealth.
    Chameleon: Wood Elf can do it permanently, this will help you get to where you need to be.
    Step from Sight: Turn the Party Invisible for a minute.
    Enduring Invisibility: Step from Sight targets more people and is half the points. EDIT: Greater Invis for the Mystic. You have some seriously damaging abilities. This just makes you undetectable. Stand silent in the corner and eliminate a room full of enemies while they go nuts looking for you.

    Nomadic Mind
    Focus: Remember how the Nomad can already swap skills, languages, and tools each day? Well this little gem lets you gain one tool or skill plus a language (read and write only) with a bonus action. Feel free to abuse the crap out of this. You can do anything you set your mind to right?
    Wandering Mind: Gain limited proficiency for a subset of skills for ten minutes. Not the worst thing, but you can get any of these with your focus. Pass.
    Find Creature: Concentrate for an hour and know where someone is. An excellent RP tool.
    Psychic Speech: Tongues for Mystics.
    Wandering Eye: Great tool for Scouting. It lasts an hour with no range limit.
    Phasing Eye: Same as above, except now it can move through walls.

    Nomadic Step
    Focus: Situational speed boost. If you teleport enough that this is useful…I don’t know what to tell you.
    Step of a Dozen Paces: Great way to escape a grapple and still inflict some damage in the same turn. Also a good way to get a vantage point in combat.
    Nomadic Anchor: Not a bad Escape Button. Put at a temple for immediate assistance.
    Defensive Step: Miss and move. Good strategic implication. Keeps you out of harm’s way and saves you from using your action on withdrawing.
    There and Back Again: A Hobbit’s Tale by Bilbo Baggins…Extra movement with an option to withdraw as well.
    Transposition: Be next to the healer and then use this on the now unconscious fighter.
    Baleful Transposition: Move next to the Fighter, swap places with the enemy Mage.
    Phantom Caravan: Great escape button for you and the party.
    Nomad’s Gate: Great way to teleport an army into a town to invade in your name.

    Third Eye
    Focus: Not bad if you don’t have darkvision, but not great if you do.
    Tremorsense: Situational, but occasionally useful.
    Unwavering Eye: Insight is a good skill to have advantage on, but there’s a focus that gives you that specifically. Other uses and YMMV.
    Piercing Sight: Limited X-Ray vision. I could see this being very useful in the long run.
    Truesight: Not a lot of classes gain access to this. This could literally save the party. GOLD!


    Wu Jen Disciplines
    Become a Jedi. Or the Avatar. Or a maker of walls. Your choice really.

    Spoiler: Wu Jen Disciplines
    Show
    Mastery of Air
    Focus: Great mobility buff.
    Wind Step: 20 feet of flight per PP spent. Not ideal, especially considering another discipline lets you just teleport instead. And another just gives you wings for 5pp.
    Wind Stream: Leave a line of enemies prone with some damage. Some decent tactical use to be found here.
    Cloak of Air: ALL ATTACKS AGAINST YOU HAVE DISADVANTAGE. For ten minutes, that’s beautiful. You are still subject to fireball and the like, but still…this is amazing. You can even turn attacks back on people. GOLD YO!
    Wind Form: Ten minutes of flight. Not awful utility. There are better options though. See Bestial Form.
    Misty Form: Good for faking death if someone believes you are a vampire. OR to convince them you ARE a vampire when you turn into mist to get through a locked door…
    Animate Air: Get an air elemental for an hour. This is great unless it gets toasted.

    Mastery of Fire
    Focus: Good stuff for the pyromaniac in you. Also good against enemy fireballs.
    Combustion: Fire is commonly resisted, but d10s are nice. You have better ways of spending your concentration though.
    Rolling Flame: This would be useful if you have a large amount of enemies trapped in a pit, or just want to torch a room. Not really an expensive ability, but I think you could do better.
    Detonation: Lesser Fireball that leaves enemies prone on a failed save. I would like this better if you could upcast it.
    Fire Form: Good for melee builds, Bad for others.
    Animate Fire: Not as good as the Air elemental, mostly because fire is commonly resisted.

    Mastery of Force
    Focus: Advantage on STR checks. Melee builds could abuse this, and anyone can use this to break an unfortunate grapple.
    Push: Good for any aspiring Jedi…shove em back and deal damage in the process. I like it!
    Move: Throw boulders at the enemy. Turn the environment into your weapon of choice! This is amazing!
    Inertial Armor: Good for ALL mystics. Melee builds will love the no DEX cap medium armor here.
    Telekinetic Barrier: Not a bad barrier, but it’s kinda weak. Good news is, you can layer it.
    Grasp: This is great for locking down enemy casters while still dealing damage to his goons.

    These next two require the successful use of Grasp before you can use them. Because they are dependent on another move for setup, they go down one rating level than they would otherwise be. These will be a bit taxing on your resources as well.
    Crush: 1-7d6 bludgeoning, no save. Suck it Trebek!
    Move: Not a BAD idea if you happen to be near a cliff and want to drop someone off of it, or to just throw someone into the sky. Not useful in most dungeons or buildings though.

    Mastery of Ice
    Focus: Good for resisting your own abilities. You’ll see why in a bit.
    Ice Spike: Other disciplines do more damage, but the control is nice. DEX save is a bad way to go though as lots of people have it.
    Ice Sheet: This could be abused for battlefield control. Especially against cavalry.
    Frozen Sanctuary: 3PP for 20 temp HP all day as a bonus action. Not a bad way to start your day Iceman.
    Frozen Rain: This is to be used in conjunction with this Discipline’s focus and Frozen Sanctuary if you find yourself surrounded. This is will do 6d6 cold damage per round of your concentration, AND it locks them down. Turn a mob of angry hobgoblins into raging snowmen. Raging snowmen that cannot move. Meanwhile, you stand (mostly) unaffected, hitting them with talents until they die.
    Ice Barrier: Excellent HP on this wall, and it deals damage back. Probably the best Wall option available at this point.

    Mastery of Light and Darkness
    Focus: You see through darkness, and Darkness. Well, up to 30 feet. Not bad for just a focus. Blends well.
    Darkness: Works well with your focus, and could be a good boon to melee builds that want to keep their enemies guessing and stumbling around in the dark.
    Light: Make the enemy rogue glow, they can’t hide, and everyone has advantage to hit them. Beautiful. Also works on enemy casters.
    Shadow Beasts: You summon TWO shadows. Zap that fighter into a peasant.
    Radiant Beam: Not an awful damage die, or affect, but getting a save each turn means you may be blowing your points. Use sparingly.

    Mastery of Water
    Focus: Free water breathing and swim speed. Must have for aquatic campaigns.
    Desiccate: Most things will have a decent CON score/save, but up to 7d10 necrotic (RANGED) is amazing.
    Watery Grasp: 2PP cost for an excellent control ability. Good for melee builds that want to fight casters.
    Water Whip: This is amazing Battlefield Control, especially considering the low cost, and you can increase it. Great use of points.
    Water Breathing: Again, A must have for an aquatic campaign. Situational, but you’ll be saving the wizard a slot.
    Water Sphere: This is what Zabuza used to trap Kakashi. There are better control options, considering other options do damage.
    Animate Water: Summon a water elemental. On par with the Air elemental.

    Mastery of Weather
    Focus: Resistance is good. Two resistances is better. Although these are not very common types.
    Cloud Steps: There are so many better ways of accomplishing this task, but works if you are in a hurry.
    Hungry Lightning: Spend all 7 points and target the BSF in the heavy plate. He is not likely to make that save.
    Wall of Clouds: This is literally a wall that people can walk through. It only blocks vision. This has some good RP affect, but is useless in combat.
    Whirlwind: This is great against casters, as it is sure to interrupt their concentration and targeting. While it doesn’t do damage itself, the wizard can throw a fireball or some daggers in the mix, and it’ll be like the love child of a blender and an oven.
    Lightning Leap: This is an amazing way to get out of a bad spot, deal damage, and get to a vantage point.
    Wall of Thunder: Another good wall ability, layer it up, and watch them struggle to get through, all while taking significant damage. Even if they do get through, they ain’t gonna be happy about it.
    Thunder Clap: Save against the damage, but not against the stun. Stunning someone for a round is amazing. Spam this too much though, and you’ll soon find your DM throwing stun-immune things at you.

    Mastery of Wood and Earth
    Focus: +1AC is useful to all.
    Animate Weapon: Good ranged ability for hurt melee builds that still wanna do damage.
    Warp Weapon: Great at low levels, and anyone not wielding a magic weapon at higher ones.
    Warp Armor: This is amazing for all involved. Except the target.
    Wall of Wood: By far the TOUGHEST wall, but no real special effect. Captain Yamato would be proud.
    Armored Form: The bad part about this is, its concentration based. Sure you have resistance, but you still have to save against it.
    Animate Earth: I like the earth elemental better than the others, but about on par with water and air.


    Spoiler: Discipline Saving Throw Guide
    Show
    Quote Originally Posted by jleonardwv View Post
    For optimization or just a thought exercise, I wonder what Psi disciplines/talents have the greatest average chance of success? Someone on Reddit made a spreadsheet of every monster in the Monster Manual, including their ability scores. The average of all monsters in the Monster Manual had:

    STR 16
    DEX 12
    CON 15
    INT 9
    WIS 12
    CHA 11

    So the Mystic has a huge advantage already, since many powers (19) target INT. Next would be CHA saves (9) then WIS (13) and DEX (11). Finally, CON (10) and STR (11). So powers that target those would be on average least successful. Here is a complete list of the Mystic Talents/Disciplines organizated by ability targeted and listed in the order the powers appear in the UA PDF.

    STR
    Brute Force, Knock Back
    Diminution, Toppling Shift
    Mastery of Air, Wind Stream
    Mastery of Force, Push
    Mastery of Force, Grasp
    Mastery of Water, Watery Grasp
    Mastery of Water, Water Whip
    Mastery of Weather, Whirlwind
    Mastery of Weather, Wall of Thunder
    Mastery of Wood and Earth, Warp Weapon
    Psychic Hammer talent

    DEX
    Corrosive Metabolism, Corrosive Touch
    Mastery of Force, Move
    Mastery of Ice, Ice Spike
    Mastery of Ice, Ice Sheet
    Mastery of Light and Darkness, Light
    Mastery of Light and Darkness, Radiant Beam
    Mastery of Water, Water Sphere
    Mastery of Weather, Hungry Lightning
    Mastery of Weather, Lightning Leap
    Psionic Weapon, Ethereal Weapon
    Energy Beam talent

    CON
    Corrosive Metabolism, Venom Strike
    Corrosive Metabolism, Breath of the Black Dragon
    Corrosive Metabolism, Breath of the Green Dragon
    Mastery of Fire, Combustion
    Mastery of Fire, Detonation
    Mastery of Ice, Frozen Rain
    Mastery of Water, Dessicate
    Mastery of Weather, Thunder Clap
    Mastery of Wood and Earth, Warp Armor
    Mind Slam talent

    INT
    Mantle of Awe, Invoke Awe
    Psychic Assault, Ego Whip
    Psychic Assault, Id Insinuation
    Psychic Assault, Psychic Blast
    Psychic Assault, Psychic Crush
    Psychic Assault, Distracting Haze
    Psychic Assault, Daze
    Psychic Inquisition, Ransack Mind
    Psychic Inquisition, Phantom Idea
    Psychic Phantoms, Distracting Figment
    Psychic Phantoms, Phantom Foe
    Psychic Phantoms, Phantom Betrayal
    Psychic Phantoms, Phantom Riches
    Telepathic Contact, Exacting Query
    Telepathic Contact, Occluded Mind
    Telepathic Contact, Broken Will
    Telepathic Contact, Psychic Grip
    Telepathic Contact, Psychic domination
    Mind Thrust talent

    WIS
    Crown of Despair, Call to Inaction
    Crown of Disgust, Wall of Repulsion
    Crown of Disgust, Visions of Disgust
    Crown of Rage, Fighting Words
    Crown of Rage, Mindless Courage
    Crown of Rage, Punishing Fury
    Mantle of Fear, Incite Fear
    Mantle of Fear, Incite Panic
    Nomadic Step, Baleful Transposition
    Psychic Assault, Mind Storm
    Psychic Inquisition, Hammer of Inquisition
    Psychic Inquisition, Forceful Query
    Blind Spot talent

    CHA
    Crown of Despair, Crowned in Sorrow
    Crown of Despair, Visions of Despair
    Crown of Despair, Dolorous Mind
    Crown of Disgust, Eye of Horror
    Crown of Disgust, World of Horror
    Crown of Rage, Primal Fury
    Mantle of Awe, Center of Attention
    Mantle of Fury, Overwhelming Fury
    Mystic Charm talent


    Edits:
    1. Adjusted Soul Knife description. No change in rating.
    2. Updated format of a few abilities. No change in ratings unless specified.
    3. Enduring Invisibility upgraded from red to blue.
    4. Upgraded Nomadic Arrow from Black to Blue.
    5. Made adjustments found in this post:
    Spoiler: This post
    Show

    Quote Originally Posted by Prophes0r View Post
    That light blue on white/light green. wow...
    Telling us to highlight the text is not a solution. At best it removes ALL the colors, making the whole rating system pointless. But it's ALSO obnoxious to highlight things on devices. Not everyone reads everything on the desktop all the time.

    Otherwise. A good starting point for a guide. Psionics has always been a bit different though. So, unlike the standard magical classes that everyone is used to just using, actual usage cases/instructions would be helpful for the Mystic.

    EDIT:
    You are incorrect about the Mastery of Ice Discipline: Frozen Rain. Nowhere does it state, or even imply, that you repeat the damage every turn. It deals the damage on the round you start it. The rest of the concentration time only keeps those frozen characters locked down. You can tell it works this way because it says "As an action, a target that has its speed reduced can end the effect early..."

    EDIT 2:
    Actually you are wrong about a few more (more than I'm willing to type out here).

    When an ability says:
    • On a failed save, a creature takes XdY damage, and is [condition]. On a successful save, a target takes half as much damage.

    This means they DON'T suffer from [condition] on a successful save. You make these mistakes a few times, so you should go over all your disciplines again to correct them.

    EDIT 3:
    Mind Thrust is not like Eldritch Blast. It is like Firebolt, but without the fire.

    There are two things that make Eldritch Blast stand out. The ability to modify it's behavior with invocations. And the fact that every d10 Blast is it's own attack against a target (which can all be different targets). The second one is arguably MUCH more important than the first, and is unique among cantrips. Mind Thrust does neither of these things.

    6. Fixed Mastery of Force abilities under Grasp: Crush and Move. Ratings changed.
    7. Force Mastery: Move (non-Grasp version) changed from green to blue.
    8. Added in Saves Guide Section for brevity.
    Last edited by carrdrivesyou; 2018-05-26 at 10:00 AM.

  3. - Top - End - #3
    Orc in the Playground
     
    BardGuy

    Join Date
    Apr 2014

    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Spoiler: Talents
    Show
    Beacon: Bonus Action light.
    Blade Meld: Good for sword and board melee builds.
    Blind Spot: Good for stealth, but really isn’t that abusable.
    Delusion: Minor Illusion is better, but this is more tactical for making one person seem insane.
    Energy Beam: This doesn’t scale well, but you can pick what kind of damage it does. Useful at low levels, but quickly loses ground.
    Light Step: Good for getting up from prone as it doesn’t cost you an action (just a bonus action), but you move 10 feet faster. Meh.
    Mind Meld: Good for information sharing to prevent confusion. Could use this on a scout type to know what they saw. Also use on dungeon rats to learn the layout and where the traps are.
    Mind Slam: Force Damage is nice, but you only get so many talents. If your GM allows retraining, I’d pick this at first and swap it later.
    Mind Thrust: On par (sort of) with Fire Bolt. Just minus the fire.
    Mystic Charm: This is a single round's worth of the Friends cantrip. short duration means you'll have to be quick and crafty, but no drawbacks makes it spam-able.
    Mystic Hand: Mystic version of Mage Hand.
    Psychic Hammer: Push someone with minor damage. Good for Jedi theme. Pairs well with Mastery of Force.


    Spoiler: Feats
    Show
    Alert: This fits a Jedi theme very well. Good choice here.
    Athlete: You have other options available to you for mobility that outclass this by far.
    Actor: Good for a Face, but I’d only suggest it in an RP heavy campaign.
    Charger: Melee could see some use from this, others avoid.
    Crossbow Expert: Personally, I’m not a fan, but this could see some use on a sort of wierd build.
    Defensive Duelist: This would be nice for a low AC character, but there are better options. Poor mystic’s Shield.
    Dual Wielder: If you’re going melee, you’re either two handed, or sword and board. Leave this one for the fighters.
    Dungeon Delver: Crucial if you want to fill the rogue’s shoes. Otherwise, AVOID.
    Durable: CON is always nice, and the recovery is ok. Not my first choice though.
    Elemental Adept: You don’t really see much benefit from this. Small damage boost anyways. Pass.
    Grappler: Combine this with the Focus from Mastery of Force, and you are Hulk Hogan.
    Great Weapon Master: Essential for two handed meleers, but that’s all.
    Healer: Get Psionic Restoration Instead.
    Heavily Armored: Good for Melee Builds. Soul Knife and Avatar look no further.
    Heavy Armor Master: There are better ways to spend a feat.
    Inspiring Leader: Leave this to someone who focuses in CHA.
    Keen Mind: This could be useful in a heavy RP game. No real mechanical boost though.
    Lightly Armored: You already have it.
    Linguist: Take Nomadic Mind if you need languages and versatility that much.
    Lucky: This is great for anyone, any class, anywhere.
    Mage Slayer: Decent for melee types. Especially if your DM throws a lot of magical crap at you.
    Magic Initiate: This is surprisingly good for you, as it opens a lot of tools to you. Pick from the wizard list though.
    Martial Adept: I can’t see where this would be useful, even for a melee type.
    Medium Armor Master: You have better options.
    Mobile: Be a high elf. Take Celerity. Take this feet. Be a ninja.
    Moderately Armored: If you want medium armor and not be a Soul Knife or Avatar, here ya go.
    Mounted Combatant: Leave it for the Paladin…
    Observant: This is great for spies and faces.
    Polearm Master: Good for two handed melee builds.
    Resilient: good if you anticipate your DM has a certain monster up their sleeve.
    Ritual Caster: This could get you some versatility in your toolbox. Again, pick from the wizard’s list.
    Savage Attacker: I wouldn’t bother with this, even if you were a melee build.
    Sentinel: Perfect for a lockdown build. [/COLOR]
    Sharpshooter: Not for a mystic.
    Shield Master: Not a bad way to mimic evasion. Especially if you pumped your DEX.
    Skilled: See Nomadic Mind Discipline
    Skulker: You have so many other ways to get these benefits. Pass.
    Spell Sniper: This could be useful. Depends on your build. Magic Initiate is strictly better though.
    Tavern Brawler: You trained your mind to move boulders, why would you take this?
    Tough: Hit points are always nice. An Immortal with this feat would be quite tough.
    War Caster: This is for spells. Those things you don't have. Pass.
    Weapon Master: Not really sure why you would take this. I’m not sure why ANYONE would take this.


    Spoiler: Multiclassing
    Show
    Barbarian: Splashing 3 levels of Barb really isn’t a bad idea. First Primal Path options are great!
    Bard: 3 levels of bard for expertise and Jack of all trades makes a Nomad a solid build. Or 17 Bard, Mystic 3.
    Cleric: You really don’t gain much here.
    Druid: Another Wisdom Class. Pass.
    Fighter: This could be useful for a 2 level splash. Would save a melee build on feats.
    Monk: You can mimic everything a monk has to offer already. Why bother?
    Paladin: This really doesn’t help ANY Mystic Build. Melee should cross class as fighters.
    Ranger: Primeval Awareness is amazing, but that’s the only justification I could say for taking any levels here.
    Rogue: Probably the easiest to multiclass into, because you only need 1 level. Your bonus actions are accounted for.
    Sorcerer: If your DM lets you turn Sorcery points into Psi Points, Splash a few levels here for some longevity and utility. Otherwise, RED.
    Warlock: warlock is interesting because a Bladelock Mystic with High Charisma could be VERY useful. You’d be pretty deadly on ANY rest.
    Wizard /Bladesinger: I wouldn’t bother really. Take Magic Initiate and you should be fine. Bladesinger/Immortal pairs very well.


    Quote Originally Posted by jleonardwv View Post
    This thread is useful to consider all the mystic options. I posted what I have below as a separate thread, but thought it might be useful here since this is probably the home of most people interested in mystics.

    So I have a couple of character concepts where the PC is seemingly a nobody, by-stander, servant, whatever. The PC is actually a Psion (mystic) whose Talents and Disciplines have no visible source or effects, such that no normal NPC would ever know or suspect the Psion. I've created this guide to help me and thought it might help you. Archetype powers, disciplines, and talents are all rated based on whether the PC Psion could be definitively pinned as the source of the effects. I took a very conservative approach to the ratings, since perhaps DMs would let NPCs suspect the PC at the slightest hint of a "power" being used.

    Warning: This could totally hack off the DM and make Sorcerer's subtle spell metamagic seem pathetic.

    Green: These powers have no visible effects and/or no way to tell the source of the power in normal settings. If Psion is visible and alone with a BBEG, it might be impossible to hide the source of these effects.
    Black: Nothing necessarily RAW reveals the source of the effect. This will depend on role-playing, character choices about the power, or DM rulings.
    Red: It is clear that the Psion is the origin of this effect perhaps because it originates at the Psion or changes the physical appearance of the Psion or maybe gives the PC superhuman abilities.

    Spoiler: Mystic Class Features
    Show
    Telepathy: In a crowd, you are probably unnoticed.
    Strength of Mind: Not detectable.
    Potent Psionics: Target probably knows you are the source of the extra damage.
    Consumptive Power: Affect the Psion physically, but maybe not visibly.
    Psionic Mastery: No visible effect.
    Psionic Body: Will have a noticeable effect on the physique.


    Spoiler: Mystic Order Powers
    Show

    Avatar:
    Armor Training: No one knows this is Psionics.
    Avatar of Battle: No one knows the source.
    Avatar of Healing: No one knows the source.
    Avatar of Speed: No one knows the source.

    Awakened:
    Awakened Talent: No one knows this is Psionics.
    Psionic Investigation: Anyone watching figures you have some power--maybe a spell. If the Psion is alone this is Green.
    Psionic Surge: No one knows the source.
    Spectral Form: Your body changes.

    Immortal:
    Immortal durability: Maybe you are just extra quick or tough, but clearly harder to hit/damage.
    Psionic Resilience: You are regaining HP, a physical change.
    Surge of Health: Might make someone suspicious.
    Immortal Will: Didn't we just kill him?

    Nomad:
    Breadth of Knowledge: Not usually detectable as Psionics.
    Memory of One Thousand Steps: You teleported.
    Superior Teleportation: You teleported.
    Effortless Journey: You teleported.

    Soul Knife:
    Martial Training: No one knows this is Psionics.
    Soul Knife: Your fists are knives.
    Hone the Blade: No one knows this is Psionics.
    Consumptive Knife: See Soul Knife.
    Phantom Knife: See Soul Knife.

    Wu Jen:
    Hermit’s Study: No one knows this is Psionics.
    Elemental Attunement: No one knows this is even happening.
    Arcane Dabbler: Depends on spell selection. Probably red.
    Elemental Mastery: A physical effect.



    Spoiler: Disciplines
    Show

    Adaptive Body
    Focus: Not usually noticeable.
    Environmental Adaptation: You touch someone.
    Adaptive Shield: A physical effect.
    Energy Adaptation: You touch someone.
    Energy Immunity: You touch someone.

    Aura Sight
    Focus: No visible effect.
    Assess Foe: No visible effect.
    Read Moods: No visible effect.
    View Aura: No visible effect.
    Perceive the Unseen: No visible effect. Might suspicious that you can see everyone if you mention it.

    Bestial Form
    Focus: No visible effect.
    Bestial Claws: You got claws.
    Bestial Transformation: All of them have visible and/or physical effects. Perhaps Tough Hide could be hidden by good RP.

    Brute Force
    Focus: No visible effect.
    Brute Strike: Extra damage visible.
    Knock Back: Extra physical effect.
    Mighty Leap: How did you jump 140 feet?
    Feat of Strength: Hide with RP?

    Celerity
    Focus: Nothing more than Monk or some races might have.
    Rapid Step: Too fast to hide.
    Agile Defenses: Impressive, but could easily be hidden with good RP.
    Blur of Motion: Invisible!
    Surge of Speed: Physical effet.
    Surge of Action: Might hide with RP. Kinda like Fighter at 5th or War Cleric 1.

    Corrosive Metabolism
    Focus: Would be evident that damage is reduced.
    Corrosive Touch: Physical effect.
    Venom Strike: Physical effect.
    Acid Spray: Physical effect.
    Breath of the Black Dragon: Physical effect.
    Breath of the Green Dragon: Physical effect.

    Crown of Despair
    Focus: No visible effect.
    Crowned in Sorrow: No visible effect.
    Call to Inaction: You talked to your target.
    Visions of Despair: No visible effect.
    Dolorous Mind: No visible effect.

    Crown of Disgust
    Focus: Physical effect.
    Eye of Horror: Target is avoiding you. Maybe you could RP an explanation.
    Wall of Repulsion: No one knows the source of this wall.
    Visions of Disgust: No one knows the source of this effect.
    World of Horror: They are frightened of you.

    Crown of Rage
    Focus: They feel compelled to attack you. Can you RP this without them knowing the source of this feeling?
    Primal Fury: No one knows the source of this effect.
    Fighting Words: You talk to the target.
    Mindless Courage: No one knows the source of this effect.
    Punishing Fury: No one knows the source of this effect.

    Diminution
    Focus: No visible effect.
    Miniature Form: Physical effect.
    Toppling Shift: Physical effect.
    Sudden Shift: Physical effect.
    Microscopic Form: Maybe no one notices?

    Giant Growth
    Focus: Physical effect.
    Ogre Form: Physical effect.
    Giant Form: Physical effect.

    Intellect Fortress
    Focus: No visible effect.
    Psychic Backlash: You affect an attacker.
    Psychic Parry: Seems like everything happens in the mind.
    Psychic Redoubt: No visible effect or source.

    Iron Durability
    Focus: Could easily RP this minor effect.
    Iron Hide: Physical effect.
    Steel Hide: Physical effect.
    Iron Resistance: Physical effect.

    Mantle of Awe
    Focus: No visible effect.
    Charming Presence: Charm clearly has a source.
    Center of Attention: I think you could RP this.
    Invoke Awe: You are giving orders.

    Mantle of Command
    Focus: No visible effect.
    Coordinated Movement: How would anyone know the source of this effect?
    Commander’s Sight: How would anyone know the source of this effect?
    Command to Strike: How would anyone know the source of this effect?
    Strategic Mind: How would anyone know the source of this effect?
    Overwhelming Attack: How would anyone know the source of this effect?

    Mantle of Courage
    Focus: No visible source.
    Incite Courage: No visible source.
    [COLOR="#008000"]Aura of Victory: [/B] How would anyone know the source of this effect?
    Pillar of Confidence: How would anyone know the source of this effect?

    Mantle of Fear
    Focus: No visible effect.
    Incite Fear: Target knows it's you.
    Unsettling Aura: Target knows it's you.
    Incite Panic: Targets know it's you.

    Mantle of Fury
    Focus: No visible source.
    Incite Fury: How would anyone know the source of this effect?
    Mindless Charge: How would anyone know the source of this effect?
    Aura of Bloodletting: How would anyone know the source of this effect?
    Overwhelming Fury: How would anyone know the source of this effect?

    Mantle of Joy
    Focus: No visible source.
    Soothing Presence: How would anyone know the source of this effect?
    Comforting Aura: How would anyone know the source of this effect?
    Aura of Jubilation: How would anyone know the source of this effect?
    Beacon of Recovery: How would anyone know the source of this effect?

    Mastery of Air
    Focus: Physical effect.
    Wind Step: Physical effect on you.
    Wind Stream: Effect originates with you.
    Cloak of Air: Physical effect on you.
    Wind Form: Physical effect on you.
    Misty Form: Physical effect on you.
    Animate Air: It obeys your verbal commands.

    Mastery of Fire
    Focus: Noticeable reduction in damage.
    Combustion: How would anyone know the source of this effect?
    Rolling Flame: How would anyone know the source of this effect?
    Detonation: How would anyone know the source of this effect?
    Fire Form: Physical effect on you.
    Animate Fire: It obeys your verbal commands.

    Mastery of Force
    Focus: Could probably RP this to avoid suspicion.
    Push: Appears to originate from you.
    Move: How would anyone know the source of this effect?
    Inertial Armor: Physical effects are obvious.
    Telekinetic Barrier: How would anyone know the source of this effect?
    Grasp: How would anyone know the source of this effect?

    Mastery of Ice
    Focus: Noticeable reduction in damage.
    Ice Spike: How would anyone know the source of this effect?
    [COLOR="#008000"]Ice Sheet: [/B] How would anyone know the source of this effect?
    Frozen Sanctuary: Physical effect.
    Frozen Rain: How would anyone know the source of this effect?
    Ice Barrier: How would anyone know the source of this effect?

    Mastery of Light and Darkness
    Focus: No visible effect.
    Darkness: How would anyone know the source of this effect?
    Light: Touch effect.
    Shadow Beasts: They obey your verbal commands.
    Radiant Beam: How would anyone know the source of this effect?

    Mastery of Water
    Focus: Physical effect.
    Desiccate: How would anyone know the source of this effect?
    Watery Grasp: Appears to originate from you.
    Water Whip: Appears to originate from you.
    Water Breathing: How would anyone know the source of this effect?
    Water Sphere: How would anyone know the source of this effect?
    Animate Water: It obeys your verbal commands.

    Mastery of Weather
    Focus: Physical effect.
    Cloud Steps: Seems awfully convenient that the stairs just appear in front of you.
    Hungry Lightning: I suppose the lightning could come from above.
    Wall of Clouds: How would anyone know the source of this effect?
    Whirlwind: How would anyone know the source of this effect?
    Lightning Leap: Appears to originate from you then you teleport.
    Wall of Thunder: How would anyone know the source of this effect?
    Thunder Clap: How would anyone know the source of this effect?

    Mastery of Wood and Earth
    Focus: Might be able to RP this minor effect.
    Animate Weapon: You are holding the weapon.
    Warp Weapon: How would anyone know the source of this effect?
    Warp Armor: How would anyone know the source of this effect?
    Wall of Wood: How would anyone know the source of this effect?
    Armored Form: Physical effect
    Animate Earth: You verbally command.

    Nomadic Arrow
    Focus: Lucky roll? Good shot?
    Speed Dart: Originates from you.
    Seeking Missile: Lucky roll? Good shot?
    Faithful Archer: Originates from you.

    Nomadic Chameleon
    Focus: No detectable effect.
    Chameleon: Are you just good at hiding?
    Step from Sight: Are you just good at hiding? Making party is not traceable to you.
    Enduring Invisibility: How can they know what happened to you?

    Nomadic Mind
    Focus: No one knows how you got these abilities.
    Wandering Mind: Could RP this.
    Find Creature: Depends on how you RP this.
    Item Lore: No visible effect.
    Psychic Speech: No visible effect.
    Wandering Eye: No visible effect.
    Phasing Eye: No visible effect.

    Nomadic Step
    Focus: Teleport
    Step of a Dozen Paces: Teleport.
    Nomadic Anchor: Teleport.
    Defensive Step: Teleport.
    [COLOR="#FF0000"]There and Back Again: [/B] Teleport.
    Transposition: Teleport.
    Baleful Transposition: Teleport.
    Phantom Caravan: How would anyone know the source of this effect?
    Nomad’s Gate: Teleport.

    Precognition
    Focus: RP no problem.
    Precognitive Hunch: RP this.
    All Around Sight: Physical effect.
    Danger Sense: RP this.
    Victory Before Battle: RP this.

    Psionic Restoration
    Focus: Physical effect.
    Mend Wound: Physical effect.
    Restore Health: Physical effect.
    Restore Life: Physical effect.
    Restore Vigor: Physical effect.

    Psionic Weapon
    Focus: Your weapon is enhanced.
    Ethereal Weapon: Your weapon is enhanced.
    Lethal Strike: Your weapon is enhanced.
    Augmented Weapon: Your weapon is enhanced.

    Psychic Assault
    Focus: Undetectable.
    Psionic Blast: Undetectable.
    Ego Whip: Undetectable.
    Id Insinuation: Undetectable.
    Psychic Blast: Originates from you.
    Psychic Crush: No one knows it's you.

    Psychic Disruption
    Focus: No visible effect.
    Distracting Haze: You remain close by for a minute. Suspicious.
    Daze: No one knows it's you.
    Mind Storm: Untrackable.

    Psychic Inquisition
    Focus: No one knows.
    Hammer of Inquisition: No one knows.
    Forceful Query: You talk to the target.
    Ransack Mind: You concentrate for an hour? Seems suspicious.
    Phantom Idea: You concentrate for an hour? Seems suspicious.

    Psychic Phantoms
    Focus: No one knows.
    Distracting Figment: No one knows it's you.
    Phantom Foe: You remain close by for a minute. Suspicious.
    Phantom Betrayal: You remain close by for a minute. Suspicious.
    Phantom Riches: You remain close by for a minute. Suspicious.

    Telepathic Contact
    Focus: RP this.
    Exacting Query: You talk to the subject.
    Occluded Mind: In a crowd, no one would know who is asking.
    Broken Will: In a crowd, no one would know who is commanding.
    Psychic Grip: What's wrong with him? *shrugs shoulders* I don't know.
    Psychic Domination: Concentration, but no range limit once the creature has been targeted.

    Third Eye
    Focus: No visible effect.
    Tremorsense: No visible effect.
    Unwavering Eye: No visible effect.
    Piercing Sight: No visible effect.
    Truesight: No visible effect.



    Spoiler: Psionic Talents
    Show

    Beacon Physical effect.
    Blade meld Physical effect.
    Blind spot RP this.
    Delusion No visible effect.
    Energy Beam RAW the beam doesn't need to originate with you.
    Light step RP this.
    Mind Meld No visible source.
    Mind Meld No visible source.
    Mystic Charm Charmed by you.
    Mystic Hand No visible source.
    Psychic Hammer No visible source.

    I think this has covered about everything. Obviously, I will have to tweak this if the Mystic ever gets published (crossing my fingers here). But that will be another day. Please feel free to comment below and point out any errors I have made. I hope this helps Playgrounders!

    Edits:
    1. Adjusted Description of Mind Thrust, also re-rated. Went from Blue to Green
    2. War caster changed from Green to Red, due to it not affecting disciplines.
    3. Added Bladesinger subclass for multiclassing into Wizard.
    4. Added Mystic Charm Talent.
    5. Added in some input from jleonardwv
    Last edited by carrdrivesyou; 2018-08-17 at 12:23 PM.

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    Ettin in the Playground
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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    imo hill dwarf should be at least black. wisdom is always a useful stat (it boosts useful skills and very useful saves). constitution is always good, for hit points and saves. bonus hit points are always good. the basic dwarf features are reasonably nice. yeah, it isn't amazing, but everything it has is at least something you probably want, even if it is isn't the thing you want most.

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    NecromancerGirl

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Why is Enduring Invisibility rated as red? Its basically Greater Invisibility on a bonus action, of course it affects only one target.

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    PaladinGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Thanks for putting this together.

    Btw, a purely situational trick.... run, jump over a volcano and baleful transposition. If the enemy saves, use bonus action to there and back again. The rules say you "can" go back to your start point...can does not mean must
    Rule 0: The most IMPORTANT rule of D&D. There is no more important rule than this rule. This is a game, and as such, you do everything you can to ensure everyone has fun. /TheEnd

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    DruidGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Nice guide, it’s no easy feat to review a class as complex as the Mystic.

    Do you have any further ideas for how an Awakened Mystic may use Psionic Investigation?

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Jerrykhor View Post
    Why is Enduring Invisibility rated as red? Its basically Greater Invisibility on a bonus action, of course it affects only one target.
    The reason is that there is an ability in this tree already that targets the entire party and costs fewer points. Good point. I overlooked that. I have changed it to reflect the point you made. Thanks yo!

    Quote Originally Posted by Harrumphreys View Post
    Nice guide, it’s no easy feat to review a class as complex as the Mystic.

    Do you have any further ideas for how an Awakened Mystic may use Psionic Investigation?
    Thanks! This was no small task to review, put together, and then format. Took me a few days.
    Think about the movie Clue. You could tell who killed Mr. Body in ten minutes. You could discover who killed who with the weapon for focusing for ten minutes.
    Wanna know if there is a trap on a door, just touch and focus on the walls near it. It's an almost broken ability that could give you endless spoilers.
    Just use sparingly or else you will drive your DM insane lol.

    Quote Originally Posted by furby076 View Post
    Thanks for putting this together.

    Btw, a purely situational trick.... run, jump over a volcano and baleful transposition. If the enemy saves, use bonus action to there and back again. The rules say you "can" go back to your start point...can does not mean must
    I had thought of situations like this, unfortunately, these come up a bit rarely. I don't think you'll be fighting every battle in an open volcano, or near a cliff. It becomes even more useless in aquatic campaigns. So this is why I rated it this way :shrug:

    Quote Originally Posted by SharkForce View Post
    imo hill dwarf should be at least black. wisdom is always a useful stat (it boosts useful skills and very useful saves). constitution is always good, for hit points and saves. bonus hit points are always good. the basic dwarf features are reasonably nice. yeah, it isn't amazing, but everything it has is at least something you probably want, even if it is isn't the thing you want most.
    Good points. I think I overlooked the bonus to hit points. On further review, they would make decent Immortals, or possibly a Soul Knife. I have edited them to be Black to reflect their appropriate potential.
    Last edited by carrdrivesyou; 2017-11-21 at 09:55 AM.

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    DruidGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Ace. Any chance that you could cast a critical eye over any of the exotic player races in Sword Coast or Volos? Maybe even the various UAs?

    I am playing a Zendikar Vampire Mystic currently. The ability to create Zombie Null followers is great fun, and synergises well with Telepathic instructions and various party buffs.

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Harrumphreys View Post
    Ace. Any chance that you could cast a critical eye over any of the exotic player races in Sword Coast or Volos? Maybe even the various UAs?

    I am playing a Zendikar Vampire Mystic currently. The ability to create Zombie Null followers is great fun, and synergises well with Telepathic instructions and various party buffs.
    Sounds good to me. I will add those to the Guide when I get access to them. Gonna be getting those sources soon as I got the money. I can start on the UA races today or tomorrow though. :D

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    A quick note for the Nomadic Arrow focus. It doesn't meant that you can't ever benefit from advantage. It means that if you were supposed to be at disadvantage but were moved to neutral by the focus then you can't then go to advantage(if you had advantage from something). If you were neutral you could still benefit from advantage.

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    Halfling in the Playground
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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    That light blue on white/light green. wow...
    Telling us to highlight the text is not a solution. At best it removes ALL the colors, making the whole rating system pointless. But it's ALSO obnoxious to highlight things on devices. Not everyone reads everything on the desktop all the time.

    Otherwise. A good starting point for a guide. Psionics has always been a bit different though. So, unlike the standard magical classes that everyone is used to just using, actual usage cases/instructions would be helpful for the Mystic.

    EDIT:
    You are incorrect about the Mastery of Ice Discipline: Frozen Rain. Nowhere does it state, or even imply, that you repeat the damage every turn. It deals the damage on the round you start it. The rest of the concentration time only keeps those frozen characters locked down. You can tell it works this way because it says "As an action, a target that has its speed reduced can end the effect early..."

    EDIT 2:
    Actually you are wrong about a few more (more than I'm willing to type out here).

    When an ability says:
    • On a failed save, a creature takes XdY damage, and is [condition]. On a successful save, a target takes half as much damage.

    This means they DON'T suffer from [condition] on a successful save. You make these mistakes a few times, so you should go over all your disciplines again to correct them.

    EDIT 3:
    Mind Thrust is not like Eldritch Blast. It is like Firebolt, but without the fire.

    There are two things that make Eldritch Blast stand out. The ability to modify it's behavior with invocations. And the fact that every d10 Blast is it's own attack against a target (which can all be different targets). The second one is arguably MUCH more important than the first, and is unique among cantrips. Mind Thrust does neither of these things.

    EDIT 4:
    RAW, WarCaster does nothing for Mystics. "Psionics is a special form of magic use, distinct from spellcasting."
    • First. Since you aren't concentrating on a "spell" you don't have advantage on the save.
    • Second. Psionics don't require components, or even free hands. So the second part is moot anyway.
    • Third. Psionics still aren't spells. And you don't "cast" them. So you cannot use them instead of an opportunity attack.

    Now, whether or not your DM feels it should apply anyway is up to them. But by DEFAULT, it does not.

    EDIT 5:
    You call out Druid as a poor multiclassing choice. However, there is one HUGE thing you don't account for. Wildshape says you "...can't cast spells...". But (as I pointed out in edit 4) Psionics are NOT spells, and you don't "cast" them. They have no verbal, somatic, or material components. You just think about the effect and it happens. By that logic, you can freely use disciplines, talents, focus, or change focus while in wild shape.

    Whether it's a few levels of druid so you can become a rat in the corner that no one notices is force choking a dude. Or a dip in Mystic to add a few tricks with focus. You can get yourself an always on (bonus action to swap) +1 AC, +5 foot reach, advantage on Athletics checks, advantage on Stealth checks, +10ft walking speed, Darkvision, or even weird situational bonuses depending on what disciplines you choose.

    You can even do silly things. Like Wildshape into a Bear/Dire Wolf. Then focus on Giant Growth to get +5ft reach. THEN spend 2pp as a bonus action to become tiny with Diminuation: Miniature Form for 10 minutes (concentration). 1ft tall with a 10ft reach...sure?

    The telepathy class feature let's you speak to people normally, even when you are a Wildshaped.

    We also already know how alternate AC calculation works while in Wildshape by the way it interacts with Barbarian/Monk Unarmed Defense. You pick the most beneficial BASE AC, then apply situational modifiers. This means the second part of Immortal Durability in the Order of Immortal will work while Wildshaped since your beast won't be wearing armor or using a shield. It is unlikely to be a large AC boost, but it is something.
    Last edited by Prophes0r; 2017-12-09 at 02:14 AM.

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    Kobold

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Prophes0r View Post

    EDIT 5:
    You call out Druid as a poor multiclassing choice. However, there is one HUGE thing you don't account for. Wildshape says you "...can't cast spells...". But (as I pointed out in edit 4) Psionics are NOT spells, and you don't "cast" them. They have no verbal, somatic, or material components. You just think about the effect and it happens. By that logic, you can freely use disciplines, talents, focus, or change focus while in wild shape.
    Someone asked Jeremy Crawford about this on twitter, because as you point out it would be extremely broken. He says you should treat psionics as spellcasting.

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    PaladinGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by wthrift View Post
    Someone asked Jeremy Crawford about this on twitter, because as you point out it would be extremely broken. He says you should treat psionics as spellcasting.
    Hold up, do you mean he said "you should treat psionics as spellcasting for the purpose of shapeshifting", or treat psionics as spellcasting period? Because the Mystic v3 guide, as well as Crawford, have said Psionics is Magic, but psionics is NOT spellcasting. This would be a dramatic shift of psionics
    Rule 0: The most IMPORTANT rule of D&D. There is no more important rule than this rule. This is a game, and as such, you do everything you can to ensure everyone has fun. /TheEnd

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    Kobold

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Just for the purposes of shapeshifting. Sorry, I can’t post links yet I haven’t made enough posts.

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    So a few notes besides that loving this guide.

    For Mastery of the Force

    Inertial Armor is still good for melee builds specifically soul knives. They are already dex based and and not having the cap on it that medium armor would bring is nice and no light armor is 14 base. on Immortals your looking at probably dex based anyway and want that shield so 16+dex is probably better than your con+dex+shield (14 con is about what you might have with 16 int/dex). Also not needing armor or a weapon on a soul knife is a big advantage if for some reason you start with nothing in a campaign. Situational I know but, considering this it is more likely black or orange for melee than red.


    For Move and crush. These are used while you use Grasp. Its essentially your very own force choke. Use move to bring them really high up in case they make their grapple check. Use crush to deal damage for for pp and choke the life out of the enemy. Also very cooool.

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    Pixie in the Playground
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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Prophes0r View Post

    RAW, WarCaster does nothing for Mystics. "Psionics is a special form of magic use, distinct from spellcasting."
    • First. Since you aren't concentrating on a "spell" you don't have advantage on the save.
    • Second. Psionics don't require components, or even free hands. So the second part is moot anyway.
    • Third. Psionics still aren't spells. And you don't "cast" them. So you cannot use them instead of an opportunity attack.

    Now, whether or not your DM feels it should apply anyway is up to them. But by DEFAULT, it does not.
    From page 9 of the mystic document under Duration, it says concentrating on disciplines follow the same rules as concentrating on spells.

    "Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi 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"

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    NecromancerGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by leftwordmovemen View Post
    From page 9 of the mystic document under Duration, it says concentrating on disciplines follow the same rules as concentrating on spells.

    "Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi 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"
    yeah nothing here says that it works with Warcaster. Warcaster doesn't change the rules on spellcasting or concentration, they provide an exception when it comes to spells specifically.

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    PaladinGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by wthrift View Post
    Just for the purposes of shapeshifting. Sorry, I can’t post links yet I haven’t made enough posts.
    Fair and thanks!

    From balance perspective, makes sense. From thematics, doesnt make sense...unless you say, merging with animal spirits inserts the wild into your mind, clouding your psionic focus
    Rule 0: The most IMPORTANT rule of D&D. There is no more important rule than this rule. This is a game, and as such, you do everything you can to ensure everyone has fun. /TheEnd

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Prophes0r View Post
    That light blue on white/light green. wow...
    Telling us to highlight the text is not a solution. At best it removes ALL the colors, making the whole rating system pointless. But it's ALSO obnoxious to highlight things on devices. Not everyone reads everything on the desktop all the time.

    Otherwise. A good starting point for a guide. Psionics has always been a bit different though. So, unlike the standard magical classes that everyone is used to just using, actual usage cases/instructions would be helpful for the Mystic.

    EDIT:
    You are incorrect about the Mastery of Ice Discipline: Frozen Rain. Nowhere does it state, or even imply, that you repeat the damage every turn. It deals the damage on the round you start it. The rest of the concentration time only keeps those frozen characters locked down. You can tell it works this way because it says "As an action, a target that has its speed reduced can end the effect early..."

    EDIT 2:
    Actually you are wrong about a few more (more than I'm willing to type out here).

    When an ability says:
    • On a failed save, a creature takes XdY damage, and is [condition]. On a successful save, a target takes half as much damage.

    This means they DON'T suffer from [condition] on a successful save. You make these mistakes a few times, so you should go over all your disciplines again to correct them.

    EDIT 3:
    Mind Thrust is not like Eldritch Blast. It is like Firebolt, but without the fire.

    There are two things that make Eldritch Blast stand out. The ability to modify it's behavior with invocations. And the fact that every d10 Blast is it's own attack against a target (which can all be different targets). The second one is arguably MUCH more important than the first, and is unique among cantrips. Mind Thrust does neither of these things.

    I agree with you up to this point. And I will make the necessary adjustments. However, I feel that my calling out of Druid being a poor choice is accurate, as it states in the playtest box that this class isn't ready for MC anyways. While you are correct that you could possibly shapeshift and still use your psionics, I don't think its RAI. RAW, definitely though. We will see when the final version is released. Could be a long wait though. And I am sure there will be several other changes made by that point.

    As for formatting, the site won't accept a different color than the one I have already used. I tried adjusting it several times and it just wont work for me. :/

    Thanks for the input!

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    As someone who is playing a Mystic right now, your guide kinda cements a lot of things I was already feeling. A lot of the options for disciplines ae really not balanced with each other, feels like.

    My idea was to go straight Wu-Jen discipline-wise, make a hermit kind of thing, very Avatar-y, with domain over the elements and stuff. RP-wise, start with the basic elements and work my way up to the more composite ones like Light or Ice. But Ice Mastery is ridiculous and tempting, while, say, Mastery of Fire is very much just a thing you get for Detonate (also Fire Form if you're melee, but I have a 10 Str gnome).

    What I don't have the slightest idea about is items and equipment, though. I have legitimately no idea what to suggest to my GM for kinds of items I'd like on a blasty element Mystic.

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Drascin View Post
    As someone who is playing a Mystic right now, your guide kinda cements a lot of things I was already feeling. A lot of the options for disciplines ae really not balanced with each other, feels like.

    My idea was to go straight Wu-Jen discipline-wise, make a hermit kind of thing, very Avatar-y, with domain over the elements and stuff. RP-wise, start with the basic elements and work my way up to the more composite ones like Light or Ice. But Ice Mastery is ridiculous and tempting, while, say, Mastery of Fire is very much just a thing you get for Detonate (also Fire Form if you're melee, but I have a 10 Str gnome).

    What I don't have the slightest idea about is items and equipment, though. I have legitimately no idea what to suggest to my GM for kinds of items I'd like on a blasty element Mystic.
    Glad you like the guide. It took a while to put together, and I definitely am going to have to make adjustments as time goes by.

    I definitely agree that while good for flavor options, the mechanics of the Wu Jen disciplines are a bit unbalanced. Some (main Ice) are powerful, while others (Light and Darkness) aren't terribly strong. They are good options, just not on the same power scale it would seem.

    As for equipment, it really depends on your build. My favorite for Immortals are the Bracers of Defense. Very useful. Other useful items would be just about anything that would increase your versatility or expand your toolbox (Decanter of Endless Water, Flying Carpet, etc.). I'm about to start a new Mystic, and my DM made a custom item that restored 1d4 PP per day. I thought that was pretty cool. It does seem to me though that most of the magic items and feats listed in the sourcebooks so far are aimed mostly at casters or martial types. The Mystic doesn't necessarily fit into either of those slots. It's a bit awkward really. I am hoping that when the Mystic DOES get published, it will be accompanied by Psionic feats and items, not to mention a few more talents.

  23. - Top - End - #23
    Orc in the Playground
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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    I know the class is UA, and so isn't meant to be multiclassed, but it's one of the most powerful one lvl dips any class can take. So absolutely everything in the MC section deserves at least an average or better rating.

    Why?

    +3 AC for two hours a day, with no concentration, that's why.

    Bestial Form/Beastial Transformation (Tough Hide) and (focus) Iron Durability gives you that. And if there's one thing that shouldn't be handed out lightly, it's +3 armour. It just skews normal things too much, in a have/have-not way for making encounters balanced.

    You can get more with the dip than just that, but +3AC for at least two encounters a day is enough to make it too good for most tables. Which is why it's a good dip for literally every class, early or late. And every class is a good dip for even a badly optimized Mystic. Because even bad dips are good with a minimum of two hours of +3AC, so you can dip as deep as you want away from Mystic at any time.
    Last edited by sambojin; 2017-12-30 at 09:33 PM.

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    ElfMonkGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Rock gnomes do give a +2 to the primary stat and a +1 to Con, which isn't really bad for any class. Seems to me they should be at least blue.

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by carrdrivesyou View Post
    Glad you like the guide. It took a while to put together, and I definitely am going to have to make adjustments as time goes by.

    I definitely agree that while good for flavor options, the mechanics of the Wu Jen disciplines are a bit unbalanced. Some (main Ice) are powerful, while others (Light and Darkness) aren't terribly strong. They are good options, just not on the same power scale it would seem.

    As for equipment, it really depends on your build. My favorite for Immortals are the Bracers of Defense. Very useful. Other useful items would be just about anything that would increase your versatility or expand your toolbox (Decanter of Endless Water, Flying Carpet, etc.). I'm about to start a new Mystic, and my DM made a custom item that restored 1d4 PP per day. I thought that was pretty cool. It does seem to me though that most of the magic items and feats listed in the sourcebooks so far are aimed mostly at casters or martial types. The Mystic doesn't necessarily fit into either of those slots. It's a bit awkward really. I am hoping that when the Mystic DOES get published, it will be accompanied by Psionic feats and items, not to mention a few more talents.
    I don't really have a "build" as such. I just made a sort of hermit gnome with the points I had. Rock Gnome, Outlander background, scores like
    STR 10
    DEX 12
    CON 14
    INT 16
    WIS 14
    CHA 10
    so as you can see trying to go into melee with this lady here seems kind of a terrible idea. Therefore, blasting it is. And so I got no idea what, beyond better armor, this character would even want that would not be better given to the rest of the party (like, let's be realistic, if we find int-enhancing stuff, it's probably going to the wizard, for example. Wizard is stronger and gets more power up per point of int).

  26. - Top - End - #26
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    BardGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Quote Originally Posted by Drascin View Post
    I don't really have a "build" as such. I just made a sort of hermit gnome with the points I had. Rock Gnome, Outlander background, scores like
    STR 10
    DEX 12
    CON 14
    INT 16
    WIS 14
    CHA 10
    so as you can see trying to go into melee with this lady here seems kind of a terrible idea. Therefore, blasting it is. And so I got no idea what, beyond better armor, this character would even want that would not be better given to the rest of the party (like, let's be realistic, if we find int-enhancing stuff, it's probably going to the wizard, for example. Wizard is stronger and gets more power up per point of int).
    I have found that items that increase utility are the best items to aim to have on just about any mystic build. Bracers of Armor are good, as are decanter's of endless water, and flying brooms. Really, the Mystic doesn't need much, although I am hoping to see some psionic focused items released alongside the class at publication.

    Quote Originally Posted by clem View Post
    Rock gnomes do give a +2 to the primary stat and a +1 to Con, which isn't really bad for any class. Seems to me they should be at least blue.
    You are correct. I have adjusted the race as such. Good call!

    Quote Originally Posted by sambojin View Post
    I know the class is UA, and so isn't meant to be multiclassed, but it's one of the most powerful one lvl dips any class can take. So absolutely everything in the MC section deserves at least an average or better rating.

    Why?

    +3 AC for two hours a day, with no concentration, that's why.

    Bestial Form/Beastial Transformation (Tough Hide) and (focus) Iron Durability gives you that. And if there's one thing that shouldn't be handed out lightly, it's +3 armour. It just skews normal things too much, in a have/have-not way for making encounters balanced.

    You can get more with the dip than just that, but +3AC for at least two encounters a day is enough to make it too good for most tables. Which is why it's a good dip for literally every class, early or late. And every class is a good dip for even a badly optimized Mystic. Because even bad dips are good with a minimum of two hours of +3AC, so you can dip as deep as you want away from Mystic at any time.
    I rated the MC section of this guide with the idea of making a primarily Mystic based character with splashes of other classes; not the other way around. You do make good points, however. +3 AC for ONE encounter a day without concentration can be quite a boon. Especially considering that ANY big stupid fighter could pick it up (No INT requirements).

    There are other simple and powerful benefits you could gain from splashing into Mystic, but as you said, it is still in UA. I will definitely have to revise this guide when the class reaches publication, but until then, MC mystics are a shot in the dark, and YMMV.

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    I like to think that stout halfling would be blue given how incredibly valuable lucky is and the feat that lets you share it with an ally. Your fighters especially would love having you within 30 feet to ensure that 1's become almost a thing of the past. 2 dex and 1 con shore up your defensive stats allowing you to maybe spend more on Int. It might be a niche build though I guess. But so far I am having a great time with mine. An immortal halfling is a real wild card. I even have a feat that lets me force an opponent to reroll an attack per short rest. Another opportunity to render a crit null, maybe even make it a miss.

  28. - Top - End - #28
    Halfling in the Playground
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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    After playing the Mystic for a bit, I realized a few specific things.

    1. Remember that you can replace your 2 'free' disciplines that come from your Mystic Order. And nothing says they have to be from the same order.
    2. You can swap out a discipline at EVERY level. Not just ones where you learn NEW disciplines.
    3. There are EXACTLY 2 things a Mystic can do that require attack rolls. EVERYTHING else is a save.
      • Bestial Form: Bestial Claws - This is a Melee Weapon Attack that uses your Discipline Attack Modifier.
      • Mastery of Wood and Earth: Animate Weapon - This is also a Melee Weapon Attack that uses your Discipline Attack Modifier. BUT you have a range of 30ft with it. Can anyone think of a way to exploit the ability to make a MWA at range?
    4. Psychic Assault: Focus is ONLY good for Mind Thrust. All other Talents do elemental or force damage.
    5. Mystics are SURPRISINGLY good at walls. Well, the ones that are worth casting at least. 3PP for
    6. The Elementals that a Mystic summons are better in almost every way than 'normal' spell ones.
      • You directly control them, no verbal commands to be overheard or misinterpreted.
      • They dissipate if you lose concentration. So you don't have to worry about them turning on you. (The only thing you can't do is summon multiple elementals and release them to cause chaos.)


    Also. The Wu Jen Disciplines are some of the BEST disciplines.
    • Mastery of Air is FULL of great stuff, including Cloak of Air which is one of the best defensive buffs in the game.
    • Mastery of Wood and Earth is also FANTASTIC. It is the clear winner of the two disciplines with a +1 AC focus.
      • It has the BEST wall at low levels. 100hp per 5ft section is GREAT. And 60ft length is exactly enough to box in 4 medium guys standing in a square in their own cell. That way they can't even help each other climb those 15ft high walls.
      • It has a moderately useful attack debuff
      • A moderately useful defensive debuff
      • A decent (though not great) defensive buff. It doesn't compete with Cloak of Air. But if you are taking B/P/S from a source that isn't rolling attacks then it might be better.
      • And an elemental

  29. - Top - End - #29
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    PaladinGuy

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    I am a bit disappointed that mystic mind control kind of sucks. No Dominate person/monster type abilities. You would think the mystic apex ability is mind affecting
    Rule 0: The most IMPORTANT rule of D&D. There is no more important rule than this rule. This is a game, and as such, you do everything you can to ensure everyone has fun. /TheEnd

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    MindFlayer

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    Default Re: Mind Over Matter: A Guide to the 5e Mystic

    Hi,

    There is possibly one great reason to MC Wizard:

    A Wu Jen can use pp to cast any wizard spell he can cast. A Wu Jen with the right magic items can cast wizard spells because of those items. But lots of these items require you to be an actual wizard, which one level of wizard grants. Now, use pp rather than a charge to cast those spells...

    Some GMs might not allow, of course!

    Anyway,

    Ken

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