D&D 5E A rebalanced mystic class

EasyT

First Post
Hello, everyone! I've rebalanced the Unearthed Arcana playtest of the mystic class with a “1.1” edit. This is a significant revision made with the following goals:

• Disable overpowered combinations, remove abusable mechanics, and tone down features which are probably too powerful.
• Adjust damage output to be in-line with comparable PHB spells and DMG guidelines.
• Keep the class competitive with other classes at high levels of play.
• Don't (quite) out-blast the wizard, as we have superior hit dice, AC and defensive options.
• Don't (quite) out-nova the paladin, as we are also a full-caster equivalent.
• Balance the class for multiclassing. It should not be a clear win to multiclass at any level (and it should also not be a clear loss).
• Clarify unclear mechanics.

In addition to rebalancing efforts, there is also a variety of new material. This ranges from a feat (the psionic equivalent of Magic Initiate) to new class features (which largely support the rebalancing efforts). If anyone has already liked the idea of the mystic yet has been reluctant to bring the class into a game due to known balance issues, please consider trying out this version.

It's available at the DM's Guild as a free download:
http://www.dmsguild.com/product/222485/The-Mystic-Class-11-updated-psionics-for-5e

Thanks in advance to anyone who posts feedback, positive or negative, big or small! It's very appreciated and will serve to influence a possible “1.2” revision.
 
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They forgot to put a description for the Far Travel Order Mastery ability.

Good catch! It's actually present in the Descriptions section as "Aura of Far Travel", but showed up in the options list as "Far Travel" due to a typo. I have just now fixed this in an updated version of the file, and I have taken the opportunity to also tighten up the wording of that feature (mechanically it remains identical) while also correcting a couple other typos within the document. Thank you very much for bringing this to my attention!

The (slightly) updated wording of the feature is as follows:

Aura of Far Travel
Nomad Order Mastery
You gain an imprecise ability to travel great distances.
You spend an action and 7 psi points and then concentrate for 1 minute on creating an aura of translocation 15 feet around you. During this minute, you also visualize a specific location. The location may be any distance away, but must be a location you remember (or the memory of another creature you have access to), or a location with a teleportation cycle with a sigil sequence that you know. Creatures within the aura during this minute intuitively understand, in a general sense, the location you’re visualizing. If you change the location you’re visualizing during this minute, this ability fails. When the minute is up, you teleport to a destination within 5 miles of the visualized location (DM’s choice). You may take up to 6 willing creatures with you, but they must have been within the aura for the entire minute you concentrated on this ability. You and each willing creature teleported gain 1 level of exhaustion.
If you use this ability to travel to another plane of existence, you must also use your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
You can’t use this feature to travel to another plane if you can’t use your psychic focus.
Grandmastery Benefit. As above, except you may choose any number of willing creatures within the aura to bring with you, and you teleport to a destination within 1 mile of the visualized location.
 
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