There is absolutely no guidelines to adjudicate exhaustion from a day of adventure, unless you are a barbarian with frenzy. Unless you pass several hours without sleeping, you don't eat for several days or yu don't drink any water. Climbing a mountain (RAW) don't increase exhaustion. You can do a ruling about it, but RAW, it doesn't say anything like that. I'm not to parch failures in any game if I don't want to, or else I would be playing AD&D.
Two rules I remember are travel more than 8h/day in PHB and dash 3+con in a roll (chasing in DMG), you start to make con saves against exhaustion.
Fallacy. When it comes to relevance, it is broken. They are abilities focused on survival. You can dismiss also balance in combat and give champions triple dice of damage every time they hit with a weapon, and +10 to hit. Why worry about combat balance if your adventures are going to be intrigue on a city or exploration of the wilderness?
Again, your problem is with Adaptative body focus, not the focus system.
And a druid must have it prepared to cast it as a ritual, as it has no magic book.
And mystic need to choose adaptative body to get that focus, and you can't focus in another discipline in the same time. This part is the same. But look again, your talking about adaptative body focus being to powerful, not a problem with the bonus action focus system.
I'm not "seeing it wrong". I'm seeing it RAW. Green dragon's breath is a gas. You don't breath. I don't know what a naja is. Cloudkill, EG, explicitly says that it affects creatures that don't need to breath too, the green dragon's breath don't. You could make a ruling about it, but, as I said earlier, there is no clear line about it, other than certain spells that specifically state that their targets don't need to breath to be affected.
This isn't RAW at all, where's say that don't affect creatures that don't breathe? If that was the case, any one can hold your breath for some seconds until leave the area. Look for chemical weapon to see if you're free of all effects only holding your breath.
Yes, you could choose any other enemy. See the monstruous damage the mystic does by punching. To compromise, let's take away the +2 from Strength. You still do at level 11th 7d10 from claws+7d6 from brute strike+7d6 (70 feet push) from knock back+1d8 Potent Psionics at 11th level, for less than a third of your resources (21 pps -you have 64 plus 9 "special"); let's say you have +4 to hit. You still have double concentration (as if you need it, most effects don't need it) to make other things. Go through the Monster Manual and see how many monsters expel gas. I did it when the mystic come around and from the dr to the go I've founded at least ten. As for the 30 AC, see how many creatures have something like it. I tell you: 0. The most armored creature is the Ancient Red Dragon, with 23 AC. An optimized figther with 20 on strength would need a 21 to hit that creature at the same level (+9), 19 if it is a champion or an archer. To create a challenge to the mystic, you screw anyone else in the party. The same old problem it has the wizard in prior editions.
This doesn't have nothing to do with the bonus action change focus. But ok, you can nova hard, I have 10 builds that can nova better, now what you'll do in the others 19 rounds/day and 3 to 4 non combat encounters? Divide all that nova damage for the entire day and you'll see that mystic don't get even close of the top DPR classes.
Already explained: 4, at level 1. The psi limit is for a single effect, not for round. If you are level 11 and want to make that monstruous damage, 21. Rememeber that I've cited the very first three disciplines (bestial form, adaptative body, brute force). I'm sure that there are more broken options afterwards.
And all that can be changed later, this is playtest. But that part don't have nothing to do with changing psychic focus with bonus action every turn.
Psionics are probably too strong at level 11th too and 20th, as they do escalate by level (the moon druid also had to know the creatures in which it shapeshifts; so if he never see a dire wolf and instead saw worgs, its most powerful option is moot. Even in dire wolf form its AC is very low, so it will be hit often). The moon druid, although awfully strong at level 20, still can be killed by a single disintegration spell. I'm not saying that the druid don't need a little balance (sure as hell it needs it; I'm currently trying with their wild form sharing the HP pool of the character, and if the creature has more HP, they are considered temporary hit points, but if it falls to 0 in dire wolf form, it remains on 0 on humanoid form), but as I said earlier, we are discussing the mystic here. And the mystic at level 20 don't even die, he just vanishes and reapears a few days later.
I did 3 builds, I compared with many others I did (I like character optimization a lot), and didn't see all that discrepancy at lvl 7, 11 and 17. I don't know exactly how psyonic mastery should work, that can make a real difference in the power level. But the most OP don't have nothing to do with how psionic focus works.
So it has a great nova. And a correction: what I'm giving you is at level 11, not level 16th. You can do all that freaky damage at level 11th in a single class. At that point, a sorlock would be 6th/5th, so your maximum spell slot will be at level 3. And it is an optimized multiclass for DAMAGE. Here, it still has a lot of both damage and utility, with a lot more survivability.
No, sorlock would be warlock 2/sorcerer 9, doing 6d10+6d6 +30 all day pushing enemy 60ft, this is 84avg, 5 combat encounter day, 4 rounds each, this is 1680 with bigger chance to hit. Now make mystic calculation:
https://docs.google.com/spreadsheet...6gzfZb6N6XRj99CEto2MAXrWEk/edit#gid=309497876
Yes, we are discussing Psychic Focus. Psychic focus allows you to change the powers as needed to the task you need whenever you need it, excluding combat. For combat, as I've said earlier, they aren't as powerful, but for the OTHER pillars it's freakingly powerful. If you want some focus, at level 16th, I'll tell you:
1) Adaptative Body: incredibly powerful for utility and survival.
2) (Bestial Form): moot, incredibly marginal skill check. It has some use in combat, though.
3) Brute Force: Advantage on Athletics checks. Not even as useful as the 7th.
4) Diminution: Advantage on Stealth
5) Mantle of Fear: advantage on Intimidation.
7) Mastery of Force: Advantage on Strength checks. Athletics and saving throws included; it is about a +5 on every freaking strength check.
8) Mastery of Air: You ignore difficult terrain, and you have Feather Fall always active on yourself, without having to expend a single resource.
9)Telepathic Contact: Because telepathy is fun.
You change them as needed, granting you advantage on strength, telepathy, feather fall or difficult terrain for exploration, and if you need underwater exploration you don't have to renounce to your AB. You have advantage on Intimidation when you need to interact, and telepathy when you need stealth and communication.
I'm not even counting talents, ASIs or proficiencies.
You change them back whenever you need it too. In combat, if you have some intel, you can change your wisdom ST for another save if you need (although it would be stupid to change them for Strength), your potent psionics do 2d8 every time you hit, and you can mind thrust anyone with your high intelligence. You can nova, and concentrate on multiple effects with your 2 Psionic Masteries and 18 extra PPs, so concentration isn't a thing for you. You also cannot die, as you recover 5 temporary hit points every round, you have 16 extra HPs, and you can create inertial armor and though hide to further bump your AC (for a total of +4). Let's say you are subpar, and you have 10 str, 14 on Dex and Con, 20 on Int, 10 at wis and Cha: on average you have 128 hit points, and 18 AC to for 4 PPs. You regain +5 temporary hit points every round (this isn't all that powerful, but surely helps), and every time you use a psychic effect you recover a few hit points if you don't want to nova (7 on a Claw attack). You can cheat death using your psychic focus, and if you short rest you have it again. Say you are a gnome: you are resistant to magic. If you are a human and you want to further advance your survability, you take Resilient and have Constitution or Dexterity saving throws and +1 at level 1. Say you are an elf, you have resistance to charm and immunity to sleep and a cantrip. Say you are a mountain dwarf, and you have proficiency on axes and medium armor (and poison resistance, and such). Say you are a hill dwarf, and you have 16 extra hp.
All of them increase your prime stats, and give you some neat benefit. And even if you are a very subpar character, you still kick ass.
Yeah, now we're talking about focus system. Its flexible, you have many options, but you can't use them all the time, you don't have proficiency in all those skill to make that advantage absurd, you'll not use that all day. You even can't pick the better ones, in your list there is two almost redundant, you didn't picked Nomadic Mind focus that is amazing (but don't stack with skill advantages), just because the entire discipline don't fit your build. My list at lvl 16 has only 3 of your disciplines.
Intimidation is a small part of social interaction, you have only half thelepathy (they can't respond), feather fall will not help you, because you was focused in strenght adv, or another thing that moment. Than your DM clain that you need to climb that montain stealthily, and your big advantage was halved.
you can't change the ST in combat, only when you fish a rest.
yes, you're versatile, but bard is too, and is better than mystic at skills, all the time. Rogue are even better at skills and damage than mystic when we compare the entire day, and rogue damage at 20 don't get close of fighter/barbarian/paladin/sorlock, but mystic have some advantages, psychic focus is one. 3 of 6 mystic's subclass only get proficiency in two skills
yeah, focus is a great feature, but if would be a short rest change, many options would be useless. No I'll never use it to get advantage in animal handling because I need it to stealth. No I'll not change to telepathy, because I need for stealth. Yeah, use it to athletics now would be great, but better I keep stealth, because I'll need that later... see what would happen if you could change it only for short or long rest?
Must thing you pointed out I think will be corrected later, this is a playtest, but I doubt a little about focus system.