Spelljammer Dark Sun confirmed? Or, the mysterious case of the dissappearing Spelljammer article...

Also, the artificer was built primarily for a specific setting.
I'd say that there are many non-Eberron fantasy fictions that demand an artificer. Shadow & Bone, Pinocchio, various potion makers, alchemists, etc.
The Psion and psionics are not heavy in fantasy fiction that doesn't come from Dark Sun. Those fictions that do seem that way are almost entirely a 'born with it' sorcerer.
Yup, it went through the same process that they did for the Mystic for Xanathar's Guide, bit fhe Mystic didn't make it.
I appreciate this additional reminder that people liked the Artificer (and yet it's only 1% of classes) and people do not like the Mystic.
 

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I felt that the mystic was an updated take on the 3e psion, the powers you choose are just limited by the disciplines rather than being freely chosen. Then you use spell points instead of spell slots, just like 3e, with their point caps so that you can only use powers of a certain point cost, ie, level.
 


You're telling me the AD&D Mystic which is what it is called, which is a wandering ascetic with psionic powers, is in no way releated to the UA Mystic, a wandering ascetic with psionic powers.
No, AD&D didn't have a Mystic Class at all, that was a Basic Class from the Master Set, which was actually the BD&D take on the Monk. 1E didn't have a Psionics Class at all, just personal powers that you might get during rolling a PC.

The 2E Class was the Psionicist, which was absolutely nothing like the 5E Mystic:

"The psionicist's skills are based on the Wisdom and Constitution ability scores, and while humans can attain higher levels of expertise, all races are eligible for the class. Characters of chaotic alignment are not allowed to become psionicists, with the rationale being that volatile chaotic characters lack the discipline required to focus their mental energies. Psionic powers are assigned to six disciplines, which include clairsentience (divination), psychokinesis (animating and controlling existing objects and forces), psychometabolism (body-changing powers), psychoportation (teleportation variants), telepathy (mental communication and psychic attacks), and metapsionics (enhancement of other psychic abilities). Powers are designated as either sciences (major powers) or devotions (minor powers). As a psionicist gains experience and advances in level, he acquires more powers, and as a psionicist rises through the ranks, he also gains access to defense modes - special telepathic powers, which are received free of charge and don't count against a psionicist's normal power limits."

"The use of psionic powers involves a variant of the proficiencies system developed in the 2nd Edition rules. Each power has a score rated in terms of a particular attribute. When attempting to use a power, the player makes a Power Check by rolling 1d20 and comparing the result to the Power Score. A roll less than or equal to the Power Score means success. Additionally, each power description includes a specific penalty suffered by the psionicist if a 20 is rolled. A psionicist has a fixed number of Psionic Strength Points, derived from his wisdom score, to expend on psionic powers. A psionicist expends the number of PSPs required by a particular power, then attempts a Power Check. If the check fails and the power doesn't work, he forfeits half the PSP cost but is free to try again later. If he passes the check and the power is successful, the psionicist has the option of expending additional PSPs to maintain the power in subsequent rounds. Psionicists recover lost PSPs every hour in which no additional PSPs are expended. The less physical exertion, the more PSPs recovered; a walking PC recovers 3 PSPs per hour, and a resting PC recovers twice as many."

 



We are talking about the flavor. In 5e: flavor = rules.

DM can and does adjudicate narratively because of relevant flavor.

Regarding the Cleric specifically, it has rules-as-written that specify a polytheistic "god".

Where the Players Handbook is core rules, Xanathars is optional and supplemental.

The Players Handbook is what the players read. Its flavor is what the players have in their minds eye. It doesnt matter what the DM says. The players are familiar with and thinking about the Players Handbook.

It is the Players Handbook text itself that needs to be open to more flavor possibilities − if other flavors are to be welcome during normal gameplay.
There are philosophies, spirits, or supernatural forces suggested as potential deities for cleric right there in the PHB.

Xanathar's clarified this, but it has always been a possibility in 5e.
 


Since no two psionics fans can agree on what properly is, I will attempt suitably, via class with mechanics that support the fiction that inspired the concept while enabling specialties
That's not at all accurate. Many of us agree properly on what psionics is. Then many agree on something different. And many more on a third thing. We aren't as fractured as you are making out, though. ;)
 

I never actually got to play the 2e psionicist, but I remember enjoying reading the book.

I have played a 3.5e psion, and that was a lot of fun ... except for when the enemies made their saves (or I failed to hit), because then I'd be subjected to jokes about how my character was just standing there looking constipated. Sigh ...

I liked all the UA iterations of the mystic in theory. I allowed one in my Curse of Strahd campaign. I can't remember if it was the first take or the second. But it did come across as a bit OP. The fact that it's basically all the other classes rolled into one was just a bit too good.

I think an all-UA mystic game could be fun, where each of the PCs is focusing on separate themes. Could be a fun test to see just how versatile the class is.
 

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