Erechel
Explorer
After the last week uploading of the Mystic Unearthed Arcana to the DMs Guild, thus making it semi-official, I revised why I didn't liked the mystic in their last installation. I made a long, thorough revision of it and I've attempted to balance it. I first begin to make real quick editions, such as limiting the amount of times a Psychic focus could be changed to short rests, and also making Mystical recovery linked to the Order's Disciplines. Then, I've noticed that it was something off in the mystic. There were many features without sinergy with each other, and many features with stacking madness, not to mention the lack of anything like a telekinetic and its replacement by the really odd wu jen, which don't really work as a psionic as much as a wizard, and the really weak, one-trick pony order of the Soulblade, more a shoehorned warrior than a psion.
So I've used the Unearthed Arcana as a base to work. And I've made many subtle (and not so subtle) changes to it, without derailing the base of it. And I've uploaded the file to the DMs Guild. Its free. It's not even Pay what you want. Is a 40 pages free file build on the mystic.
There is the Link.
Changes:
There is a lot more small changes and add-ons. I've even made a few feats (Wild Talent and Mental Vault). I hope you enjoy it and say what do you liked or what do you cut off of it.
So I've used the Unearthed Arcana as a base to work. And I've made many subtle (and not so subtle) changes to it, without derailing the base of it. And I've uploaded the file to the DMs Guild. Its free. It's not even Pay what you want. Is a 40 pages free file build on the mystic.
There is the Link.
Changes:
- Soulblade moved to Fighter Archetypes, instead of a psychic order, and rebalanced. Now they can use their powers on a modified weapon, called the Kindred Weapon, instead of relying only on a single fight style, so they can be used as strength characters too.
- Order of the Far Hand added. Telekinesis is now more an effect than in the UA.
- Rogue's Archetype added: the Scourge, a psychic spy and assassin who gets Sneak Attack on psychic talents and doesn't leave tracks on telepathy.
- Psychic Mastery reworked. It now provides more effect options to the masters, and make permanent the Psychic focus.
- Psychic focus changes limited to 1 per short rest. Many focuses altered to fit better.
- Psi point progression revised. They now depend on Psi Dice (akin to Hit Dice) and Intelligence, to be further linked to the mystic's inner powers.
- Mystical recovery linked to the Order's disciplines and limited to 1 per short rest.
- Mystic now doesn't have light armor proficiency. "First line" psions, like the Avatar and the Immortal have their own ways to compensate for this (medium armor proficiency and Unarmored Defense).
- Psionics is now again independant fro magic. Most disciplines changed to consider the effects against it.
- Psionics now linked to the mental state of the mystic for balancing purposes. A mystic cannot use psionics anymore if it is charmed, frightned, stunned or poisoned.
- Psionic disciplines revised.
- Toned down the damage to their equivalent level in the DMG's guidelines to spell power.
- Highly magic dependant features, such as most Wu Jen Masteries, have been reworked. Weather Mastery partitioned as Sonogenesis (thunder) and Galvanogenesis (lighning)
- Added Mastery effects, with Psi costs higher than 7, and linked only to their Order's disciplines. They have limited uses, as the old Psychic Mastery had, and Mastery Focus, which are permanent.
- Most disciplines now have 3/4 "simple" effects, and a few more from Mastery.
- Several new disciplines added, such as Psychokinesis and Living Knives.
- Several "small bonuses" now linked to Proficiency bonus or Ability Modifiers.
There is a lot more small changes and add-ons. I've even made a few feats (Wild Talent and Mental Vault). I hope you enjoy it and say what do you liked or what do you cut off of it.