Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

February's Unearthed Arcana article from WotC's Mike Mearls has been posted. This time around, the topic is psionics again "This month, Unearthed Arcana returns to the mystic character class and the rules for psionics. Based on the playtest feedback you sent us, there are a number of changes you can expect." The article expands the Mystic class to 10th level, and adds a variety of new options.

Find the article right here.
 

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The problem with the idea of wizards gaining breadth but not depth of power is that spells are all balanced on the 9 level scale. A 9th level spell/power/whatever has to be equivalent to all the other 9th level spells/powers/whatevers that all the other classes get.

So, if my wizard gets Wish as a 9th level spell, any mental/psionic style spell has to be on par with that.

Unless we drastically truncate the wizard's spell list even more than it already is in 5e (where are my wizard monster summoning spells?) which is going to seriously piss off arcane caster players, I'm not sure how you can do it.

After all, having mental control spells in the game (whether magic or psionic) is fine and mystics are an optional class. Any time you have optional classes, unless they are very niche, any of the core casters will already be able to do that option.
 

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A less fiddly summoner might have been an interesting way to do the mystic. You pull something from your subconscious (which could easily fit the Far Realm bit and is kind of Forbidden Planet), let's call it a Projection, and it either interacts mentally or physically with the environment (sub classes). The paladin smite spells might be a good basis psychic powers: your projection can make basic attacks on your action, but you can "cast a spell" with you bonus action that gives the Projection a special or enhanced attack. You could have disciplines similar to the warlock's invocations. One of them could be a "syntheist summoner" type thing that lets you wear your projection so you could be something like the Immortal mystic.

It covers a couple of stories (like a man wrestling with his subconscious and someone who discovers her best friend is imaginary) better than current classes and would meet a desired gimmick that isn't supported well in 5e.
 

The problem with the idea of wizards gaining breadth but not depth of power is that spells are all balanced on the 9 level scale. A 9th level spell/power/whatever has to be equivalent to all the other 9th level spells/powers/whatevers that all the other classes get.

So, if my wizard gets Wish as a 9th level spell, any mental/psionic style spell has to be on par with that.
I don't follow how the equivalence has to stretch across classes. Different classes can allocate different proportions of their "power budget" to different areas. It's why some spells used to be different levels for different classes in 3E and earlier. I'm glad they're not doing that in 5E for bookkeeping reasons, but the concept seems valid.

Simple 5E example: the psionic talent mind meld is way better than the spell message, because telepathy is kind of psionics' thing. If wizards could get mind meld, there'd be no reason for them to get message... but they can't.
 
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I don't follow how the equivalence has to stretch across classes. Different classes can allocate different proportions of their "power budget" to different areas. It's why some spells used to be different levels for different classes in 3E and earlier. I'm glad they're not doing that in 5E for bookkeeping reasons, but the concept seems valid.

Simple 5E example: the psionic talent mind meld is way better than the spell message, because telepathy is kind of psionics' thing. If wizards could get mind meld, there'd be no reason for them to get message... but they can't.

Yep. Also, I was specifically talking about part of the power increase being a usage increase. See: Warlocks; They get upwards of 4th level spells usable at-will with invocations. Additionally, on a normal day, thanks to short rest recharges, warlocks can actually cast an awful lot of copies of various spells each day. Especially when there is no time crunch, or when not adventuring, and with judicious multi-classing can gain access to spells that, when cast ~a dozen times a day or so (short resting to read, eat, organize the lab, etc), does things no other caster can do by virtue of the sheer number of times a day it can be done. Think of a warlock with Animal Messenger, and the kind of communication service they can deliver. And yes, of course a psychic character sacrifices a lot in exchange for additional usage. Not the least of which is sheer versatility.

A 5th level wizard has between eight to ten spells prepared at once, of the eighteen (baseline, four are cantrips) to dozens of spells they actually have in their spellbook.
A 5th level sorcerer knows eleven different spells (five are cantrips)
A 5th level cleric or druid just flat out knows ALL the cleric or druid spells, plus their domain spells, which means at fifth level they actually know ~FIFTY different spells already.
a 5th level warlock knows nine spells (three of which are cantrips), and up to three first level spells (from a limited list) as at-will spells with their invocations.

Give a psychic character roughly half of the "spells" of the least of these other classes, and it's not at all unreasonable that they have access to most of those abilities at-will instead of X times per-day or per-short-rest.

And building psychic powers as essentially a brand-new framework for psychic characters to have access to means you can inherently limit and control what psychics can do, and roughly how many at-will abilities they are allowed to get, as the core mechanical limiter of the entire psychic set of abilities.

Mind Meld is a very good example of the ability to increase raw power, not just usage. Mind Meld isn't remotely broken, even being considerably better than the equivalent telepathy at-will any other class gets. Similarly, a telekinetic version of Mage Hand should be superior to Mage Hand in basically every way, because telekinesis like that is a traditional psychic ability. As is astral projection in the non-Astral Plane sense. A cantrip, or discipline, that allows you to turn off your senses at-will, and have a remote sensor version of yourself walk around with your senses using that instead, that you can shut off as an action, then snapping back to your body, is something that is potent, thematic, and better than most other cantrips or low-level spells.

And the thing is, your non-at-wills are also limited. Because all they really do, push comes to shove, it buff your at-wills in various ways, at the cost of a long or short-rest recovered resource: power points. So you end up with a set of classes and subclasses that have the least number of abilities they know, with the most usage, and resource-limited way to enhance those abilities. In a lot of ways, psychic characters are taking BOTH the warlock framework (more uses per day) and sorcerer framework (enhancing some uses per day with a separate resource), combining them, and making them even more focused, less versatile.
 
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I don't follow how the equivalence has to stretch across classes. Different classes can allocate different proportions of their "power budget" to different areas. It's why some spells used to be different levels for different classes in 3E and earlier. I'm glad they're not doing that in 5E for bookkeeping reasons, but the concept seems valid.

Simple 5E example: the psionic talent mind meld is way better than the spell message, because telepathy is kind of psionics' thing. If wizards could get mind meld, there'd be no reason for them to get message... but they can't.

Sure, you can cherry pick examples, but, is Mind Meld better than a 1st level Comprehend Languages spell? Comprehend Languages is a ritual, so, it's not really limited per day in use, and grants you the power to read as well as understand. And, since Mind Meld is line of sight only, there are times when Message is actually a better choice. You can't Mind Meld with an invisible target, for example. Or even a Hidden one. You want to talk to your scouting thief who has gone around a corner? Message works and Mind Meld doesn't.

The only advantage Mind Meld has is the language thing - which is only one way. They can understand you, but, you can't get answers from them unless they share your language. Handy, true, and something cool, but, strictly better than Message? I'm not sure.

Which is the point I'm trying to make. The powers that a character (of any class) gets at level X is supposed to be roughly equivalent to the powers that any other class gets at level X. That's how class balance works. And spells work the same way. You can't make a class power (spell/whatever) significantly more powerful than what the other classes get at the same level. Different, true, but, not more powerful. So, Mind Meld allows one way communication with anything, but is limited to line of sight. Message is language dependent, but, not LoS. Sometimes one is better, sometimes the other.

What you don't get is a Mind Meld that is better than a first level spell. And since wizards get 9th level spells, including Wish, there's very little a Mystic will be able to do that a wizard can't. They might do it differently, but, rarely better except in very specific circumstances.
 

The only advantage Mind Meld has is the language thing - which is only one way. They can understand you, but, you can't get answers from them unless they share your language. Handy, true, and something cool, but, strictly better than Message? I'm not sure.
I think you're missing that mind meld is a bonus action.

The powers that a character (of any class) gets at level X is supposed to be roughly equivalent to the powers that any other class gets at level X. That's how class balance works.
If this were the case, then the paladin and ranger would be underpowered by definition. But they're not, because even though one type of power they get at level X (spells) is weaker than a full-casting class, another type of power (attacks) is stronger. Different power budget allocation. What I'm saying is that the same thing happens between different classes of spell. Wizards' blasting is better than clerics', but clerics' healing is better than wizards'. So if mystics' telepathy were better than wizards', that would be fine, as long as mystics weren't also equal to or stronger than wizards in other areas.
 

But a 1st level paladin spell, for example, isn't weaker than a 1st level wizard spell. They do equivalent damage and whatnot. A 5th level Ranger spell isn't more or less powerful than a 5th level druid spell, by and large. They still use the same base damage calculations and so on. The difference is, paladins and rangers don't get 6th+ level spells, but, instead get other class effects instead.

But, since the spells are baselined based on level of spell (not the level you get that spell), they are all fairly equivalent. It's not like a 5th level ranger spell does significantly more or less damage than a 5th level wizard spell. And, they've largely gotten rid of the idea of varying spell level by class, the way it was done in other editions. It's not like a spell is a Wizard 4, Cleric 3, Paladin 5 level spell. They all appear at the same spell level if the spell appears on multiple lists.

Again, I'm sure there are exceptions, but, broadly speaking, a 5th level spell will have roughly similar effects, regardless of who is casting it.
 

But a 1st level paladin spell, for example, isn't weaker than a 1st level wizard spell. They do equivalent damage and whatnot. A 5th level Ranger spell isn't more or less powerful than a 5th level druid spell, by and large. They still use the same base damage calculations and so on. The difference is, paladins and rangers don't get 6th+ level spells, but, instead get other class effects instead.

But, since the spells are baselined based on level of spell (not the level you get that spell), they are all fairly equivalent. It's not like a 5th level ranger spell does significantly more or less damage than a 5th level wizard spell. And, they've largely gotten rid of the idea of varying spell level by class, the way it was done in other editions. It's not like a spell is a Wizard 4, Cleric 3, Paladin 5 level spell. They all appear at the same spell level if the spell appears on multiple lists.

Again, I'm sure there are exceptions, but, broadly speaking, a 5th level spell will have roughly similar effects, regardless of who is casting it.

They have similar effects, yes, but the point of access, and the usage, differ. When a caster is gaining access to 3rd level spells, a paladin is only then gaining access to 2nd level spells. When a cleric is gaining access to 5th level spells, a paladin is merely gaining access to 3rd level spells. When a cleric is hitting their cap of 9th level spells, a paladin is merely gaining access to 5th level spells. So while, yes, a 5th level spell is pretty much a 5th level spell, you have one group of classes casting 5th level spells when they reach ninth level, and another group of classes casting 5th level spells when they reach seventeenth level. That's quite a dramatic spread of when they're flinging these respective spells about, and that is an important mechanical interaction to take in to account. So, rather than making one spell X level on the cleric list, and Y level on the paladin list, they simply limit when paladins gain access to spells of X level across the board. Same basic idea, much simpler implementation.

And while the spell system itself is a cohesive whole in design, how the classes utilize them varies a fair bit. The warlock remains a prime example. It flat out sets a precedent that a caster can have a much higher usage per day. Invocations strongly push the ability to use spells that other classes have access to at-will instead of utilizing daily spell slots. Warlocks also push the ability to use their lower level spells many, many times per day, using much higher slots than most other casters.

Again, using a simple spell as an example, Animal Messenger: A wizard, capped out at level 20 with maximum spells, can summon 99 animals per day to send messages with, if they use all their slots on that spell. A warlock spending a full day casting the spell, thanks to short rest recovery and having it always cast as a 5th level spell, is summoning 240 animals per day.

A wizard gains access to two spells, one 1st level spell, one 2nd level spell, to cast as at-wills, at 18th level. By that level, a warlock has upwards of eight at-wills, ranging from 1st through 4th level spells.

In exchange for a much smaller pool of spells known, a warlock is capable of casting spells from their more limited pool considerably more times each day.

Additionally, some of the actual raw power is likewise accessible at much different rates. A warlock is adding their stat modifier to the damage rolls of their damaging cantrip at 2nd level. Only one of the schools of wizardry can do the same, and they don't gain access to that until 10th level. That's a huge difference, and means the warlock is dealing considerably more damage for a much longer period of time. What's more, that warlock is also able to add both the die and their stat modifier in damage multiple times against the same target each turn, while the wizard is merely adding the additional dice without the modifier. The warlock has much larger single target spike potential.

Because the spell lists themselves are not the only metric in play. The other abilities each class brings to the table have to be accounted for as a cohesive whole, as well.

And psychic powers are already being designed as a fundamentally different set of powers than spells. You have way less of them. But they all have some sort of passive benefit you gain while focused on them, then a suite of enhancements or sub-abilities you can use at the cost of your daily resources. You have one "active" at a time. They've also already shown that psychic powers have a slightly different range of power out of the gate.

Beacon is explicitly worse than Light in effect, the light created radiating from yourself, not from an object you touch, making it much less versatile than light in a general sense. But Beacon can be used as a bonus action, making it more versatile than light in terms of action economy.

Mind Meld, too, varies from its spell equivalent in ways that are in some ways explicitly better, and in others worse. Mind Meld is a bonus action, a consistent part of psionics in general in this edition; they are much more economical, action-wise. Mind Meld also doesn't require a somatic component, meaning it's much, much more stealthy (you have to actually raise your arm and point at the target of Message). However, Mind Meld only affects creatures you can see, while Message only requires you know where they are, even if they are hidden in a different room or whatnot. However, Mind Meld is any creature you can see in range with no other restrictions, so if you can see a creature in another room, because of a clairsentient power, or an array of mirrors, a camera and monitor, et al, then you could Mind Meld with it. It doesn't specify line of sight, you simply have to be able to see them by whatever means. There is no restriction in Mind Meld pertaining to solid objects of different widths obstructing communication, either; if you can see someone stuck in a 5 ft thick iron oubliette, no matter how it is you are seeing them, you can Mind Meld with them using the current wording of the power.

Accelerating some types of effects is similar to this. A paladin can't remove curses until they hit ninth level, but a cleric is doing it from fifth level on. An evoker can't deal extra damage equal to their stat modifier until tenth level, but a warlock is doing it at second level. And that's ok!

Pumping up the power level beyond the baseline with a limited resource also has precedent. Warlocks do this to a limited degree with their spell slots always being cast at the level of their highest accessible spells; from ninth level on, every spell a warlock casts using a warlock slot is cast at fifth level, including spells they know from another class via multiclassing. Sorcerers are the shining example of this, however. A wizard casts a fireball at fifth level, and it simply does what it does as written, the end. A sorcerer casting that exact same fireball at that exact same level might be doing so at double the range, they might be rerolling up to five of the damage dice and using the new result(s), they might be casting it as a bonus action and not a standard action, they might be casting it without verbal or somatic components, they might be giving all their allies in the effect auto-success on the save, they might be giving one of the enemies disadvantage on their save. All of these effects jump the power-level of that fireball above what anyone else can do with the same spell. And that's ok!!

So no, really, the entire complex tapestry of interacting abilities that the psionic mechanical framework ends up bringing to the table has to be considered, as a cohesive whole, to the mechanical framework of spells. It's not as simple as: a 5th level spell, is a 5th level spell, is a 5th level spell. It's much more nuanced than that, and the existing classes for spell-users show just how varied the access to, usage of, and raw power of a given ability can be, using a single mechanical framework.
 
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