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.

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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Trance

Explorer
I agree; even the given origin story basically is like a monk (seeking some sort of perfection), but with tentacles thrown in the mix.


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One idea I personally tossed around last time this came up and thought was kind of interesting is the idea of psionics being old, lost traditions, something more Greco-Roman or Indus Valley or Ancient Mediterranean. This jives with the aberration element (nothin' older than the Elder Things; plenty of lost civilizations paid homage to them), the planar element (immortal, timeless beings), the Dark-Sun-Mutant element (rampant nature evolves these powerful abilities lost to the creatures of this age), the pseudo-science element ("we're discovering ways that the Ancients used their minds that have been lost to us for centuries!"), the Dream World element (the primordial, powerful first dreamings)....

The narrative involves plumbing the ancient depths of ruins and fallen empires long-forgotten to uncover strange and dangerous practices that may have even lead to that destruction (Dark Sun twists this so that the tradition is discovered and known but still held by and elite and might yet bring the fall of today's empires). Strange angels of your far-flung ancestors guide you to lands once tamed by powerful mentalists, now fallen.

The mechanics involve uncovering unseen knowledge, bodily practices that are intense and ritualistic, manipulating minds with a word, even stepping between worlds - things the Ancients could do, lost to all but the most learned of sages today, which you will re-discover. You will also re-discover the dangers that this brought.

The enemies that are most iconic are golems, undead, beasts and oozes and other mindless creatures - they are resilient to your mental commands, they are the things that rule this once-noble land now, memories and savagery.

This narrative is close cousin to the Warlock and the Wizard, but there's not a specific entity involved, and rather than knowledge and lore, it's about practices and transformation.

The subclass themes are about different lost traditions, lost empires, lost kingdoms - you seek out remnants of these lands to learn more about them and the unusual powers they had. And you could have a subclass focused on a particular tradition from a civilization that died from piercing the veil between worlds and letting in things from beyond the stars. Importantly, you could also have a subclass focused on a tradition from a civilization that was a grand eternal peace (imposed via charms and domination) and was lost when the mindless golems overthrew their masters, or a tradition of great and powerful warriors whose control over their body twisted them into monsters (that eventually obliterated the civilization).

In FR, imagine psionic traditions dating from ancient Netheril, or the Calim empire - or any of the other literal "Forgotten Realms."

But that's just one idear.
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I'm quite fond of that little thought experiment!

In my hypothetical narrative above, it would be that the mystic is a student of the Old Ways, long forgotten traditions that once powered great civilizations, and they seek to master them. Perhaps they seek to bring them back and relive the ancient glory days, or maybe they must master these to confront a resurgent threat from long ago, or perhaps a driven curiosity allows them to unlock old traditions abandoned as heretical and dangerous. The powers of the mind are more ancient and foundational than any spellcraft studied today.

In WotC's current narrative it seems that mystics seek self-perfection, because the tentacled horrors from beyond the stars left ripples in the pond of reality that resulted in your abilities.

I would expect that the mechanics based around that would have strong Law/Chaos elements, with the practitioners seeking mastery over a fundamentally wild force. The risk of madness should be real and ever-present, and the mystic would always be looking beyond the next horizon to understand the unusual abilities they've been sadled with. Wild mage mechanics might work OK as a starting point.

The mechanics as they exist suggest a character whose power arises from knowing foundational bits of power that they can enhance - one of them takes it in a "sage" direction, the other in a "warrior" direction. The mystic as a protagonist is a specialist, who has discovered a few tricks and applies them. They either learn how to manipulate others' minds, or they learn how to control their own bodies. This perhaps reflects an outside/inside dichotomy - maybe characters based off of an extrovert/introvert character type. The goal is to discover new psychic powers (this is what they do as they gain levels), which means whatever origin these powers have is something that this character wants to get very intimate with. That these are called "disciplines" points at a character who is fundamentally lawful, imposing their own order on themselves, or those around them.

To help these mechanics match their proposed narrative better would mean more madness, more horror, more "what happens when you push beyond your limits?" elements.


Cool idea's! for me I associate the mystic more along the lines of the Ascetic of India. Focusing on Chakra, lining the bodies natural energy to produce amazing things. a very ancient tradition that developed into modern religions such as Buddhism, Hinduism etc..

I almost see a conclave of Mystics meditating, or practicing some form of yoga etc..
 

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Mystics could have a backstory of awakening to the power of more "evolved" ancestors. Think of the ancients from Stargate SG-1, or just the general fantasy concept of ancient being bigger, better, and more powerful (from D&D, Tolkien, all sorts of place).

Psionics is a natural power available to any sentient being. When the races were first born, they were in a higher state of being. They had access to mighty magics and could also develop the powers of their mind to perform remarkable feats (psionics). As these races devolved over the millennia, it be increasingly more difficult to access psionic power, and it was forgotten entirely in many places. However, even today some people awaken to the full power of their mind and consciousness spontaneously, while others gain such capabilities through rare mystical training passed down through the generations. But in some worlds the races didn't lose this power along with their former glory. In those places psionic capabilities are as common as magic (or even more so). And in some worlds, even after all knowledge of psionics has vanished from history, the touch of alien realms or higher planes prompts spontaneous awakening to psionic abilities.
 

doctorbadwolf

Heretic of The Seventh Circle
Dammit! Is it really that much trouble to drop in a reference to Dal Quor here?

[note: I'm not mad, just incredibly frustrated. :erm: ]

Seriously. Why xoriat?
A paragraph about how it actually works in Eberron wouldn't be hard. It's like they actively don't want any setting but FR to be popular.
 


Levels 18 and 20 would be new abilities for the Base Mystic class..

Pretty good breakdown. I think the 20th Level Capstone will be "Improved Consumptive Power" or some variant of that based on the general design patterns on some of their other classes. Apparently, in WotC's internal games there is a lot of need for 20th level players to that one extra opportunity to get to use resources even if it a pretty miniscule power.

I also think that is why a lot of build guides seem to opt for multiclassing at high levels over capstones. A lot of those kind of capstones aren't particularly worthwhile over the ability to diservisify if you have maxed your prime ability score and taken whatever feats you need.

I doubt I will ever get to 20th level in this edition. I am pretty sure 95% of players are in the same boat so I guess that it really isn't that big of a deal. It just ends up a bit meh when a lot of the classes get small bumps but a few get a core concept reinforced strongly.
 

DEFCON 1

Legend
Supporter
Seriously. Why xoriat?
A paragraph about how it actually works in Eberron wouldn't be hard. It's like they actively don't want any setting but FR to be popular.

Or it's like... only a playtest of the mechanics and they haven't even begun polishing the fluff. You know... could be either of those things.
 

CapnZapp

Legend
I honestly want to see what other subclasses they come up with so I can see how easily it is to put together a team of mystics that fulfill different roles in the party.
I wouldn't hold my breath.

Designing a complete range of psionic builds (comparable to the wealth of options offered by the PHB) is probably not high on their list of design goals.

A much more reasonable wish would be "I hope the Mystic is at least as versatile as the Warlock", enabling not only a pure spellcaster wizardish build but a sorcery blaster build, a pact bladian psychic warrior build, and perhaps some kind of utility skill monkey build too.

Once a Mystic class with three of these archetypes working reasonably well is established, we can start talking about more psionic base classes.

I hope WotC puts their entire focus on making the core concept work FIRST, and worries about aboundant breadth only a distant second.
 

Mercule

Adventurer
The question is "what is the great psychic origin story?" I don't want to badmouth anyone, but all the ones so far are basically stolen from other classes:

Exposed to the Far Realm? Basically the Chaos Sorcerer story (exposed to something, gets powers) Spontaneously develops powers? I am pretty sure all the sorcerers should get together and sue for gimmick infringement. Studies really hard? The wizard, the monk, and the bard can claim that.

It seems like we need something more specifically psychic/mystic as the base story.
This is kinda my issue with psionics in 5E. I don't really mind the Mystic class. I just don't know that it fills a niche I need filled, anymore. Bear with me, for a moment.

Going back to 1E, I used psionics as a "mutation" that came from exposure to anything unknown and might have an impact on someone's physiology (I wasn't scientific with it, but I don't have a better word). This may come from the fact that the first PC in our group that rolled successfully for psionics also happened to be a second generation character descended from a middle-school twink character (don't judge) that was bonded to an artifact. Even though the new character, itself, was fair and non-twinkish, we were looking for a way to show the lineage and the psionics was perfectly serendipitous. His psionics came because he was conceived after his papa was deep in the thrall of the artifact.

When a full psionic class was introduced in 2E, I found a spot for it by saying that the obligatory Ancient Evil Empire Just Over There had a high number of psions because of their centuries long, abhorrent, magical experiments that, essentially, produced magical fallout. Psions occurred in other areas, but weren't as common because no one else did the same sort of weird stuff. My campaign's timeline had advanced a couple hundred years, so the royal family of the kingdom established by the above wild talent were also frequently psionic. For the most part, anyone with psionics could trace their lineage back to someone who held an artifact for a long period, was touched by extraplanar energies, had been in the evil empire, or was somewhere near a legendary magical event, even if they didn't know it. Very internally consistent.

Dark Sun reinforced this idea because the whole place was post-magical-apocalypse and everyone was psionic. 3E/3.5 psionics filled the same niche as prior versions.

5E (or maybe 4E, which I effectively skipped) is where the niche changes, though. In 3E, the Sorcerer was pretty much a Wizard for people who didn't like slots. Even in 3.5 the heritage flavor was extremely easy to ignore and just treat them as a different sort of Wizard. In 5E, you must choose an origin and the closest thing to "I don't know" (Wild) really doesn't work well as an alt-Wizard -- not that you need one with the changes to spell slots in 5E.

So, the Sorcerer is now the "I (or someone upstream) was exposed to something unusual so I has cool powers." The only thing that's in-congruent, IMO, is that someone with natural magic isn't going to go through the same sort of VSM components as a trained caster. If you gave sorcerers a way to sub in something else (not just blow points for silent/still metamagic) and maybe added a couple of flavored sub-classes (entropy, planar, whatever), it'd work awesome. There's even a feat that would work great for wild talent.

I know there's some angst at the idea of using Sorcerer for psionics. I just don't know why we need the Mystic. Is it just the Monk turned up to 11?
 

nswanson27

First Post
It would have been nice if they would have laid out the multiclassing reqs to do further theorycraft. I guess I'll assume int 13? If so, that makes order of immortal MC with other fighting classes quite MAD, maybe with the exception of arcane trickster and bladesinger.
 

doctorbadwolf

Heretic of The Seventh Circle
Or it's like... only a playtest of the mechanics and they haven't even begun polishing the fluff. You know... could be either of those things.

What does changing where psionics comes from inside the game world have to do with mechanics, exactly? They made it xoriat to match the whole far realms thing, which is lame to begin with, imo. Without any feedback on that change, it will probably make it to publication, and thus become cannon.
 

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