Do Mystics Boost Talents With An Int Modifier?

Mystics are Chrysid NPCs that appear in multiple locations around the map and provide prompts for players to choose from. For 20 points, they will give you many prompts to choose from, ensuring that you get mantras or cards from the correlating family of Talents when you power up. Mystics can add their Intelligence modifier to any damage roll for a psionic talent, and at 10th level, you gain the ability to sacrifice your physical resources.

Mystics have access to various psionic talents, which allow them to create various effects without spending resources. Psionic talents have similar power levels to other abilities, such as the Warlock’s agonizing blast, which adds your Intelligence modifier to talent damage. At 8th level, your combat abilities gain a massive boost, and you can add psychic damage to any weapon attacks you make, and your Intelligence modifier to damage dealt by your talents.

Psionics are always intelligence-based, and there should be more intelligence casters. The Ioun Stone of Mastery increases your proficiency bonus, which in turn increases your Discipline Save DC. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. This feature also boosts your Psionic Talents by allowing you to add your Intelligence Modifier to the damage rolls.

At 14th level, the extra damage increases to 2d8, and you add your Intelligence modifier to any damage roll for a psionic talent. Potent Psionics adds your Intelligence modifier to your attack talent damage. At 10th level, you gain the ability to sacrifice your physical resources.


📹 The Mystic- Adding Psionics to 5E D&D| Unearthed Arcana Review Part 1

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📹 D&D’s Forgotten Class (And How to Play It)

Let’s talk about the Mystic: D&D’s forgotten class. It’s kind of awesome. I love talking about the Mystic. Someone cared about the …


Do Mystics Boost Talents With An Int Modifier?
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  • See, I’m glad they finally introduced the psychic class, now my dm can’t argue, that since psychic’s aren’t a thing, you can’t use the psychic home brew class…though I might just use this, I’m actually going to introduce an npc in this class for a companion for my solo adventure, it should prove interesting.

  • 11:20 An easy (and silly) analogy to understand Psionic Mastery. You have a factory and some workers (normal psi points). There’s only enough tools and experience for your team of workers to build one car (1 conc. at a time rule). But, you can call in a team of special workers (mastery psi points) to work for you. They’re so good that they can build multiple cars at a time. However, if you ask these mastery workers to build a car, they’ll scrap whatever car the normal workers were working on and kick them out. And if you try to get a normal worker to build a car once the mastery workers have started working, the mastery workers will scrap their own cars and leave your factory. When it comes to upgrading cars (boosting effects by paying more psi points), normal workers and special workers refuse to work with each other, and will only upgrade cars if it’s only with their team.

  • It took me a while to understand the Psionic Mastery ability, too. The psi point limit of 7 essentially means that a mystic only casts up to the equivalent of a lvl 5 spell slot, according to the Wu Jen conversion table. So Psionic Mastery is essentially the Mystic’s lvl 6-9 spell slots. You can use multiple concentration spells simultaneously (a very powerful ability), or you can jack one spell through the roof (“you can use all 9 points on an ability”, thus bypassing the psi point limit of 7).

  • My only issue is its too sexy of a class dip. Just 1lvl is all you need almost exclusively because of the passive to the focuses. A fire spell mage just dips one to get +2 atk and dmg on fire spells, then 2 other focuses. a protection based char can get the best from it too. Then the talents are a nice bonus. Feels like way more than any feat.

  • I think a lot of people are mistaken about something, as we all skimmed over this, but the Psionic features of Mystics can (yes, CAN) be affected by things like Dispel Magic, Anti-Magic Fields, and Magic dead zones (not Counterspell). Why? Because of this line in Psionic’s feature of Mystic version 3: Psionics is a special form of magic use, distinct from spellcasting.

  • the soul knife might need the monk weapon treatment where it scales a bit so its not all at lvl 1 to make multi class more balanced. You referred to the soul knife as the psionic Wolverine but they have a psionic in X Men her name is Psylocke. i love the vision of a nomad mystic blinking in and out of existence down a busy market and people constantly almost bumping into him but he doesn’t even notice them hes just doing his thing in his own world. it would look so bizarre.

  • Psionis is the entire reason i abandoned 4e for pathfinder. the completely over saturation of psionics just broke the game and made it not fun. before, the mystic was just a half. 10 levels and not completely flushed out. my understanding of the Mystic is that its not a castor at all. its a pseudo-castor at best and an experiment for resource creation/management at worse. Psionic Talents are akin to cantrips, even though Talents(from what i can understand) don’t require anything a spell does(V,S,M requirements). And the Disciplines(excluding the Soul Knife) are a measure of customization to really flavor your play style. The class itself is certainly in need of some careful criticism but still its great to see an option that will allow for Doctor Strange style characters. the Quirks, while typically unnecessary outside of combat encounters is something every character, regardless of class should be making use of. people are unique, so why make characters generic? still some quirks i thought up for being a Mystic that make more sense because your a Mystic; -You must speak in the Plural, the royal “We”. your a Telepath, your power could come from a collective mind. -You must receive everything given to you with both hands, regardless of the object’s size. Manners are important. -You must never shout. at level 2, you have telepathy of 120ft, you don’t need to be loud anyway. -If your not human, You cannot speak common. whether or not you understand it is up to you, but you can’t, or won’t speak with it.

  • I have been waiting for this class for so long. I love the nomad discipline since it is so thematic. I wanted to make a dagger throwing nomad since the physical focus helps with the range problem, but then I saw that the throwing weapons are underwhelming in combat. But elastin from DMG works really well for this class even gives u long bow proficiency for nomad arrow

  • Is anyone else really confused by the Soul Knife’s Hone the Blade wording? I made a comment earlier that I delete about it stacking because I misread it as using a bonus action, but it doesn’t have an action associated with it. In fact it doesn’t say when you can use it either. Does this mean it’s essentially a free action? Can I do it on other people’s turns to boost my opportunity attacks? Or do you have to do it when you make the blades? It doesn’t say that the bonus is based on the total number of Psi points spent either. Is it meant to be additive allowing you to spend 2 now then 3 later to bump it up? Or is each use meant to be it’s own instance? If so it doesn’t say it can’t stack. At level 20 can I just blow my whole Psi Point pool and have +40 to attack and damage rolls? That doesn’t seems right. Or is it simply a last takes precedence situation? Where if you spend 2 Psi points at first and then 5 later it just ignores the first 2 and gives you a +2 based on the 5 you just spent. I was all excited when I thought it took a bonus action to use. It seemed like it would be fun trying to balance whether I would boost my damage on a turn or make an off hand attack. And mixing it with the level 6 ability so that every time I killed something I would then be able to boost my blade by +1 again. If anyone has a better way to read it please let me know.

  • I am thinking that the Mystic class is more or less a Jack-of-all-Trades class. With the ability to pick two bonus Disciplines that must come from your Order and the others DIscipline slots can be taken from any order. The only one I wish that was released is the Order of the Shaper. I think that Mystic should have this Order. The shaper is the psionic class which has the power of creating Astral Constructs. I think that a Shaper Order would have Disciplines like; Discipline of the Astral Construct, Discipline of the Crystal, Discipline of the Golem, Discipline of Animation, Discipline of Ectoplasm, Discipline of Etherealness and Discipline of the Clockwork. These disciplines would call upon Life-giving Ectoplasm from the Astral Plane.

  • A TON of stuff to have to sort through. Really appreciate you guys taking the time to break this down so much. Overall, I think this is a really strong class (mostly) with some great potential for multi-classing (my first instinct was to multi-class as an Avatar/Battle Master fighter combo and make the entire battlefield one big chess board where I can move all the pieces- that is, my allies, at once). Immortal feels like the strongest melee-centric class overall, Nomad feels like it’s going to be very overlooked since it only has a few disciplines, and Wu-Jen is indescribably OP, like a Four Elements monk scaled up to 11. While I like the class, I’m just not sure how I feel about a more sci-fi themed class in a sword and sorcery-themed game.

  • I absolutely love the concept of the mystic class. That being said, they totally outsmite any paladin. While less reliable at lower levels (you’re investing points into disciplines that might get wasted), there is no other class that can go full nova for about 30 average damage on a SINGLE ATTACK (Immortal discipline Psi weapon and Wu jen Mastery of wood&earth). Yup, all 4 psi points stuffed into 1 melee attack made at RANGE at lvl 1 for up to d8 (weapon) + 2d10 Lethal strike for 2 pp + 2d10 + 3 (int modifier) animate weapon for 2pp. That’s possible 51 damage on lvl 1 hit! By lvl 9 you can get reliably two attacks for 122.5 dmg on average each, for 21 psi points each (+ 7 more spent on concentration effect). Congrats, in two rounds, the Mystic has at lvl 9 dealt about 250 damage. Rogue takes six turns to get there (five if you go Assassin and get a drop on them). A spellcaster’s point of view? Mystic just dropped an equivalent of two lvl 9 spells. AT LEVEL 9. But by that time even the Soul knife can do that, and he can regenerate the psi points so…. Yea. I can feel my DM already telling me a resolute NO on this UA class xD

  • I apologize if someone’s already made this comment and I’m just being redundant but with the order of the nomad and Superior teleportation actually 10 ft per psi point you spend you can actually BAMF a decent length. I myself built a monk/mystic and had him moving around the map like a jackrabbit on redbull. I made him a Tiefling(the thaumaturgy cantrip and hellish rebuke were just too good for the flavor of my character)so had I made him a race with a better move speed he might have been untouchable.

  • Mystic is a test-up for psionics in general. Awakened is a Psion, Avatar an Ardent, Immortal a Battlemind with Soulknife sort of Martial archetype…. Hopefully Wu Jen is a fix for 4elements monk. This wont fly as is, mainly because it can do anything that other classes can, but better. Many disciplines arent in line with spells of the same level.

  • Wu-jang and Telepath are my favorite.. ^.^ Telepath fits more in line with what I currently want to play but Wu-jang would fit my campaign well… It might be my next character :3 Yeah I really like the witch in pathfinder(it’s my favorite class actually) but in it didn’t click with me in 5th edition

  • You guys are in the wrong seats REEEE! That being said, would you guys consider “D&D-inizing” the Grey warden from Dragon age Origins if you are familiar? If you guys would make it a class/multiclass, new class, feat or template; something else? Really looking forward to you guys creating a character with the Mystic, does warcaster work with them since the quote under Psionics says “Psionics is a special form of magic use, distinct from spellcasting” are there other things I’m not thinking of that also wouldn’t work with the Mystic?

  • Psionic Mastery confuses a lot of people which, I think, should be addressed. It also leaves off the higher level powers that psions had in previous editions. If the mystic is trying to be all psionics to all people, that’s really a bizarre shortcoming, especially for the less martial orders. And I agree completely that Potent Psionics should be broken up and reflavored per order like with clerics. It’s not a one size fits all, thematically.

  • Get a Sun Blade (DMG, p. 205) and you are basically a Jedi, using your lightsaber… I mean, Sun Blade, with 2 hands (1d10 radiant damage). Mystics doesn’t get Extra Attack, but I think they still can do well in melee. Potent Psionics (Mystic 8) adds +1d8 psychic damage once on your turn when you hit someone with weapon. At level 14th, it’s +2d8 instead. Combine that with the Sword Coast Adventurers Guide cantrips like Booming Blade or Green-Flame Blade and you will deal at least 3d8+Dexterity at level 8 (and when you land a critical, it’s 6d8+Dexterity). High-elf gains a Wizard cantrip, plus +1 Intelligence. Not bad. In the end, you won’t outdamage the guys with heavy weapons, but it’s not bad for a guy with a fitness weapon.

  • The Psionic is way to versatile. Paired with anything else than casters either dip or MC is way better than any of this classes on their own. And the part of the psionic that mirrors casters is also better at many thigns than them. Not to mention that Psi Points are a MUCH MORE flexible resource than Spell Slots. I know some certain member sof the community like to cry for ‘options’ But this thing is a clear example of why too many options are bad. In short, if one or any or all classes can do everything….why even have classes?! This is bad design in the sense that it brings the whole existing material and balanc ein disarray.

  • I think one of the main checks to excesses from dipping a level into Mystic is the Psi Limit, along with your max Psi Points. At first level Mystic, you have 4 Psi points to work with, and can use 2 of them at a time. It lets you use the most basic discipline powers twice, before requiring a long rest. In the grand scheme of things, this isn’t that game breaking. It’s only when you get to Mystic level 3 that you start getting max Psi Points above 10, and your Psi Limit still isn’t that high. Really, it’s the passive Psychic Focus and breadth of disciplines to choose from that’s the real draw.

  • were they on acid whilst making the class?? no normal psy limit progression or even levels in power?? already reaching your psy limit at lvl 12 making you almost equally effective at lvl 14 as u would be on lvl 20?? no steady power point total progression (4 psy points per lvl wouldve been good, but now it looks like its been designed by people high on acid, weed, and mushrooms whilst doing cocaine and drinkin liquor saying, lets just make the psion cool, fuck balance!! i did not even start on swapping disciplines on short rest instead of fuck all, im switching powers & doing so now. honestly my ass balanced the class better than the developers did with few minor adjustments in terms of psy limit and power points based on freakin class.lvl at developers, just stop using dope when designing the core PLEASE!!!!

  • Hm… Being honest, I like the Order of the Nomad most, flavor-wise… The traveling scholar, the archaeologist, maybe somebody with a Sage background that flunked wizardry and found they have a knack for this relatively “untouched” realm of magic, and still had their studies to fall back on… Thus, they seek to explore and experience all they can with it. They aren’t mind-benders. They move. They pursue knowledge. In itself, that is a decent adventure hook for a character, and perhaps later in the adventure they stumble upon something man was not meant to know and must figure what to do with that knowledge Plus, that Breadth of Knowledge ability… That is a skill-monkey Mystic. 😀 And normally I don’t play skill monkeys.

  • However I bet magic Jar and Soul stealing effects are still effective as a way to perma-kill you. Still run that as part of an epic lv build and it does not matter what you fill the next levels as you will be a far more terrifying character to deal with… I will be sure to my players know that i learned of the mystic from you guys when they have to face my Lich King character that is part Mystic as well… don’t feel to bad; i had already started making him as a Level 100 character meant to be faced off against a gang of level 30’s (use 3.5’s generic lich conversion template are where it applies use 5ed rules for class based factors. and ignoring the save factor of the template). the only question left for me is which class in his current build do i replace.

  • I didn’t really see anything I liked, except order of the immortal and I also don’t really don’t understand the psi focus. is that something that requires concentration or is that something that you just do constantly when you select the discipline? I know there’s one that says you don’t have to eat, drink, breathe, or sleep (which is like adaptive body or something) and you get the full benefits of a long rest by just doing light activity but you don’t need to sleep. seems like that would be a pain if you had to maintain concentration on it forever.

  • I find it rather ironic that they added a feature I had already homebrewed in as a feat. Its for a Victorian era high fantasy campaign with some eldritch-horror elements with a fairly large pantheon. Considering this feat is open to all spellcasters I felt it necessary to make the drawbacks a bit more risk/reward to ensure people weren’t just going to take it reflexively, of 5 players only 1 of them has taken it. “Aberrant Offering” Pre-req: the ability to cast one spell, and access to a level 1 spell slot. <> When you have run out of spellslots for a day, you can choose to sacrifice your own hit points in order to cast another spell. The damage dealt to you is equal to twice the level of the spell being cast in hit die. For example if you were to use this feat to cast Fireball at its lowest level, you would take 6 hit die worth of damage. The damage dealt to you ignores all resistances or temporary hit points you may have. You may only use this ability once per long rest. <> Any damage you deal to yourself lowers your maximum hit points until you take a long rest. <> If you reduce your hit points to 0 with this feat and fail a death saving throw you die immediately.

  • I used a hybrid class early in the development of AD&D 3.5 and it worked out awesomely. I played a priest that wore cloth. I had hide in shadows and move silently. I also had some spells to use from the wizard spellset. I had the most fun because I had caltrops that were useful, like a fiery hands effect, and telepathy!

  • I think if you max HP is lowered to 0, and you cant gain back HP. You should effectively be dead since you cant heal. If you paid normal hp and didnt lower the max pool, i can see a coma, but not for max hp pool. Id at the least though give you a cool narrated death unless if you get wished back or resurrected.

  • Did you really say in the first article that you thought the mystic class unearth Arcana was balanced as it is? I think that is the first time I have ever questioned your judgment on a article topic. I made an entire hungry setting incorporating all of the on earth are Cana and all of the official material (sorry for the odd typos I’m using voice to text and fantasy words don’t get along with Siri). As it sits in an earth are Cana the mystic class is insanely overpowered before level 12 to 14. Many of its abilities bypass immunity to charm and create charm like effects. And other abilities that allow for a saving throw usually only knock out part of the damage you would’ve taken yet leave you to suffer the effects anyway. I nerved the hell out of them and still think they are over powered and love using them. One of the guys that DM four has been running the game for a couple of months so I can take a break and I am playing a mystic that is insanely fun and that’s making all of his stuff easier to resist, and making him an able to use his side points if he is below 25% of his total unless he makes a concentration check to be able to do so. I did but they are in the game capabilities a bit because… Come to find out they really really fall off late game As for multiclassing- in my setting either you start as a mystic or you have to go through real and unforgiving effort to multiclass into mystic.

  • I’m still not sold on the idea that D&D needs a psionic class, though I do admit that these are well-designed classes that have flavor. Maybe there is room in the game for a spell-caster type (like this wu-jen) that gets spells and spell-like abilities through meditation instead of study. But will someone (who understands what the word “mystic” means) explain to me why that name, (as opposed to “psychic”, “psion”, or something that describes what this class is) was chosen? It seems ill-chosen especially considering that this is built as an Intelligence-based class?

  • I was a big fan of the 2E psionicist (at least, the way the Disciplines are broken down) and my favorite was Psychometabolism, which included powers such as Flesh Armor, Body Weaponry, shapeshifting part of the body, preventing gases from affecting the psi on, acquiring the equilibrium of a feline (athletics and acrobatics, essentially), and even Self Healing (24 hour meditation to purge the body of toxins and diseases and fully heal lost HP). These powers practically required the metapsionic power Gird, which extended a held power from rounds to hours at the cost of three times the PSP cost each hour (and that had to consciously be turned off, or the psionicist inadvertently uses all PSPs eventually). That 2nd level “psychic regeneration” is definitely a weird sort of callback to that. So far, I might actually give this edition’s version a go since I wasn’t really fond of psionicists after 2nd Ed, though I think I’ll wait until it’s a little more refined (not really fond of UA stuff right out of the gate).

  • The thing I like most about the Mystic class is all the flavor in the different disciplines you can choose from! Throw this class in with the PHB and you can create a /lot/ of character concepts. Plus it’s a neat class. I wrote up a couple NPCs for a campaign I’m running–having a mystic damage dealer who is a noble who has a manservant which is an avatar with giant growth, and polearm mastery feat… They’re going to be a nasty duo 😀

  • I am dying to try a Wu Jen mystic that will basically be a bender, as in from Avatar: The Last Air Bender. The Mastery of Force discipline can easily be reflavored to depict earth bending. Between the other masteries you have Mastery of Fire covers fire bending, Mastery of Air for air bending, Masteries of Ice and Water and Psionic Restoration for water bending, and Mastery of Weather is a bit of a blend of air, water, and fire bending. I’ve already committed to playing a gnome artificer in the next game I’m playing in, so this concept may have to wait for the next time we do a one-shot. Le sigh.

  • Opinions on this UA are all over the place, a lot powers are being called too powerful while others say the same power is too weak. This is a link to the version I am currently playtesting which I’ve found to very well rounded: reddit.com/r/UnearthedArcana/comments/5zhixe/the_psionic_handbook_tweaking_the_mystic_and/

  • Also, while this may require some rules lawyering: Focus on the Giant Growth discipline: +5 reach Mastery Points to concentrate on both Ogre Form and Giant Form: +5 reach from Ogre, +10 from Giant Use a reach weapon: +5 reach Take Tunnel Fighter and Polearm Master You are now a giant creature with infinite 30 feet reach Attack of Opportunities that do +1d4 +2d6 bludgeoning damage.

  • Soul Knife is almost entirely moot if you have Psychic Weapon, the Avatar order is just weird, and the Wu Jen needs to get the magic out of my psionics. Elemental damage seems the realm of the arcane, not the psychic. Order of the Nomad seems like a clustermash: Mind Vault almost invalidates their first level ability, and they’ve always been teleporters, not clairvoyants. I’ve said it for a while: we just need three Orders. The telepathic, the endurance, and teleportive/telekinetic branches, and then mix and match disciplines to get exactly where you want to be as a character.

  • I have been looking forward to this class for a long time. I am currently making a Jolee Bindo character as a Mystic. I plan to have him as a Wu Jen, as he was a Jedi Counselor, so far I have Mastery of Force (obviously), Mastery of Light and Dark (as he was a Grey Jedi), Psionic Restoration (for healing utility), and Corrosive Metabolism (because I think it would be fun). Not sure what else to give me. He is not too weapon crazy as he was a Jedi Counselor who focused on the force and not combat. If anyone else has a suggestion please let me know. Also, where do you guys find the title pictures for your articles because some of them, like this one, are really cool and I would love to have it as a screen saver.

  • My wife rolled a Mystic, and I was going to let her take 3 quirks instead of 2, because these 3 work together for a potentially hilarious character. 1) will not say own name 2) only answers to own name 3) changes name daily Think about this character… how difficult it could be to just have a normal conversation. In the end, though, she rolled several times until she got: will not wear a certain color (turquoise) and talks to an imaginary being and makes decisions based on those fake conversations (or something like that). Overall, I really like the quirks. They’re a fun addition to an already really cool class.

  • The mystic has issues. The healing makes it fucking tanky as shit. And it makes a better dedicated healer than a cleric. And the AC can get very easily out of hand. Consumptive Power should be limited to a maximum of half your maximum hit points, and feels like they are probing the idea of blood magic rather than psychic powers. Frankly, it’s just a better Warlock.

  • Why, when doing any kind of new rules content, do you 90% present your position from the perspective of the “Power Gamer”? D&D isn’t just about “stats on a sheet of paper” and how to manipulate every piece of information in order to create the most mathematically optimised character. Many people i’m sure, myself included would like to see how new content can affect character flavour, great role-playing ideas rather than just an analysis of the “math”. I have unsubscribed from the website as I no longer feel you represent what I want to see, but I’d love a reason to come back. Good luck in the future.

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