Nomad Mystic There and Back Again Teleport in the Air
How-do-you-do everyone. I've been working on this for quite some time, plus additional work time in having to reformat it from Excel where I wrote it (why did I blazon it there commencement?). We're all the same on version 3 of the Mystic. Here is an in depth analysis of the Mystic'south powers, and my opinions on their residual. For ease of reading, I'm using the following coding:
Weak Power: Powers in red are those that I consider to be weak, either compared to powers of the same cost or spells of the same or like level. Considering the Mystic uses the SP organization direct out of the DMG until 11th level, I recall that'due south a sound place to start.
Counterbalanced Power: Powers in black are those which I consider to be balanced. Much of this balance is internal, though I exercise compare spells whenever I can.
Unbalanced (too strong) Power: Powers in bluish are those which I consider to be too strong.
Questionable Residual: Powers in this weird color are those which I either have a difficult time determining remainder, or powers which I feel need clarification.
Baselines
When looking at the balance of the Mystic's powers, it's important to constitute the baselines right abroad.
Talents are counterbalanced effectually cantrips. Discipline powers are counterbalanced around spells; 1st: 2 pp; 2nd: 3 pp; 3rd: five pp; 4th: half dozen pp; 5th: 7 pp. Focus abilities are balanced to be "less than a feat", with a large bulk of them balanced around "advantage on a skill" or "resistance to i free energy" to "+1 Air-conditioning".
Discipline power damage seems to exist balanced around 1d10/level, whether it is equally a bonus action to be added to a weapon attack or an attack on its own with a saving throw for one-half impairment. The DMG gives usa some guidelines on spell balance that we tin can remember nigh for hither. A spell which has an attack whorl and no miss effect is able to deal 125% the impairment of a spell which has a save for half (these balance out rather well against a 65% hit or save failure chance). The DMG too provides typical amercement for single and multitarget spells. So how do powers compare?
Level | Spell (salve half) | Spell (to hit) | Power (save half) | Power (smite) | Weapon Dmg i-seven | Weapon Dmg eight-thirteen | Weapon Dmg 14+ |
1st | 2d10 (11) | 14 | 11 | +eleven | 19 | 25 | 29.5 |
2nd | 3d10 (sixteen.5) | 20.five | 16.5 | +16.v | 24.5 | 29.5 | 34 |
3rd | 5d10 (27.5) | 34.5 | 27.5 | +27.5 | 35.five | 41.v | 46 |
fourth | 6d10 (33) | 41.5 | 33 | +33 | 41 | 47 | 51.5 |
5th | 8d10 (44) | 55 | 38.5 | +38.5 | 46.5 | 52.v | 57 |
Basic Mystic Powers rest against spells rather well until 5th level. But real spells don't follow these guidelines besides closely, but information technology's interesting to run into. As for the smite-like field of study powers: These deal more damage than a paladin's smite (1d10 instead of 1d8), and fifty-fifty get a scaling crash-land at tertiary level spells and above (since 2nd level powers toll 3 pp and 3rd level cost 5 pp). At the high stop, because of the "Potent Psionics" power, a Mystic's weapon attacks with a smite attached, as a 5th level effect, balanced against a 5th level "smite spell", but the lower level ones do a flake more damage than a spell would. They do price bonus deportment, though, and there are a off-white corporeality of powers that use bonus actions, so this could exist the balancing point.
Now, onto the powers themselves:
MYSTIC POWER Balance Assay
Adaptive Body(Immortal)
Focus: Large do good,but non combative, except that information technology protects you from suffocation; balance?
EnvironmentalAdaptation; PP: 2; Level: 1; Comparable to "Endure Elements" equally a1st level spell (nonexistant in 5E, simply it seems like it would bebalanced).
Adaptive Shield; PP:3; Level: two; Weaker than Blot elements and higher level. Should becomparable to absorb elements. Weak
Energy Adaptation;PP: 5; Level: three; Balanced confronting protection from energy.
Free energy Immunity; PP:7; Level: five; Two levels higher, seems balanced.
Aura Sight(Awakened)
Focus; 1 skilladvantage, baseline talent.
Assess Foe; PP: 2;Level: 1; Unique, seems balanced.
Read Moods; PP: ii;Level: ane; Unique, seems balanced.
View Aura; PP: iii;Level: two; Similar to notice thoughts in utility, but it is unlike.It'southward too better than friends. Seems balanced.
Perceive the Unseen;PP: 5; Level: 3 ; Higher level, and concentration, than SeeInvisiblility, but more utility. Seems balanced.
Bestial Form(Immortal)
Focus; i skilladvantage, baseline talent.
Bestial Claws; PP:1-7; Level: 1-5; Weaker than lethal strike, only it is an actioninstead of a bonus+activeness, so it might be okay. It can be stackedwith lethal strike and the others, which may not be intentional; PPmay demand a bonus action limitation similar bonus spells have. Becausethere'south no damage on a miss, it is weaker than the baseline 1d10/ppdamage.; Weak
BestialTransformation; PP: two-seven; Level: 1-5 ; Balanced against Change Self,though it has more utility. The lack of concentration balances theslower flight than fly.Reward on all Wisdom(perception) checks might be overpriced at two pp. Other effects areslightly stronger than comparable spells, and without concentration,just they are self merely, which balances them.
Brute Force(Immortal)
Focus; 1 skilladvantage, baseline talent.
Feat of Force;PP: two; Level: 1; Unique. Seems fine. There are spells at around thatlevel which function as 100% successes on skills, so a +5 bonusshould be fine.
Brute Strike; PP:1-7; Level: i-v; Weaker than lethal strike; Weak
Knock Back; PP: 1-7; Level: 1-5; Works as a reaction, when other similar effects arebonus actions. Lower damage than lethal strike fabricated up for withrider.; balance?
Mighty Jump; PP:ane-vii ; Level: 1-5; Needs clarification; does the jump take upmovement, or does it add to movement? Likely it still costs movement;Clarification?
Celerity (Immortal)
Focus; Seemsbalanced.
Agile Defense; PP:2; Level: one; bonus action for functionally +5 Air conditioning, comparable toshield except your foes run into it coming and tin cull to hold backthat round. This only costs 1 ki point for monks; remainder?
Blur of Movement; PP:2; Level: 1; Lower level than invisibility, only lasts 1 round and islimited, seems counterbalanced
Surge of Speed; PP:2; Level: 1; similar to monk's disengage for 1 ki point, but with adifferent added characteristic; balance?
Rapid Pace; PP:i-7; Level: ane-v; similar to a monk's dash, but it'due south non dashuntil iv pp (except that it stacks with dash instead of overlaps).
Surge of Action; PP:five; Level: three; Compare to "haste". Compare to monk dash and flurryof blows. Also compare "Expeditious Retreat"; Weak
Corrosive Metabolism(Immortal)
Focus; PP: 1 energyresistance, baseline focus, increased to 2 due to lower frequency ofacid and increased ease of gaining poison resistance.
Acrid Spray; PP: 2;Level: 1; Comparable to "Hellish Rebuke"; less damage, butmultitarget.
Corrosive Touch; PP:1-7; Level: 1-v; Seems to be baseline ability damage for half on salve.
Venom Strike; PP: 1-7; Level: ane-5; Seems to be less than baseline power damage for half on relieve, but with a rider.
Breath of the BlackDragon; PP: five-7; Level: 3-5; More impairment than venom strike for thecost, but no poisoned passenger, simply also multi-target. It makes venomstrike seem weak; might be as well strong
Jiff of the GreenDragon; PP: 7; Level: 5; More damage than others, just no low levelversion. Besides strong?
Crown of Despair(Avatar)
Focus; 1 skilladvantage, baseline talent.
Telephone call to Inaction;PP: 2; Level: 1; Seems similar a unlike have on charm person. It'smore of a social ability due to the long casting time.
Crowned in Sorrow;PP: 1-7; Level: i-5; Baseline power damage, less impairment with a rider.
Visions of Despair;PP: 3-7; Level: two-five; Baseline power damage, less harm with a rider.
Dolorous Mind; PP:five; Level: iii; College level than hold person, lower level than holdmonster, cannot be upcast; residue?
Crown of DisgustAvatar)
Focus; seemsbalanced
Eye of Horror; PP:1-7; Level: one-five; Baseline power damage.
Wall of Repulsion;PP: 3; Level: 2; Similar an area sanctuary, college level, can exist movedaround.
Visions of Cloy; PP: 5; Level: 3; Baseline power impairment to commencement, unique rider forsignificantly more damage; balance?
World of Horror; PP:vii; Level: 5; Higher damage, multi-target, selective, with a rider;balance?
Crown of Rage(Avatar)
Focus; Better than"Defender" fighting fashion; might be too powerful
Fighting Words; PP:ii; Level: i; social, very unique
Mindless Courage;PP: 2; Level: 1; Unique, seems balanced.
Primal Fury; PP:one-7; Level: 1-v; baseline power harm
Punishing Fury; PP:5 ; Level: 3; Unique, seems balanced.
Diminution(Immortal)
Focus; i skilladvantage, baseline talent.
Miniature Form; PP:2; Level: 1; A lack of an AC bonus seems unusual, as does no meleeweapon damage penalty; for what information technology gives, it seems balanced.
Toppling Shift; PP:ii; Level: one; Bonus activeness for trip, which is functionally bonusaction for a specified activity, is balanced compared to the contrivance anddisengage to a higher place, simply is likewise one-half a feat and this is costing PP;balance?
Sudden Shift; PP: 5;Level: iii; five pp for reaction to auto-miss, this is better than shield,but is it two levels meliorate? it besides doesn't last the whole round; weak?
Microscopic Form;PP: 7; Level: five; compare to miniature form, seems counterbalanced
Behemothic Growth(Immortal)
Focus; seemsbalanced
Ogre Form ; PP: 2;Level: 1; Meliorate than divine favor, same level; similar to"enlarge/reduce", but lower level; too strong?
Giant Form ; PP: 7;Level: 5; I question if this is enough compared to how much damage abonus activity could add to damage. For 7 PP, you could add 7d10 damagewith lethal strike. You would take to go on it up for more than 5rounds for the damage to exist better, though you practice get temp HP too;balance?
Intellect Fortress(Awakened)
Focus; one energyresistance, baseline focus
Psychic Backlash;PP: 2; Level: one; Comparable to shield; information technology doesn't concluding the entireround, but it likewise has a damage passenger.
Psychic Parry ; PP:1-7; Level: i-5; Compared to shield, I would assume this would bebetter. At that place's no spell like it to compare to, except bless gives+1d4 to saves to three creatures for 2 pp, but has concentration. Similar"Fe Hide", this needs to be better; weak
Psychic Redoubt; PP:5; Level: 3; This also shows that "Psychic Parry" is weak. Yes,it takes up a concentration slot, but for 5 PP y'all effectively become+4ish to saves confronting more common DCs, and it applies to all alliesnear y'all.
Iron Durability(Immortal)
Focus; Balancedagainst the Defensive Fighting Style
Steel Hibernate; PP: 2;Level: 1; Comparable to "Agile Defense"; resistance is halfdamage, disadvantage is roughly one-half adventure to hit.
Atomic number 26 Hide; PP: 1-7;Level: 1-5; Compare to "Agile Defense force". Too compare to "toughhide" from "unmerciful transformation", and "defensive step"from "nomadic step"; weak
Iron Resistance; PP:7 ; Level: five; college level than "rock peel", but no materialcomponent cost and it protects against magical damage; same durationand concentration; besides potent?
Mantle of Awe (Awakened)
Focus; Other focusesgive advantage on checks; this doesn't, simply it applies to allcharisma checks. Seems balanced.
Centre of Attention;PP: ii; Level: 1; Comparable to "Charm Person"
Charming Presence; PP: i-vii; Level: 1-5; Comparable to "Slumber". Sleep starts at 5d8instead of 4d8. At 3rd level/five pp, "Drape of Awe" becomes betterby 1d8. It still seems a footling weaker, considering you can't auto critcharmed targets.
Invoke Awe; PP: 7;Level: 5; Better than "Dominate Person", but the targets get asave every round no matter what, not just if they accept damage; toostrong?
Mantle of Command(Avatar)
Focus; seemsbalanced
Commander'due south Sight;PP: ii; Level: i; Comparable to "Guiding Bolt". It doesn'trequire an attack curlicue or save, and it grants advantage to all yourallies, but it doesn't bargain damage and it requires concentration.Seems balanced.
CoordinatedMovement; PP: 2; Level: one; seems balanced
Command to Strike; PP: 3; Level: 2; An activeness and a 2nd level spell for an activity is a large merchandise comparedto what those 3 pp could do.; weak?
Strategic Mind; PP:5; Level: 3; This is "bless" with a few bonuses. In a standard 4person political party, this is affecting as many people as Bless every bit a 1stlevel. But bonus action dash or disengage as a bonus activeness is aclass ability, and so granting it to allies might be worth the +2 levelbump; balance?
OverwhelmingAttack ; PP: 7; Level: 5; 7d10 is the standard damage for a power for7 pp. For a standard party (fighter, rogue, mystic, cleric lets say),this could easily be (2d6*+5)x2, plus 6d6+v, plus 2d8+v (66.5 damage,with misses for none). 7d10 is 38.v. If you lot heave the harm sincethe attacks take no effect on miss, that's still 48. This is verypowerful, and I don't know if the reaction price balances information technology; toostrong?
Curtain of Courage(Avatar)
Focus; seemsbalanced
Incite Backbone; PP:ii; Level: 1; seems balanced
Aura of Victory; PP:1-seven; Level: 1-5; Seems counterbalanced. As a bonus action, lets compare itto Healing Discussion. Healing give-and-take somewhen heals 5+(2.5*spell level); 2pp 7.5, 3 pp 10, v pp 12.5, 6 pp 15, 7 pp 17.5. For ii pp, this gives2 temp HP to your whole party when y'all drib something; 1 kill andit'due south the same HP spread out. It gets meliorate from there, simply temp HPis worth less than standard hp.
Pillar ofConfidence; PP: half-dozen; Level: 4; Comparable to "Haste". It's onelevel higher, and it only lasts for one round, simply it well-nigh works outto Haste for 3 rounds, minus the defensive bonuses. Compared to"Overwhelming Assault", this seems weaker, merely it doesn't costreactions and you however become an action.
Mantle of Fright(Avatar)
Focus; seemsbalanced
Incite Fearfulness; PP: 2;Level: 1; Comparable to "Cause Fear" from the "Starter Spells"UA.
Unsettling Aura; PP:3; Level: ii; seems balanced
Incite Panic; PP: 5;Level: iii; Comparable to "Fright". The targets could attack eachother, or they could attack your allies. The randomness may balancethe additional utility. Information technology is also on a shorter timer in openterrain, and on a longer timer in terrain with hallways and objectsto block sight.
Mantle of Fury(Avatar)
Focus; seemsbalanced
Incite Fury ; PP: 2;Level: one; Comparable to "Divine Favor", just it effects multipleallies. It should likely start with one target and have an augment toadd additional targets; too strong?
Mindless Charge; PP:2; Level: i; Comparable to "Coordinated Motility". The allies canmove farther, only they accept to motility to an enemy and it furnishings lessallies.
Aureola ofBloodletting; PP: iii; Level: 2; Comparable to "Bless". Advantageis better than +1d4, but it doesn't stack with reward. It alsoeffects enemies, giving another trade off.
Overwhelming Fury ;PP: 5; Level: iii ; Compare to "Agree Person". Concord Person is muchworse confronting a humanoid. Information technology also does nada against many monsters;weak
Mantle of Joy(Avatar)
Focus; seemsbalanced
Comforting Aura; PP:2; Level: 1; Balanced against "Bless".
Soothing Presence ;PP: 1-7; Level: 1-5; Compare to "Fake Life". False Life gives6.5 for 2 pp, xi.five for iii, 16.5 for 5, 21.v for 6, and 26.5 for 7.This gives 6 for ii, 9 for 3, 15 for 5, 18 for 6, and 21 for 7. Falselife is an action. This seems more powerful than "false life";too strong?
Aura of Jubilation;PP: iii; Level: two; seems balanced
Beacon of Recovery;PP: 5; Level: 3 ; seems counterbalanced
Mastery of Air (WuJen)
Focus ; Amend than"Feather Autumn" for cocky, but it doesn't do good others.
Wind Step; PP: 1-7;Level: i-5; seems balanced
Current of air Stream ; PP:1-7; Level: ane-5; This seems stronger than "Push" from Mastery ofForce, equally it does the same harm and has a similar upshot (prone vspush), but it's an AoE. Possibly it should have its harm dropped to1d6/pp; too strong?
Cloak of Air ; PP: 3;Level: 2 ; Comparable to "Blur", but improve; besides stiff?
Wind Form; PP: five;Level: 3; Comparable to "Wing", only it's bonus action andself-only.
Misty Grade; PP: six;Level: iv; Comparable to "Gaseous Class". It's higher level, buthas better resistances.
Animate Air ; PP: 7;Level: 5; Meliorate than "Conjure Elemental", because it doesn'tgo berserk; too strong?
Mastery of Fire (WuJen)
Focus; better thanthe other resistance focuses, just maybe that's considering of the knowncommonality of burn down resistance, so the +2 fire damage is morenecessary?; too strong?
Combustion ; PP: 1-vii;Level: 1-5; Ameliorate than other damage powers, but it requiresconcentration; too strong?
Rolling Flame; PP:3; Level: 2; Comparable to "Flaming Sphere". It deals lessdamage, but has no save, but it also can't exist moved. Lacking anaugment seems odd too.
Detonation ; PP: v;Level: 3; Comparable to "Fireball". It deals 1d6 less impairment, buthas a prone effect. I feel like information technology should have been 5d6 damage andbeen augmentable, as prone is a powerful effect; also stiff?
Fire Grade ; PP: five;Level: iii; Comparable to "Burn down Shield". Functionally the samedamage (ten.v vs 9), only has no free energy resistance tied to information technology. Thisshould annotation how bright the flames are; clarification and weak
Animate Fire ; PP: 7;Level: 5 ; Better than "Conjure Elemental", because information technology doesn'tgo berserk; too stiff?
Mastery of Forcefulness (WuJen)
Focus; Seemsbalanced. Other skill ones only apply to a single skill, butAthletics is the only Force skill, and then applying to miscellaneousStr checks should be fine.
Inertial Armor ; PP:2; Level: 1; Amend than "Mage Armor", only self simply.
Push button; PP: ane-7;Level: 1-5; Seems counterbalanced. Baseline damage is 1d10 per pp, so thisis a little less to add the push.
Motion; PP: 2-seven;Level: 1-7; Seems balanced.
Grasp; PP: 3; Level:2; seems counterbalanced
Telekinetic Barrier;PP: iii; Level: 2; seems counterbalanced
Mastery of Water ice (WuJen)
Focus; seemsbalanced
Ice Sheet; PP: two;Level: ane; Compare to "Grease". It's a larger surface area, merely lessguarantee of knocking someone prone.
Water ice Spike; PP: 1-vii;Level: 1-5; Seems balanced. Baseline damage is 1d10 per pp, and so thisis a petty less to add the slow. Dull seems less beneficial thanpush 5/pp; compare to Mastery of Forcefulness's "Button".
Frozen Sanctuary ;PP: 3; Level: 2; Compare to "False Life". False Life gives 11.5for iii pp. This gives 20. Fake life is an action. This is morepowerful than "false life". It compares better to "Armor ofAgathys", which has half the HP just deals damage. too strong?
Frozen Rain; PP:5-7; Level: three-five; Compare to "Fireball". It deals 5d6 instead of8d6, but information technology freeze in identify.
Ice Bulwark; PP: six;Level: 4; Comparable to "Wall of Water ice". Information technology is lower level, ashorter wall, can't be used as an initial attack, and doesn'tdeal damage to things that pass through holes in the wall. Simply, itdoes damage people who set on the wall.
Mastery of Light andDarkness (Wu Jen)
Focus ; Comparable to"Devil'south Sight". Equally invocations don't seem to be worth a fullclass ability, this might exist fine, but it seems too strong.
Light ; PP: 2; Level:1; Comparable to "Faerie Fire". Faerie Burn affects an area, soit seems weaker. The lite effect is as well cantrip-level; weak
Darkness ; PP: i-7;Level: 1-five; Comparable to the "Darkness" spell. As a 3 pp effect,it is double the size of Darkness. But the Darkness spell can be caston an object. The spell is also concentration up to ten minutes, sothis needs a elapsing; a shorter duration would help balance it; toostrong?
Shadow Beasts ; PP:iii; Level: 2; Compare to "Conjure Pocket-sized Elementals". Conjure MinorElementals can summon 2 CR 1s or 4 CR 1/2s, this is 2 CR 1/2s. Thisfits the +2 levels for double the creatures; too potent?
Radiant Beam; PP:5-7; Level: 3; Baseline power damage is 1d10/pp. This is 1d6/pp, buthas a blindness rider; This seems balanced to me.
Mastery of Water (WuJen)
Focus ; "AlterSelf" can do this, but it also does other things. This might be toogood; too stiff?
Desiccate; PP: 1-7;Level: ane-5; Baseline ability harm.
Watery Grasp; PP:2-7; Level: 1-5; Comparable to "Thunderwave". It deals lessdamage, but it is larger and has a stronger consequence (Prone and pullinstead of push button).
Water Whip; PP: 3-7;Level: 2-5; Comparable to "Lightning Bolt". Less damage (5d6 vs8d6), simply it can motility creatures pretty far, and it starts as a 2ndlevel effect.
Water Breathing; PP: 5; Level: three; Comparable to "H2o Animate".
Water Sphere; PP: 6;Level: 4; Comparable to "Otiluke'south Resilient Sphere". Acreature can save to go out of the water sphere, merely can't to getout of the resilient sphere. A creature in the water sphere isvulnerable to damage, but is allowed in the resilient sphere. Acreature is likely suffocating in the water sphere, simply tin can save toget out.
Animate H2o ; PP:7; Level: 5; Comparable to "Conjure Elemental", only information technology doesn'tgo berserk; too potent?
Mastery of Weather condition(Wu Jen)
Focus; seemsbalanced; it gives 2 resistances, but these are less mutual damagetypes.
Wall of Clouds; PP:ii; Level: one; Comparable to "Fog Deject".
Cyclone ; PP: 2;Level: one; Compared to other surface area set on powers, it seems weak. Itdeals 1d6 for two pp, and has no harm on a miss. It has a limited"move up to forty ft" issue, but information technology's going to be more like 20 fton average. This should deal 2d6, bargain one-half impairment on a save, and bescalable.
Deject Steps; PP:ane-7; Level: ane-5; Seems counterbalanced. It's different, just more of autility thing that could exist handled by a rope and mage hand.
Hungry Lightning;PP: 1-vii; Level: ane-5; Standard damage is 1d10/pp. This is 1d8/pp, butheavily armored creatures endure disadvantage on the save, so it hasit's value.
Lightning Leap; PP:5-7; Level: 3-five; Comparable to "Lightning Bolt".; Less harm(6d6 vs 8d6), just it has a teleport.
Wall of Thunder ; PP:6; Level: 4; Seems counterbalanced. The "every human foot moved through the wallcosts 1 extra human foot of motility" is redundant, as it'southward only a footthick and so information technology's going to toll 2 feet of movement to move through information technology;movement isn't that fine-grain. If it costs 5 feet of movement topass through it, that would function ameliorate; Clarification?
Thunder Clap; PP: 7;Level: 5; Comparable to "Fireball". Information technology does 8d6 instead of 10d6,but it has a stun effect.
Mastery of Forest andEarth (Wu Jen)
Focus; Comparable toFighting Manner (Defensive); Seems Balanced, every bit that's non a fullclass ability.
Warp Weapon; PP: ii;Level: 1; Seems counterbalanced. This is a express incapacitation, but onlyon the offensive side of things.
Breathing Weapon; PP:1-7; Level: 1-v; Potentially counterbalanced. This deals more damage thanthe baseline 1d10/pp, but it also does the weapon's impairment. As itdeals no damage on a miss, it should deal +25% more harm than1d10/pp. That's about 1d12/pp, and this power does more than damage thanthat at first, only evens out later on.
Wall of Woods ; PP: three;Level: 2; This is a really solid wall, merely it has no additionaleffects. I feel similar this might exist as well low level. "Wall of Rock"is 5th level, and this has well-nigh half the HP of the thickest wall, orabout the same HP simply it's 60 ft instead of 120 feet. There'salso no rules on trapping creatures; Too strong? Description?
Warp Armor ; PP: iii;Level: ii; "Commander's Sight" seems meliorate generally speaking.At all-time, this could be -viii to AC (more if information technology had a negative Dex Isuppose), but that'southward for total plate. Commander's Sight givesadvantage, which is going to exist roughly +4 to hitting. Information technology also has asave, when Commander's Sight doesnt; Weak
Armored Class; PP: 6;Level: 4; Comparable to "Stone Skin". This lacks a costlymaterial component, and it's a bonus activity, but it cannot be usedon anyone else.
Animate Earth ; PP:7; Level: five; Comparable to "Conjure Elemental", simply it doesn'tgo berserk; as well strong?
Nomadic Pointer(Nomad)
Focus; Comparable tohalf of "Sharp Shooter", and then this should be counterbalanced. It is alsoseemingly comparable to the Archery fighting style.
Seeking Missile; PP:two; Level: one; seems balanced
Speed Dart; PP: ane-7;Level: 1-v; Comparable to "Lethal Strike". These smites might betoo powerful, as they exercise more than 125% the basepsionic power impairment. Simply they practise cost a bonus activity, so that mightbalance them; likewise stiff?
Faithful Archer ; PP:v; Level: three; Comparable to "Haste". Information technology is a bonus action and onlyworks on you lot, simply it lacks the defensive properties. Might be alittle weak; weak
Nomadic Chameleon(Nomad)
Focus; baselinefocus do good
Chameleon ; PP: two;Level: 1; Similar to Precipitateness'southward "Blur of Motion". I experience likethis is weaker. I recall it should be a bonus action, which would makeit a powered up version of the Rogue'southward Cunning Action (and itshould be amend, since it costs PP); weak?
Step from Sight; PP:3-7; Level: ii-5; Comparable to "Invisibility".
EnduringInvisibility; PP: 7; Level: 5; Comparable to "GreaterInvisibility", but it's a bonus action and 1 level higher. Thisseems fine.
Nomadic Mind (Nomad)
Focus ; This ispotent, merely it's worth less than a feat minus the ability to switchit. Equally it is, it might be worth a feat, and so it might be too powerful.The skill advantages take the benefit of allowing you lot to break skillcaps finer, while this still relies upon it; too stiff?
Notice Fauna ; PP:ii; Level: 1; Comparable to "Locate Object", merely better and lowerlevel, and a much longer casting fourth dimension; This seems odd. balance?
Wandering Mind; PP:two-six; Level: 1-iv; This seems balanced to me. Mage Armor establishes a1st level spell for a feat baseline (it's a footling amend thanlight armor proficiency).
Detail Lore; PP: 3;Level: ii; Comparable to "Identify". Higher level, not a ritual,but no material cost. Seems balanced.
Psychic Speech; PP:v; Level: 3; Comparable to "Embrace Languages". two levelshigher, but your words are understood in render. Seems counterbalanced.
Wandering Centre; PP:half dozen; Level: 4; Comparable to "Arcane Centre". Seemingly identical.
Phasing Eye; PP: seven;Level: v; Comparable to "Arcane Centre". One level higher, merely thesensor can motility through walls. Not as practiced as "Scrying", but alsodoesn't have a material cost.
Nomadic Step (Nomad)
Focus ; Weaker thanCelerity's focus. At that place's no advantage hither. I suggest having thefocus increment your teleport distance by ten anxiety; at least that wouldadd extra value. Unless yous can teleport without spending PP, this isworse than Celerity; weak
Defensive Step; PP:2; Level: ane; Comparable to "Shield". It only applies to a singleattack, but yous can besides teleport after, potentially foilingother attacks. Seemingly balanced.
Nomadic Ballast; PP:1; Level: 1; Seems fine. It doesn't truly do much until level 7when you can cast "phantom caravan".
There and BackAgain; PP: two; Level: ane; Seems balanced.
Footstep of a DozenPaces; PP: 1-7; Level: one-5; Comparable to "Rapid Pace". It grantsmore speed than rapid footstep, but information technology also prevents additional movement,balancing it. With a base movement of thirty, they are equal in distanceat iii PP; after, this is better, before rapid step is better. RapidStep does allow movement before and after an activeness, and stacks withdashing, so it is likely balanced.
Transposition; PP:3; Level: 2; Seems balanced
BalefulTransposition; PP: 5; Level: 3; Seems balanced
Phantom Caravan; PP:6; Level: iv; Comparable to "Teleportation Circle". This is lowerlevel, and doesn't have to go to a teleportation circumvolve, but it islimited by sight. Seems counterbalanced.
Nomad'due south Gate; PP:seven; Level: 5; Comparable to "Phantom Caravan" and "NomadicAnchor" rolled together.
Precognition(Awakened)
Focus; baselinefocus benefit. This is a partial feat.
Precognitive Hunch;PP: 2; Level: 1; Comparable to "Bless". Information technology only applies to you,but it applies to virtually all d20 rolls. Seems balanced.
All-Around Sight ;PP: 3; Level: ii; Compare to "Agile Defense". Also compare to"tough hide" from "bestial transformation", and "defensivestep" from "nomadic pace". Also compare to "Shield"; Thisseems weak.
Danger Sense; PP: 5;Level: 3; Considering its long elapsing, this seems balanced to me.
Victory BeforeBattle ; PP: vii; Level: 5; I'm concerned this is a bit expensive.Information technology's hard to tell. Functionally, information technology's likely to give your group,on average, 2 actress full rounds, bold a reasonable gamble to failinitiative. I experience like other vii pp furnishings that grant actions maygrant more; balance?
Psionic Restoration(Immortal)
Focus; comparable to"spare the dying" cantrip. Information technology is also part of the "Healer"feat. Seems to be baseline focus benefit.
Mend Wounds; PP:1-vii; Level: 1-5; Comparable to "Cure Wounds". Information technology's actuallybetter, getting a boost at tertiary level and starting at 1d8+4.v at 2 ppinstead of 1d8+3 most likely, and just being slightly behind at 1stand 2nd level once a +5 stat modifier is reached.
Restore Health; PP:3; Level: 2; Comparable to "Lesser Restoration".
Restore Life ; PP: five;Level: iii; Comparable to "Revivify", just no textile componentcost. This is definitely stronger; also stiff?
Restore Vigor ; PP:vii; Level: v; Comparable to "Greater Restoration", except itcannot remove curses that don't do the included effects, only it hasno material component price. Information technology seems stronger; too strong?
Psionic Weapon(Immortal)
Focus ; The removalof ability score damage seems unneeded, but I suppose it is in that location tomake resistance to not-magical damage still meaningful at lowerlevels. The level 6 requirement matches up to when Monks and Druidsstrike as magic weapons, and is likely when the designers assumepossession of magic weapons. Still, the Warlock tin can ignore resistanceearlier; weak?
Ethereal Weapon ; PP:1; Level: ane; Since this tin't be stacked with the smites, orpowered upward for boosted damage, it feels counterbalanced merely similar it won'tbe used equally much past the early on levels. Information technology also strongly benefitssingle assault characters, though the Mystic is one of them. Anability to augment it for more damage would be appreciated, perhaps1d8/pp?; Description?
Lethal Strike; PP:i-7; Level: 1-5; Compare to "speed sprint". See (Sheet three). It seemsto deal more damage than the 1d10/pp baseline, and more than the 125%it should deal until higher PP expenditures.
Augmented Weapon ;PP: 5; Level: three; Compare to "Magic Weapon" as a sixth level spell.This lasts for only 10 minutes instead of an 60 minutes, though. A 6thlevel spell would cost 9 pp, and this could just be up for 30 minutesfor that toll. It nevertheless seems too powerful at lower levels; toostrong?
Psychic Assault(Awakened)
Focus ; mastery offire's focus benefit isn't limited to talents. This shouldn'tbe either. The damage should scale too. Int bonus?; weak
Psionic Blast; PP:1-vii; Level: 1-5; Compare to "Magic Missile". Information technology cannot exist splitamong targets. Psionic Blast/Magic Missile: two pp, 9/10.v; 3 pp,13.5/13; 5 pp, 22.5/16.5; 6 pp, 27/20; 7 pp, 31.5/23.v. Information technology has atrade off. Seems balanced. Magic Missile might even be weak comparedto other unmarried target spells. This is 82% the damage of the baseline1d10/pp. A 65% save failure charge per unit and save for one-half on 5.v damage is3.four, so 1d6 damage would be equal; too strong?
Ego Whip; PP: three;Level: 2; Less damage than baseline, but it severely limits theenemy's activity. Comparable to "hold person", except it dealsdamage and ofttimes imposes a defensive bonus instead of a defensivepenalty that boosts the harm of allies.
Id Insinuation ; PP:v; Level: iii; Less damage than baseline. Compared to "ego whip". Ido not see a time I'd utilize it over "ego whip", unless I reallyneeded the damage; weak
Psychic Smash ; PP:6-7; Level: 4-5; Compare to "cone of common cold". It deals more than damageand scales better. 10D8 is also amend than 7d10 (45 vs 38.5).Fireball does single target damage in return for affecting allies;This might be also potent.
Psychic Vanquish ; PP:vii; Level: v; Slightly less harm than baseline (36 vs 38.5), and astun event. Also multi-target; This might be too strong
Psychic Disruption(Awakened)
Focus; baselinefocus benefit
Distracting Brume ;PP: ane-7; Level: 1-5; Baseline impairment, and a functional blindnessrider. No save to end it, which may be an oversight. Seems toostrong; too much damage, and too potent a rider for a 1st leveleffect; Also strong? Description?
Daze; PP: three; Level:ii; Compare to "Concord Person". Incapacitated is less harmful thanstunned, and it merely lasts 1 round, but it can bear upon whatever creature,not just humanoids.
Mind Storm; PP: 5;Level: 3; Baseline damage, area effect, and a solid passenger. Possiblytoo strong. Lack of scaling is unfortunate; too strong?
Psychic Inquisition(Awakened)
Focus; like to"skill reward (insight)", merely far more limited and specific;Seems counterbalanced.
Forceful Querry; PP:ii; Level: 1; Compare to "Detect Thoughts", but lower level andmore express.
Hammer ofInquisition ; PP: 1-vii; Level: i-5; Baseline impairment and a limitedrider. Possibly too strong, merely perchance non worth less damage every bit therider is very specific; besides strong?
Ransack Heed; PP:5; Level: 3; Compare to "Detect Thoughts". Information technology has no surfacethoughts, but it tin delve deeper.
Phantom Idea; PP: 6;Level: 4; Comparable to "Geas". The effect is different, but theutility seems similar.
Psychic Phantoms(Awakened)
Focus; baselinefocus benefit
Distracting Figment ;PP: 1-7; Level: one-5; Baseline damage and a passenger. Compare to"Commander'due south Sight"; this deals damage but doesn't grantadvantage if the creature makes its save. Compare to "GuidingBolt"; guiding commodities deals more than damage (14 vs 11 at 2 pp), simply thisgrants advantage to all allies and negates reactions; Too strong.
Phantom Foe; PP: 3;Level: 2 ; Comparable to "Spiritual Weapon". Spiritual weapondeals more damage and is a bonus activeness to cast, simply costs a bonusaction each round and has an attack roll. "Phantom Foe" deniesreactions and scales harm amend, only a save ends it, and it isconcentration.
Phantom Betrayal ;PP: five; Level: iii; Compare to "Hold Person". This affects anyoneand it has no defensive penalty, but the target attacks its allies(less damage against the target, more impairment against its allies). Itis higher level, only not limited to humanoids. Compared to "DominatePerson", it's lower level and without nuanced control, butsimilar in upshot; perchance to strong
Phantom Riches ; PP:vii; Level: 5; Comparable to "Dominate Person". This cannot makethe fauna assail its allies, only information technology can largely shut a creaturedown. Compared to "Phantom Betrayal", it is likely weaker becauseit doesn't deal impairment. If these were switched, they might exist morebalanced; weak
Telepathic Contact(Awakened)
Focus; Seemsbalanced
Exacting Query; PP:2; Level: i; Comparable to "Detect Thoughts". Lower level, butmore limited.
Occluded Listen; PP:two; Level: 1; Super bluff. Seems balanced compared to other spellsthat mimic skills, like "charm person" vs persuasion.
Broken Will; PP: 5;Level: 3; Compare to "Dominate Person". This is lower level andcan target any brute, just it simply lasts for ane round. Seemsbalanced.
Psychic Grip ; PP: half dozen;Level: four; Comparable to "Hold Person" and "Hold Monster".Higher level than concord person, lower than hold monster. It'southward betterthan hold monster; too strong?
Psychic Domination ;PP: seven; Level: 5; Comparable to "Dominate Person". Equal level,merely it effects anything; too strong?
Third Middle (Nomad)
Focus; Weaker thanMastery of Lite and Night's focus power. Just, this is equivalentto the "darkvision" spell, except information technology doesn't target allies
Tremorsense; PP: 2;Level: ane; Comparable to "See invisibility". This has a limitedradius, but is lower level.
Unwavering Eye;PP: two; Level: ane; Seems counterbalanced. Rather than car-success equally manyspells do, it'south a bonus on a fair number of skills.
Piercing Sight; PP:3; Level: ii; Seems balanced
Truesight; PP: 5;Level: 3; Comparable to "True Seeing". It is lower level, doesn'teffect allies, and is lower range, simply it is a bonus action. Seemsbalanced. It is also concentration and lasts 1 infinitesimal instead of 1hour.
Talents
Buoy: Comparableto "Calorie-free", except information technology cannot be cast on an object, but it is abonus action.
Bract Meld : seemsbalanced if the DM uses convincing. Useless otherwise. It should grantanother benefit, as "Green Flame Blade" and "Booming Blade"benefit melee attacks. I advise treating one-handed weapons every bit Lightand treating 2-handed and heavy weapons as one-handed, or maybeusing casting stat for set on and damage like shillelagh
Bullheaded Spot: Limited"stealth"; you're notwithstanding going to be detected (equally you didn'tHide) unless you accept the opportunity to hide adjacent plow with theinvisibility. Besides comparable to "blade ward" becausedisadvantage to attack rolls against you volition be like toresistance to damage, and also comparable to "true strike"considering you can get advantage to assault on your attacks next circular.Since it's express to one creature, all these benefits are likelybalanced.
Delusion: Comparableto "Minor Illusion". Simply one target sees or hears information technology, which maybe weaker or stronger, depending on the state of affairs.
Energy Beam:Comparable to "Fire Bolt". It deals less damage, just the damagetype tin can be inverse. The ability to exploit vulnerabilities pushes itup.
Calorie-free Step : This is better than the ane pp "rapid stride" fromcelerity; too stiff?
Listen Meld : Thisduplicates the "telepathy" ability of the Mystic class, but costsa bonus activity. The memory share is nice, and maybe that it works oncreatures that lack a language, simply I'm not sure this will get usedmuch; weak?
Heed Slam : lowerdamage than "energy axle", just it has a passenger. Prone is so good,though, that 1d8 > 1d6 might not exist plenty of a reduction. Thisshould deal 1d4 damage. "Viscious Mockery" deals 1d4 damage andhas a solid rider, but decumbent might be worth more because of itsoffensive capabilities with coordinated groups; too potent
Mind Thrust:Comparable to "burn bolt"; Seems counterbalanced.
Mystic Charm: Superpersuasion, only express.
Mystic Hand:Comparable to "Mage Hand".
Psychic Hammer:Comparable to "mind slam". Push seems to be worth less thanprone, so 1d6 damage feels appropriate.
What do yous think?
Source: https://www.enworld.org/threads/mystic-powers-an-analysis.573617/
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