/5eg/ D&D 5e General

>New Unearthed Arcana: Mystics
media.wizards.com/2017/dnd/downloads/UAMystic3.pdf

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pastebin.com/X1TFNxck

>5etools:
5egmegaanon.github.io/5etools/5etools.html

>Previously, on /5eg/:
Okay, the 'Food and Provisions' joke has run its course. Back to normal.

Other urls found in this thread:

strawpoll.me/12532696
strawpoll.me/12466636/r
strawpoll.me/12476406/r
strawpoll.me/12492204/r
strawpoll.me/12498055/r
strawpoll.me/12511533/r
strawpoll.me/12527550/r
strawpoll.me/12519777/r
strawpoll.me/12523063/r
dnd.wizards.com/sites/default/files/media/upload/articles/UA Gothic Characters.pdf
twitter.com/NSFWRedditGif

strawpoll.me/12532696

New poll, this time for rogues.

>Okay, the 'Food and Provisions' joke has run its course. Back to normal.

You shut up, you shut your fucking mouth right now.

Always wanted to try a Mastermind/Battlemaster build for my warlord needs.

>/5eg/ has been jerking off for more than a year about martials landing multiple GWM hits every round forever and the absurd damage this can do
>Mystics blowing limited resources and all their actions to do this is frowned upon

It was a good meme.

Does anyone know where I can buy floating platforms like the ones they use on Critical Role?

Why do I keep reading everywhere that resurrecting someone requires for the death not to have been more than one day ago?
The spell description for Resurrection in the PHB specifically says that you can resurrect someone who's been dead for no more than 100 years.

I always loved playing mastermind.
The bonus action help will make your teammates love you.

The Animated Weapon combination isn't the issue. The fact that Mystic is too versatile is the issue.

Was hard choice but Thief will always be fun to me. The acrobatics and Advantage on Stealth is awesome.

There are different spells that resurrect people, user. Though I don't remember any with one day requirement.

Not going to lie, Psychic Detective psions were always my favorite.

I think that's just some people. There's a large number of us that care more about how versatile it is.

It simply affords too many options compared to other classes with the amount of disciplines available to them. I get that they're basically supposed to replace spells and such.

However, I think I'd much prefer they limit disciplines to orders, actually. This way we could force them into more specific rolls and discourage dipping all over the place.
Perhaps as a higher level class ability you get the opportunity to dip into another orders discipline. I think that would be reasonable.

Reposting in new thread:
A player of mine wants to multiclass his paladin to warlock. He has strong story related justifications so it would make sense but I'm a bit worried how strong he would end up being. Higher level spells slots for smites that come back with short rest and all that.
He's level 7 right now and said if he's gonna do it he'll wait until level 10 so he gets the next tier of paladin spell slots.
Though reading more thoroughly now I realize he wouldn't get to keep those slots anyway because of the way spell slots are calculated for multiclassing, so he would probably take the first warlock level at 9.
How is palalock? Strong? Too strong even? Or is there something we're missing and it all falls apart and he would be just gimping himself.

>every Mystic has seven disciplines and all the powers within them available at the level the game is actually played
I can't take this versatility criticism seriously when I know there's a whopping three people in this general who have actually played a Mystic and know better.

If I'm not missing any, there's:
>Revivify, max 1 min after death
>Raise Dead and Reincarnate, max 10 days after death
>Resurrection, max 1 century after death
>True Resurrection, max 2 centuries after death

In addition, for anyone that missed the previous polls, I'll put them down here.

strawpoll.me/12466636/r
strawpoll.me/12476406/r
strawpoll.me/12492204/r
strawpoll.me/12498055/r
strawpoll.me/12511533/r
strawpoll.me/12527550/r
strawpoll.me/12519777/r
strawpoll.me/12523063/r

Some of the results are as expected, others are a bit surprising.

It's good but not that good.
If he's just dipping he's really not gonna get "higher level spell slots" for smites. Just basically means he'll get to recover a single smite slot or two per rest.

And if you're planning to hit level 20 he now robs himself of his capstone. And paladin capstones are pretty cool imo.

I'm expecting swashbuckler to lead in this new poll. Everyone plays swashbucklers.

Weaker than a single class paladin.

I made a thief rouge did I fuck up by not rolling an assassin?

The fuck is Inquisitive?

Mystic's Psionic Restoration's Restore Life (5, so it's a "third level" power) is also just Revivify.

So I'm playing a Human Avatar Mystic next chance I get but I can't see any feats that I really need for my character.

So what's a good fun one? I was thinking Ritual Caster Wizard for a Familiar and some INT based casting but it doesn't really match the character I'm going for.

>remove one of the free disciplines at level one
Real hard.

Go with the non-variant human and do the point-buy to get a bunch of odd stats.

Feats don't seem all that worth it for Mystic, and the extra bonuses would probably make things go more smoothly. That said, Skilled would be my pick, I suppose.

No, Thief is better at sneaking, mobility, dungeon exploring and has a kick ass capstone. Assassin get's a fairly awesome damage dealer at level 3 and the rest id pretty much shit.

>paladin capstones are pretty cool
Cool, yes, but they don't really do much.
How so? Pretty much all he wouldn't be getting are stuff like some damage from improved smite, the spell ending thing and some spells.

You don't use the Multiclass Spell Slot table for Warlock multiclassing.

their captone is good but eh

dnd.wizards.com/sites/default/files/media/upload/articles/UA Gothic Characters.pdf

Sherlock Holmes the archetype.

>People saying mystic doesn't add Str and Dex to damage on weapons
Do people not realize that's only with Psychic Weapon discipline focus feature?

Again, my concern is more that the disciplines can be taken from anywhere which turns it into a "build your own class" type class. 5 disciplines offers you a good bit of versatility.

Again, I'd just like it to be more focused. That's really it.

Don't you still count only half of your paladin levels for it though? So if you were level 9 you would be at level 4 of the multiclassing table.

Is your party the sort to spend a lot of time in cities and listen to everything you demand in order to use any of your abilities? If they're not willing to play James Bond Assassin looses a lot of it's power.

No. Warlock does not have the Spellcasting class feature, It has the Pact Magic feature, so you do not use that table at all, because you don't have 2 classes with the Spellcasting feature.

>they don't really do much
I beg to differ. It's basically your "time to fuck up the boss" mode.

There's a lot of people getting really upset about the Mystic without comprehending things like their action economy, psi pool, power limits, or what "levels" are.

Ah, right you are. Warlock is fucking weird.

No. You need 2 different classes with the Spellcasting class feature (by that name) before you have to consult the Multiclass slot table. Warlocks don't have Spellcasting, they have Pact Magic.

You should really look harder at the rules for multiclassing. That's why I said you don't need to worry about him getting high level smite slots. He'll only have low level ones. Also, just don't offer that many short rests.

>Pretty much all he wouldn't be getting are stuff like some damage from improved smite, the spell ending thing and some spells.

There you go.

well. i had shit stats rolled.

So i'm going avatar, human variant. with heavy armor feat. i gonna take the 10ft penalty, wear heavy armor + shield and use my actions to control others.

Oh, I thought nobody took pre-Crawford UAs seriously.

Some of them were decent. The Gothic Heroes was one of them, even if some people sperg out over Revenant.

my artificer died and we're in the underdark that's where he was introduced so not yet. I plan on doing some fun stuff in cities

What races give Intelligence bonuses? Humans, Half-Elves, High Elves, Gnomes, Tiefling, Minotaur and Hobgoblins are what I can think of.

gnomes are the biggest one and they have adv on save throws against magic

Yuan-ti. They'll make some kickass Psions.

Fire Genasi

Wait. A Yuan-ti Avatar Mystic would be pretty cool. He developed a much greater emotional range all of a sudden and now helps people out because it makes him feel good.

Seriously. Yuan-ti are supposed to have pretty good psionics. I've always liked (conceptually) the way some monsters have interesting and often powerful psi abilities, it'd be cool to stat out and balance psionic versions of such creatures, based off what they had in 1e, 2e, or 3e.

What disciplines should I choose if I want to play a Mystic like a 4e ardent? I'm thinking of being Order of the Avatar, and starting with Mantle of Command, Mantle of Joy, and Psionic Restoration.

I was going to take the same except trading Mantle of Joy for Crown of Disgust. I like the idea of psychic wall.

Mantle of Fury.

So, Mystics present the perfect framework for what martials should have been.

Refluff all psychic abilities as weapons or items: instead of breathing acid, you're throwing an acid bomb. Instead of making someone really scared of you because of your mind power, you're just so damn bulky that by flexing your muscles, they piss themselves in terror. Etc, etc.

Go back to 4e if that's what you want Martials to be. I don't even say that as a joke because it is what 4e did, and it's a fun game and good at it.

5e is a different game going back to the older roots though. not everyone wants to be using "Powers", some people enjoy playing a fighter who just smacks people with a sword.

>Yuan-ti mystics are actually less autistic than most snek people, which is why they're shunned

I'm imagining a group of sneks yelling normie get out REEEEEEE, to the only one who has empathy.

>So, Mystics present the perfect framework for what martials should have been.

There's honestly not much martially about most mystic characters at all, especially since they function like a mix of 3e ardent and 3e binder. There's also that they're not great at sustained damage...

>refluff

...and that they are still affected by magic resistance and all other magic counters. So yeah, your martial is throwing magical acid.

>tfw meditated too hard and learned em-path-ee

Yeah, the attitude of those people sucks though.

>If presented with an option between hitting people with a sword, which I want to do, and doing something more complicated, which I don't want to do, I must do the more complicated thing because it exists.

Champion Fighter should be a containment class for these people, not the ideal by which all other martials are made.

>not the ideal by which all other martials are made.

They're not, so...

>especially since they function like ... 3e binder.

Huh. Well I know exactly how i'm going to pitch non-psionic mystic to the inevitable 'psionics don't exist in my game world REEEEEEEEE' GM.

Pretty much every martial spec is the "I hit it with my sword (and only that), and stay quiet outside of combat" class this edition.

Refluffing mystics would make a way more fun martial.

It's also not hard to apply common sense crunch changes to suit the new fluff.

I'm pretty sure that's a role Paladins and Ranger can fill though. They have spell slots they can use on special powers with effects and multiple targeting. Also Battlemaster's can use superiority dice to activate special abilities. They can't use the powers an unlimited time for obvious reasons.

"Give me a moment, I'm going to consult my collection of spirit specialists"?

>mystic only has half as many disciplines (3 from any +2 from archetype)
>psi limit is "per round" not "per talent"
>Psionic Mastery doesn't permit for multiple concentrations

fixed?

>go back to 4E if you want to have fun and be useful as a martial
Huh

Eh, sorta. Rather than psionic disciplines, you learn how to bind a specific vestige to yourself. You gain it's abilities, and by letting it posess you a bit more than normal (focusing on it), you gain access to more of it's powers.

I'd even give up level 2 telepathy if it let the whole thing work. It's pretty perfect.

>and stay quiet outside of combat
Skills and enhanced physical ability. Fighters can kick break down walls, climb up walls, threaten people and all that jazz. Maybe not as good as Casters but they don't need to burn spellslots.

Well if you find martials in this edition bland why do you keep playing it? I personally enjoy them over casters in this edition, especially Rogues so I can't offer a fix for something without seeing it's broken.

>this edition

As with all editions but 4e.

>a way more fun martial

They're still affected by magic resistance, etc. Stuff like "throwing flasks of acid" is honestly terrible, but a wild talent char who just acts like a warlord would be fine.

You just made it unplayable

>please make a sharp stick whacker as useful as bending the fabric of reality

>I mean stick whacking is so useful, it's why we use it to the day, right?

Just consign yourself to your job as a Wall of Meat spell, pleb

>battle masters can't use powers an unlimited number of time for obvious reasons
Oh, that's cool, I g---
>casters can use cantrips an unlimited number of times which are actually special powers

Grogs like you who killed the martial dice in the beta are probably the worst thing about this edition.

What, is ~20 spells not enough for you?

Mystics look really fucking cool. Does Order of Avatar really get all it's aura's SIMULTANEOUSLY? because that is an amazing support class right there.

>and all other magic counters
I'm pretty sure this release of Mystic makes no mention of the old magic-psionic transparency rule, and the lack of gestures or other outward signs of casting (or manifesting as the case would be here) means you couldn't Counterspell them even if the transparency rule were in effect.

yep

I never played beta so I can't comment on those. Cantrips are very minor effects and personally I think they should've still had a limit on casting them. Most likely equal to Modifier plus Level.

Imagine a magical tome made entirely out of bone, even the pages, filled with ancient secrets and lost wisdom. A book of artifact rarity to be precise.
What information would this tome specifically contain and what power would it give it's owner?

Why not play a wizard, then?

Yes they do, and their order disciplines are all based around buffing their allies as well. They have to take an out-of-order discipline to make use of the temporary HP thing on their own, but it's still really good. WotC brought back the 3.5/4e ardent and I love it.

>half as many disciplines
No, just get rid of one of the bonus first level disciplines.
>per round instead of per talent
Nah.
>Psi Mastery not doing multi-con
It's not a huge problem when you consider this is a separate pool that can't be used alongside your normal PP and caps out at 11 at level 1-fuckin'-5

Honestly, 99% of games run here featuring a Mystic aren't even gonna get to 11.

This class doesn't need much fixing at all. The core mechanics are solid and most of the abilities are fine. The per talent limit is fine.

The class should be versatile with unique abilities, and it has that. The only problem is that some of the abilities are to powerful for their point cost and need to be tweaked (like Mantle of Fear's Incite Panic. That one is nuts)

Lichdom, durr.

It's boring and too much work to keep track of so many spells

And I like Mystic's flavor

The only people who have a problem with it at all are the entitled scum who bitch about Wot4E monks not being good enough every single thread, and insufferable newfags to D&D that aren't aware of the role of psionics in D&D.

>Imagine a magical tome made entirely out of bone, even the pages
Contains every spell of the Necromancy school, allows you to raise/command more (or more powerful) undead.

Yeah, you're definitely objectively wrong then.

At-Will powers are fine, and a healthy part of class design in the 5e framework. Which makes the martial's lack of at-will powers unhealthy.

When 90% of actions in combat are "I basic attack the guy again" combat will inevitably get boring.

This. There's a few select powers that need some adjustment, either in effect or power cost.

Easy example: Tough Hide. It's just +2 AC, flat out, no restrictions on armor or shields or anything else. Not even Concentration, it's just there. Pretty good for a first level power. The Wu Jen Force armor one is just "Mage Armor+", also, for a first level slot equivalent in PP. 14+Dex instead of 13+Dex, PLUS force resistance? C'mon.

The Wizard is still far more versatile than a Mystic. The Mystic may have more abilities at hand, but they're grouped into disciplines which each fit a specific theme/niche. Wizards can have a far more diverse spell-set.

It's a manual on bone carving. Gives the owner proficiency with bone carving tools after 60 hours of study.

What would be a better rate of growth for psi points?

For you. I personally still belive Martials should have the at-will effects and casters should get greater effects with more limits.

That's my opinion though, I enjoy 5e and if you don't why are you playing it? Reading it? or even in this thread?

Your point?

What, you can keep track of 50 discipline abilities always ready but not

It's fine desu, it's basically spell points following Warlock's progression.

This doesn't take into account the +9 at 11th level, the +18 at 13th, the +33 at 15th, and the +44 at 17th level from psionic mastery over the listed psi point listing.