Awakened Mystic (5e Subclass)

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School of Awakened Mystic[edit]

Wizard Subclass

Mages who ended up expanding their minds while searching for arcane knowledge. During this process, they end up becoming reclusive and acquiring certain quirks, much like normal mystics. To add some texture to your Awakened Mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

d20 Quirk
1 You never cut your hair.
2 You refuse to wear clothes of a specific color.
3 You never say your name.
4 You never wear footwear.
5 You always wear a mask.
6 You dye your hair bright blue or green.
7 You pick a new name each day.
8 You never immerse yourself in water. .
9 You sleep on bare earth.
10 You never consume alcohol.
11 You wear a veil to conceal your face.
12 You always wear a specific piece of clothing.
13 You refuse to light fires.
14 You refuse to write things down, instead using pictograms.
15 You never sit on a chair, preferring to stand or sit on the floor.
16 You never answer to any name but your own.
17 You write down the name of each creature you slay, and name ones that are unnamed.
18 You consume only water and raw vegetables.
19 You spend any money you earn within 1 week of gaining it.
20 You often speak to an imaginary companion, and act only with its blessing.

Psionics[edit]

Starting at 2nd level, you can master and use psionic talents and disciplines, the rules for which appear at this document Mystic class. Psionics is a special form of magic use, distinct from spellcasting.

  • Psionic Talents: A psionic talent is a minor psionic effect you have mastered. You know one psionic talent of your choice, and you gain a new Talent at 5th, 9th and 13th level.
  • Psionic Disciplines: A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. You know the psychic disciplines of your choice, and you gain a new discipline at 3rd, 5th, 7th, 9th, and 11th level.
  • Psi Points: You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is equal to your proficience bonus, this number have can’t go below 0. Your psi point total returns to its maximum when you finish a long rest.
  • Psi Limit: Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. This limit is equal to your Intelligence modifier, limited by your level. For example, a 3rd-level Wizard with +5 intelligence would be limited to 3 psi points to spend on a discipline each time he uses it, it doesn't matter how many psi points he has.
  • Psychic Focus: You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
  • Psionic Ability: Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Arcane Energy[edit]

Additionally at the 2nd level, you have learned to combine your arcane aptitude with your psionic ability. You can sacrifice spell slots in exchange for psi points. As a bonus action, you can expend spell slots to create psi points that you can use in your psionic disciplines. The value of each spell slot in psi points is in the table below.

Spell Slot Level Psi-Points Earned
1st 2
2nd 3
3rd 5
4th 6
5th 7

These points exceed your normal limit and remain with you until they are used up or until you take a short or long rest. You can gain psi points this way a number of times equal to your proficiency bonus per long rest.

Telepathic Whispers[edit]

At 6th level, you learn to use your psychic powers to establish a telepathic connection between various creatures. Using an action, choose one or more creatures in your line of sight, up to one maximum number equal to your proficiency bonus. For the next hour, the chosen creatures can speak telepathically to you, and you to them. To send or receive a message (does not consume actions), you and the another creature must be within 1 mile of each other. One creature can't use this telepathy if it can't speak no language, and a creature can terminate the connection telepathically at any time, without the cost of actions. You are the creature need not speak the same language to understand. You can create this connection a number of times equal to half your Intelligence modifier rounded down per long rest.

Strength of Mind[edit]

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 10th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics[edit]

By 14th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon or magic, you can deal an extra 1d8 psychic damage to that target. When you reach 17th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.


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