Mystic, 4th Variant (5e Class)

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The Mystic, Revised[edit]

This class rework is meant to rebalance the classic Mystic. The Mystic is often considered to be one of the most powerful UA classes, and they often overstep their bounds. This rework incorporates new ideas from the revisited psionics UA to rebalance Mystics while still making them viable and fun to play.

Quick Build

You can make a mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Wisdom. Second, choose the Sage background. Third, choose the spear and the scholar's pack.

Class Features

As a Mystic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mystic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, Religion, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Mystic

Level Proficiency
Bonus
Features Cantrips Known Spells Known Psi Points Max Spell Level
1st +2 Psionics, Mystic Order 2 4 4 1st
2nd +2 Mystical Recovery, Telepathy 2 5 6 1st
3rd +2 Mystic Order feature 2 6 14 2nd
4th +2 Ability Score Improvement 3 7 17 2nd
5th +3 3 8 27 3rd
6th +3 Mystic Order feature 3 9 32 3rd
7th +3 3 10 38 4th
8th +3 Ability Score Improvement, Potent Psionics (1d8) 3 11 44 4th
9th +4 3 12 57 5th
10th +4 Strength of Mind 4 13 64 5th
11th +4 Consumptive Power 4 14 64 6th
12th +4 Ability Score Improvement 4 15 64 6th
13th +5 Psionic Mastery (4) 4 16 64 7th
14th +5 Mystic Order feature, Potent Psionics (2d8) 4 17 64 7th
15th +5 Psionic Mastery (6) 4 18 64 8th
16th +5 Ability Score Improvement 4 19 64 8th
17th +6 Psionic Mastery (8) 4 20 64 9th
18th +6 4 21 64 9th
19th +6 Ability Score Improvement 4 22 64 9th
20th +6 Psionic Body 4 22 64 9th

Psionics[edit]

As a student of psionics, you can master and use psionic spells, the rules for which appear at the end of this document.

Cantrip

A cantrip is a minor psionic effect you have mastered. At 1st level, you know two cantrips of your choice. You learn additional cantrips of your choice at higher levels. The Cantrips Known column of the Mystic table shows the total number of cantrips you know at each level; when that number goes up for you, choose a new cantrip.

Spells

A spell is a magical ability that can be cast using magical energy. Your spells don't require verbal, somatic, or material components.

At 1st level, you know four spells of your choice. The Spells Known column of the Mystic table shows the total number of spells you know at each level; when that number goes up for you, choose a new spell.

In addition, whenever you gain a level in this class, you can replace one spell you know with a different one of your choice.

Psi Points

You have psi points, which can be used to cast Mystic spells. At 1st level, you have 4 psi points. The Psi Points column of the Mystic table shows the total number of psi point you have at each level. Whenever you finish a long rest, you regain any expended psi points.

When you cast a spell of 1st-level or higher, you must determine the level at which you wish to cast it, and then expend the appropriate number of psi points:

Spell Level Psi Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Psionic Ability

Intelligence is your psionic ability for your spells. You use your Intelligence modifier when setting the saving throw DC for a spell or when making an attack roll with one.

  • Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Psionic attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Order[edit]

At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mystical Recovery[edit]

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic abilities. As an action or bonus action, you regain hit points equal to the number of psi points you expended this turn.

Telepathy[edit]

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Potent Psionics[edit]

At 8th 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, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.

In addition, you add your Intelligence modifier to any damage roll you make for a cantrip.

Strength of Mind[edit]

Starting at 10th level, your strength of mind grants you versatility not seen in less experienced Mystics. Whenever you finish a long rest, you can replace one Mystic spell of 5th level or lower than you with another of 5th level or lower from the Mystic spell list (including the expanded spell list provided by your subclass).

Consumptive Power[edit]

Starting at 11th level, whenever you cast a spell of 6th level or higher, your current and maximum hit points are both reduced by the spell's level (in addition to the normal psi point cost). Your hit point maximum is restored upon completing a long rest.

Psionic Mastery[edit]

Beginning at 13th level, your mastery of psionic energy allows you better concentration. You can concentrate on two spells simultaneously if their level don't exceed 4 in total. You make concentration saving throws for each spell separately.

The total level of the spells you can concentrate on increases by 2 at 15th level (6 total) and 17th level (8 total).

Psionic Body[edit]

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • Whenever you make a death saving throw and succeed, you can choose for your body to discorporate and disappear. It reappears (without any equipment or clothing) in the last place you took a long rest, or the nearest unoccupied space.

Mystic Orders[edit]

Order of the Avatar[edit]

Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.

Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Avatar Focus

You learn two psychic focuses, which are specific to the Order of the Avatar as listed below. You can use your bonus action to start or change your focus to a chosen psychic focus. Whenever you complete a long rest, you can exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

  • Crown of Despair. While focused, you have advantage on Charisma (Intimidation) checks.
  • Crown of Disgust. While focused, the area in a 5 foot radius around you is difficult terrain for any enemy that isn't immune to being frightened.
  • Crown of Rage. While focused, any hostile creature within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
  • Mantle of Command. While focused, when you end your turn and didn't move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn't be incapacitated.
  • Mantle of Courage. While focused, you and friendly creatures within 10 feet of you who can see you have advantage on saving throws against being frightened.
  • Mantle of Fear. While focused, you have advantage on Charisma (Intimidation) checks.
  • Mantle of Fury. While focused, you and any friendly creature who starts their turn within 10 feet of you gains a 5 foot increase to their walking speed during that turn.
  • Mantle of Joy. While focused, you have advantage on Charisma (Persuasion) checks.
Avatar Spells

You learn additional spells when you reach certain levels in this class, as shown on the Avatar Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or evocation spell from the bard, cleric, mystic, or paladin spell list.

Mystic Level Spells
1st Healing Word, Heroism, Vicious Mockery
3rd Calm Emotions, Crown of Madness
5th Aura of Vitality, Crusader's Mantle
7th Confusion, Staggering Smite
9th Hold Monster, Mass Cure Wounds
Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, you and each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, you can use your reaction to cause an ally within 30 feet of you who can see to regain additional hit points equal to your Intelligence modifier (minimum of 0) whenever it regains hit points.

Improved Avatar Focus

Starting at 6th level, you can prematurely end your psychic focus (no action required) to gain a benefit as described below. Once you end a focus in this way, you can't focus on it again until you finish a short or long rest.

  • Crown of Despair. One creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage.
  • Crown of Disgust. You create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts for the next 10 minutes. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can't move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.
  • Crown of Rage. Until the start of your next turn, each hostile creature that can see you succeed on a Wisdom saving throw or be forced to take the attack action against you. If it cannot take the attack action, it approaches you with the dash action if possible. Otherwise it takes the dodge action.
  • Mantle of Command. Choose one friendly creature you can see within 60 feet of you. That creature can use their reaction to immediately take the Attack action. You choose the targets.
  • Mantle of Courage. Choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. Otherwise, a creature gains 3 temporary hit points.
  • Mantle of Fear. Until the start of your next turn, each hostile creature that would approach you must make a Wisdom saving throw. On a failure, it cannot move closer to you this turn.
  • Mantle of Fury. Until the start of your next turn, you and each creature within 60 feet of you has advantage on melee attack rolls.
  • Mantle of Joy. Until the start of your next turn, each creature within 60 feet of you that can see you has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren't incapacitated, you and any ally within 30 feet of you who can see you can take the Dash action as a bonus action.

Superior Avatar Focus

Starting at 14th level, your psychic focuses improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to gain a benefit as described below:

  • Crown of Despair. One creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 5d8 psychic damage and can't take reactions while you retain focus. On a successful save, it takes half as much damage.
  • Crown of Disgust. One creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 5d6 psychic damage and can't move closer to you while you retain focus. On a successful save, it takes half as much damage.
  • Crown of Rage. One creature that you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack while you retain focus. The save automatically succeeds if the target is immune to being charmed.
  • Mantle of Command. While you retain focus, any friendly creature within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.
  • Mantle of Courage. While you retain focus, whenever a hostile creature you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain 10 temporary hit points.
  • Mantle of Fear. When you first begin focusing and each turn thereafter while you retain focus, one creature of your choice within 90 feet of you that can see you must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.
  • Mantle of Fury. One creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it can use its actions only to make melee attacks while you retain focus. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Mantle of Joy. When you first begin focusing, you and up to five friendly creatures you can see within 60 feet of you can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.

Order of the Awakened[edit]

Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.

The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Awakened Focus

You learn two psychic focuses, which are specific to the Order of the Awakened as listed below. You can use your bonus action to start or change your focus to a chosen psychic focus. Whenever you complete a long rest, you can exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

  • Aura Sight. While focused, you have advantage on Wisdom (Insight) checks.
  • Mantle of Awe. While focused, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).
  • Precognition. While focused, you have advantage on initiative rolls.
  • Psychic Assault. While focused, you gain a +2 bonus to damage rolls with cantrips that deal psychic damage.
  • Psychic Inquisition. While focused, you know when a creature communicating with you via telepathy is lying.
  • Psychic Phantoms. While focused, you have advantage on Charisma (Deception) checks.
  • Psychic Redoubt. While focused, you have resistance to psychic damage.
  • Telepathic Contact. While focused, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline.
Awakened Spells

You learn additional spells when you reach certain levels in this class, as shown on the Awakened Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or divination spell from the bard, mystic, sorcerer, or wizard spell list.

Mystic Level Spells
1st Alarm, Detect Magic, Resistance
3rd Detect Thoughts, Fortune's Favor
5th Clairvoyance, Nondetection
7th Banishment, Mordenkainen's Private Sanctum
9th Legend Lore, Scrying
Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Improved Awakened Focus

Starting at 6th level, you can prematurely end your psychic focus (no action required) to gain a benefit as described below. Once you end a focus in this way, you can't focus on it again until you finish a short or long rest.

  • Aura Sight. You learn if one creature you can see is under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. You also have advantage on Wisdom and Charisma checks made against it until the end of your next turn.
  • Mantle of Awe. Roll 6d8; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.
  • Precognition. Until the start of your next turn, you have advantage on attack rolls, checks, and saving throws, and attack rolls made against you have disadvantage.
  • Psychic Assault. One creature that you can see within 60 feet of you must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
  • Psychic Inquisition. One creature that you can see within 60 feet of you must make an Intelligence saving throw. On a failed save, it takes 3d10 psychic damage and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
  • Psychic Phantoms. One creature that you can see within 60 feet of you must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
  • Psychic Redoubt. You gain a bonus equal to half your Mystic level (rounded up) to the next Intelligence, Wisdom, or Charisma saving throw you make before taking a short or long rest.
  • Telepathic Contact. One creature that you can telepathically communicate with must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected.
Psychic Backlash

Starting at 6th level, you can use your power to punish those who hurt you. Whenever a creature makes an attack against you, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you can expend 2 psi points to deal 2d10 psychic damage.

Spectral Form

At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.

Once you use this feature, you can't use it again until you finish a long rest.

Superior Awakened Focus

Starting at 14th level, your psychic focuses improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to gain a benefit as described below:

  • Aura Sight. You gain the ability to see auras even of invisible or hidden creatures. While you retain focus, you can detect all creatures within 30 feet of you, including hidden and invisible ones, regardless of lighting conditions.
  • Mantle of Awe. When you first begin focusing, each creature of your choice within 60 feet of you that can see you must make a Charisma saving throw. On a failed save, a creature is so thoroughly distracted by you that all other creatures are invisible to it while you retain focus. This effect ends if the creature can no longer see or hear you or if it takes damage.
  • Precognition. While you retain focus, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.
  • Psychic Assault. When you first begin focusing, one creature of your choice within 60 feet of you takes 5d8 psychic damage.
  • Psychic Inquisition. When you first begin focusing and once on each of your turns while you retain focus, you verbally ask a creature within 30 feet of you a question that can be answered in one word. If it can understand you, the creature must make a Wisdom saving throw. On a failed save, a creature must answer truthfully. On a successful save, a creature becomes immune to this ability for the next minute. A creature is immune to this ability if it is immune to being charmed.
  • Psychic Phantoms. When you first begin focusing, one creature that you can see within 60 feet of you must make an Intelligence saving throw. On a failed save, it must target creatures allied with it with attacks and other damaging effects while you retain focus. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
  • Psychic Redoubt. When you first begin focusing, choose any number of creatures within 30 feet of you. While you retain focus, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Telepathic Contact. When you first begin focusing, one creature that you can telepathically communicate with must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected. A creature is immune to this ability if it is immune to being charmed.

Order of the Immortal[edit]

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.

Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Immortal Focus

You learn two psychic focuses, which are specific to the Order of the Immortal as listed below. You can use your bonus action to start or change your focus to a chosen psychic focus. Whenever you complete a long rest, you can exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

  • Adaptive Body. While focused, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
  • Bestial Form. While focused, you have advantage on Wisdom (Animal Handling) checks.
  • Brute Force. While focused, you have advantage on Strength (Athletics) checks.
  • Celerity. While focused, your walking speed increases by 10 feet.
  • Corrosive Metabolism. While focused, you have resistance to acid and poison damage.
  • Diminution. While focused, you have advantage on Dexterity (Stealth) checks.
  • Giant Growth. While focused, your reach increases by 5 feet.
  • Iron Durability. While focused, you gain a +1 bonus to AC.
  • Psionic Restoration. While focused, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
  • Psionic Weapon. While focused, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.
Immortal Mind

Starting at 1st level, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Immortal Spells

You learn additional spells when you reach certain levels in this class, as shown on the Immortal Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or transmutation spell from the cleric, druid, mystic, paladin, or ranger spell list.

Mystic Level Spells
1st False Life, Inflict Wounds, Primal Savagery
3rd Enhance Ability, Spider Climb
5th Life Transference, Revivify
7th Guardian of Nature, Polymorph
9th Enervation, Reincarnate
Surge of Health

Starting at 3rd level, whenever you use your mystical recovery feature, you regain a number of additional hit points equal to your Intelligence modifier (minimum of 0).

Improved Immortal Focus

Starting at 6th level, you can prematurely end your psychic focus (no action required) to gain a benefit as described below. Once you end a focus in this way, you can't focus on it again until you finish a short or long rest.

  • Adaptive Body. You gain resistance to acid, cold, fire, lightning, and thunder damage until the end of your next turn.
  • Bestial Form. Until you focus on another psychic focus or start a short or long rest, you can see invisible creatures and objects within 10 feet of you, even if you are blinded.
  • Brute Force. You gain a +5 bonus to Strength checks and saving throws until the end of your next turn.
  • Celerity. Your walking speed increases by 30 feet until the end of the current turn. If you have a climbing or swimming speed, this increase applies to those speeds as well.
  • Corrosive Metabolism. One creature that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, it takes 3d6 poison damage and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn't poisoned.
  • Diminution. You shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
  • Giant Growth. You gain 10 temporary hit points. In addition, until the end of your next turn, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you're smaller than Large, you also become Large until the end of your next turn.
  • Iron Durability. You gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
  • Psionic Restoration. You regain 3d8 hit points.
  • Psionic Weapon. The next time you hit with a weapon attack before the end of your next turn, the weapon deals an additional 3d10 psychic damage.
Psionic Resilience

Starting at 6th level, you can draw on your psionic power to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Once you have done so, you can't use this ability again until you take damage without reducing it in this way.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Superior Immortal Focus

Starting at 14th level, your psychic focuses improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to gain a benefit as described below:

  • Adaptive Body. While you retain focus, you have resistance to your choice of acid, cold, fire, lightning, or thunder damage. You can use your action to change the damage type.
  • Bestial Form. While you retain focus, wings sprout from your back, and you gain a flying speed equal to your walking speed.
  • Brute Force. The first attack that you make that hits while you retain focus deals an additional 5d6 damage of the same type. This extra damage is magical, even if the modified damage isn't.
  • Celerity. While you retain focus, you can use your bonus action to take the Dash action or make one weapon attack.
  • Corrosive Metabolism. When you first begin focusing, you exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one.
  • Diminution. While you retain focus, you can freely control your size as a bonus action, changing between Tiny, Small, Medium, and your normal size.
  • Giant Growth. When you first begin focusing, you gain 20 temporary hit points. In addition, while you retain focus, your melee weapon attacks deal an extra 1d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.
  • Iron Durability. While you retain focus, you gain a +5 bonus to your AC. Each time you are hit by an attack, the bonus decreases by 1 until it reaches 0.
  • Psionic Restoration. When you first begin focusing, you can remove a level of exhaustion from yourself or any of the following conditions: blinded, deafened, paralyzed, or poisoned.
  • Psionic Weapon. When you first begin focusing, choose a type of weapon. While you retain focus, you have a +3 bonus to attack and damage rolls made with that type of weapon.

Order of the Nomad[edit]

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.

Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Nomad Focus

You learn two psychic focuses, which are specific to the Order of the Nomad as listed below. You can use your bonus action to start or change your focus to a chosen psychic focus. Whenever you complete a long rest, you can exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

  • Nomadic Arrow. While focused, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.
  • Nomadic Chameleon. While focused, you have advantage on Dexterity (Stealth) checks.
  • Nomadic Mind. While focused, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
  • Nomadic Step. While focused, whenever you cast a conjuration cantrip or spell, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your summoning. You can only benefit from this bonus to speed once per turn.
  • Third Eye. While focused, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Nomad Spells

You learn additional spells when you reach certain levels in this class, as shown on the Nomad Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or conjuration spell from the druid, mystic, ranger, sorcerer, or wizard spell list.

Mystic Level Spells
1st Guidance, Hail of Thorns, Identify
3rd Mind Spike, Misty Step
5th Conjure Barrage, Tongues
7th Arcane Eye, Dimension Door
9th Far Step, Steel Wind Strike
Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.

Nomadic Anchor

Starting at 3rd level, you can set anchors to return to with your teleportation. As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. The anchor lasts for 8 hours or until you use this feature again. Whenever you cast an ability that teleports you, you can instead teleport to the anchor, even if you can't see it, but it must be within range of the teleportation ability.

Improved Nomad Focus

Starting at 6th level, you can prematurely end your psychic focus (no action required) to gain a benefit as described below. Once you end a focus in this way, you can't focus on it again until you finish a short or long rest.

  • Nomadic Arrow. You imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 3d10 psychic damage.
  • Nomadic Chameleon. You become invisible and remain so until you focus on another psychic focus or until immediately after you target, damage, or otherwise affect any creature with an attack, spell, or other ability.
  • Nomadic Mind. You instantaneously cast the Identify spell on a creature or object within 5 feet of you.
  • Nomadic Step. Choose a willing creature you can see within 60 feet of you. You and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space.
  • Third Eye. You gain advantage on Wisdom checks until you focus on another psychic focus.
Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a spell of 1st level or higher to teleport any distance, you can increase that distance by up to a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet).

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. When you do so, you teleport to an unoccupied space you can see.

Superior Nomad Focus

Starting at 14th level, your psychic focuses improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to gain a benefit as described below:

  • Nomadic Arrow. When you first begin focusing, you imbue one ranged weapon you hold with limited sentience. While you retain focus, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
  • Nomadic Chameleon. When you first begin focusing and as an action while you retain focus, you become invisible until you attack or cast a spell.
  • Nomadic Mind. While you retain focus, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
  • Nomadic Step. When you first begin focusing and at the start of each of your turns while you retain focus, you can teleport to an unoccupied space you can see within 20 feet of you.
  • Third Eye. While you retain focus, you gain truesight in a 30-foot radius around you. If you don't use your action or bonus action on your turn to continue the effect, the truesight ends until you do.

Order of the Soul Knife[edit]

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Martial Training

At 1st level, you gain proficiency with medium armor and martial weapons.

Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy, which counts as a martial weapon. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.

For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 + your Intelligence modifier psychic damage on a hit. Additionally, you suffer no penalty when using two-weapon fighting with the soul knives.

As a reaction, you can use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. You also gain this bonus to AC when you take the Dodge action while you have one or more soul knives equipped.

Soul Knife Spells

You learn additional spells when you reach certain levels in this class, as shown on the Soul Knife Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the cleric, mystic, paladin, warlock, or wizard spell list.

Mystic Level Spells
1st Booming Blade, Shield, Wrathful Smite
3rd Branding Smite, Spiritual Weapon
5th Blinding Smite, Protection from Energy
7th Freedom of Movement, Staggering Smite
9th Banishing Smite, Circle of Power
17th Blade of Disaster
Hone the Blade

Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.

Psi Points Spent Attack and Damage Bonus
2 +1
4 +2
6 +3
Consumptive Knife

Starting at 6th level, whenever you kill a creature with a soul knife attack, you immediately regain 2 psi points.

Lethal Strike

Starting at 6th level, whenever you make a weapon attack, you can use your bonus action and expend 2 psi points. If you hit with that attack, it deals an extra 2d10 psychic damage.

Augmented Weapons

Starting at 14th level, you can make a single melee weapon attack as a bonus action. Such an attack made with a soul knife has advantage. You can't use this bonus action during the same turn that you use your Phantom Knife action.

Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, unless it's AC was already lower. Creatures that add their Intelligence or Wisdom modifier to their AC still benefit from such a bonus.

Order of the Wu Jen[edit]

The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.

In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

Hermit's Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Wu Jen Focus

You learn two psychic focuses, which are specific to the Order of the Wu Jen as listed below. You can use your bonus action to start or change your focus to a chosen psychic focus. Whenever you complete a long rest, you can exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

  • Mastery of Air. While focused, you take no falling damage, and you ignore difficult terrain when walking.
  • Mastery of Fire. While focused, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.
  • Mastery of Force. While focused, you have advantage on Strength checks.
  • Mastery of Ice. While focused, you have resistance to cold damage.
  • Mastery of Light and Darkness. While focused, natural and magical darkness within 30 feet of you has no effect on your vision.
  • Mastery of Water. While focused, you have a swimming speed equal to your walking speed, and you can breathe underwater.
  • Mastery of Weather. While focused, you have resistance to lightning and thunder damage.
  • Mastery of Wood and Earth. While focused, you have a +1 bonus to AC.
Wu Jen Spells

You learn additional spells when you reach certain levels in this class, as shown on the Wu Jen Spells table. Each of these spells counts as a Mystic spell for you, but it doesn't count against the number of Mystic spells you know.

Whenever you gain a Mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or transmutation spell from the druid, mystic, ranger, sorcerer, or wizard spell list.

Mystic Level Spells
1st Entangle, Feather Fall, Thorn Whip
3rd Flaming Sphere, Spike Growth
5th Call Lightning, Erupting Earth
7th Elemental Bane, Summon Elemental
9th Cloudkill, Passwall
Elemental Attunement

Starting at 3rd level, when a creature's resistance reduces the damage dealt by a spell of yours, you can spend 1 psi point to cause that use of the spell to ignore the creature's resistance.

Arcane Dabbler

At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.

Improved Wu Jen Focus

Starting at 6th level, you can prematurely end your psychic focus (no action required) to gain a benefit as described below. Once you end a focus in this way, you can't focus on it again until you finish a short or long rest.

  • Mastery of Air. You create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 3d8 bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.
  • Mastery of Fire. One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed save, the target takes 3d10 fire damage, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.
  • Mastery of Force. One creature that you can see within 60 feet of you must make a Strength saving throw. On a failed save, it takes 3d8 force damage and is pushed up to 15 feet in a straight line away from you. On a successful save, it takes half as much damage.
  • Mastery of Ice. One creature that you can see within 60 feet of you must make a Dexterity saving throw. On a failed save, the target takes 3d8 cold damage and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.
  • Mastery of Light and Darkness. You create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a 30-foot-radius sphere for the next 10 minutes. The light produced by spells of 2nd level or less is suppressed in this area.
  • Mastery of Water. One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed save, the target takes 3d10 necrotic damage, or half as much damage on a successful save.
  • Mastery of Weather. One creature that you can see within 60 feet of you must make a Dexterity saving throw. A creature wearing heavy armor has disadvantage on this save. On a failed save, the target takes 3d8 lightning damage, or half as much damage on a successful save.
  • Mastery of Wood and Earth. Your mind seizes control of a one-handed melee weapon you're holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your psionic attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 3d10 force damage. The weapon returns to your grasp after it attacks.
Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

Superior Wu Jen Focus

Starting at 14th level, your psychic focuses improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to gain a benefit as described below:

  • Mastery of Air. While you retain focus, you have a flying speed of 60 feet.
  • Mastery of Fire. While you retain focus, any creature that end its turn within 5 feet of you takes 3d6 fire damage.
  • Mastery of Force. While you retain focus, your base AC becomes 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
  • Mastery of Ice. When you first begin focusing, you sheathe yourself in icy resilience and gain 30 temporary hit points. At the start of each turn while you retain focus, you gain 1 temporary hit point if you have none and have at least 1 hit point.
  • Mastery of Light and Darkness. When you first begin focusing, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows remain while you retain focus, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. You can use an action and expend 3 psi points to summon a new shadow, but you can never control more than two at a time. When this effect ends, the shadows disappear.
  • Mastery of Water. While you retain focus, you and each creature within 60 feet of you benefits from your Mastery of Water focus.
  • Mastery of Weather. When you first begin focusing, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
  • Mastery of Wood and Earth. While you retain focus, you have resistance to bludgeoning, piercing, and slashing damage.

Mystic Spell List[edit]

The talents from the Mystic UA class are included here as cantrips.

Cantrips

Beacon, Blade Meld, Blade Ward, Blind Spot, Delusion, Energy Beam, Light Step, Mind Meld, Mind Slam, Mind Sliver, Mind Thrust, Mystic Charm, Mystic Hand, Psychic Hammer, Resistance

1st-Level

Absorb Elements, Animal Friendship, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Expeditious Retreat, Gift of Alacrity, Heroism, Ice Knife, Identify, Jump, Magic Missile, Shield, Sleep, Thunderwave, Witch Bolt

2nd-Level

Alter Self, Crown of Madness, Darkness, Detect Thoughts, Dragon's Breath, Enlarge/Reduce, Hold Person, Invisibility, Magic Weapon, Melf's Acid Arrow, Misty Step, Phantasmal Force, Rope Trick, See Invisibility, Suggestion

3rd-Level

Counterspell, Enemies Abound, Dispel Magic, Fear, Fireball, Fly, Gaseous Form, Hypnotic Pattern, Incite Greed, Intellect Fortress, Lightning Bolt, Protection from Energy, Thundering Step, Tongues, Water Breathing

4th-Level

Arcane Eye, Confusion, Dimension Door, Dominate Beast, Fire Shield, Greater Invisibility, Leomund's Secret Chest, Locate Creature, Phantasmal Killer, Stoneskin, Summon Elemental, Watery Sphere

5th-Level

Animate Objects, Bigby's Hand, Dominate Person, Dream, Far Step, Geas, Hold Monster, Immolate, Mislead, Modify Memory, Rary's Telepathic Bond, Seeming, Skill Empowerment, Synaptic Static, Wall of Force

6th-Level

Arcane Gate, Contingency, Globe of Invulnerability, Scatter, Sunbeam, True Seeing

7th-Level

Crown of Stars, Mirage Arcane, Plane Shift, Project Image, Reverse Gravity, Teleport, Tether Essence

8th-Level

Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Telepathy

9th-Level

Astral Projection, Foresight, Invulnerability, Psychic Scream, Weird

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons


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