[5e] The Mystic, Redesigned

by JPGenn

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The Mystic, Revised

A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion's slave pens. Their smiles turn to gasps of shock as the human takes a single step, and vanishes from their sight.

The militia forms in ranks to prepare for the orcs' charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs' minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.

Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke's men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.

These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.

Hermits and Outcasts

Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.

In order to master their power, mystics must first master themselves. They spend months and years in quiet study, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual servant, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.

When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren't content to remain on the fringe of the world.

Eccentric Minds

In order to maintain the strict disciple and intense self-awareness needed to tap into their power, mystics develop a variety of practices to keep their focus sharp.

These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic's actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies.



































While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.

Creating a Mystic

When creating a mystic, consider your character's background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?

Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit, outlander, or sage background. Finally, choose the cantrips mind meld and psy beam as talents (Appendix A) .

The Mystic
Level Proficiency
Bonus
Psi
Points
Psi
Limit
Features Talents
Known
Disciplines
Known
1st +2 Psionics, Mystic Order 2
2nd +2 2 1 Telepathy, Mystic Discipline 2 1
3rd +2 3 2 Mystic Order feature 2 1
4th +2 4 2 Ability Score Improvement 3 1
5th +3 5 3 3 2
6th +3 6 3 Mystic Order feature 3 2
7th +3 7 4 Contemplative Mind 3 2
8th +3 8 4 Ability Score Improvement 3 2
9th +4 9 5 3 3
10th +4 10 5 Mystic Order feature, Consumption 4 3
11th +4 11 5 Psionic Phenomenon (6th level) 4 3
12th +4 12 5 Ability Score Improvement 4 3
13th +5 13 5 Psionic Phenomenon (7th level) 4 4
14th +5 14 5 Mystic Order feature 4 4
15th +5 15 6 Psionic Phenomenon (8th level) 4 4
16th +5 16 6 Ability Score Improvement 4 4
17th +6 17 6 Psionic Phenomenon (9th level) 5 5
18th +6 18 6 Transcendence 5 5
19th +6 19 7 Ability Score Improvement 5 5
20th +6 20 7 Infinite Will 5 5

Class Features

As a mystic, you have the following class features.

Hit Points

Hit Dice: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution

modifier per mystic level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Insight, Investigation,

Medicine, Perception, Religion, and Sleight of Hand

Equipment

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

  • (a) a dagger or (b) a mace
  • any simple weapon
  • (a) 20 darts or (b) a short bow and 20 arrows
  • (a) an explorer's pack or (b) a priest's pack

You can forego this equipment and instead purchase equipment using the alternate class rules in the PHB. The starting wealth for Mystics is 4d4 x 10 gp.

Psionics

As a disciple of mental power, you can master the use of psionics, a special form of magic use distinct from spell-casting. When casting a magical effect using psionics, you must provide a verbal or a somatic component, but not both.

Psionic Talents

A psionic talent is a minor psy effect that you have mastered, equivalent to a cantrip in spellcasting. At 1st level, you know two talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level, and you choose from the list of cantrips in the Mystic Spell List (at the end of this class description) .

Psionic Ability

Intelligence is your psionic ability for your talents, disciplines, and phenomena. You use your Intelligence modifier when setting the saving throw DC for a psionic ability 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

Psionic Focus

Your mind acts as a focus (chapter 5 in the PHB) for your mystic spells. If a spell requires a material to be consumed, but has no gold cost associated with the component, you can use your mind as a component for these spells as well.

Mystic Order

At 1st level, you choose a Mystic Order: the order of the Avatar, the Awakened, the Elemental, the Immortal, the Nomad, or the Soul Knife, each of which is detailed at the end of the class description. Each order focuses on a specific approach to psionics.

Your order grants you features when you choose it at 1st level, and at 3rd, 6th, 10th, and 14th levels.

Mystic Order Spells

Each order has a list of spells -- its order spells -- that you gain at the mystic levels noted in the order description. Once you gain a order spell, you always have it prepared, regardless of which disciplines you have chosen (described below), and it doesn’t count against the number of spells you can prepare.

If you have an order spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Telepathy

At 2nd level, your mind awakens to the presences around you. You can communicate telepathically with one creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Psionic Disciplines

A psionic discipline is a rigid set of mental epistemologies, or ways of knowing, that allows a mystic to manifest psionic power. Even master mystics know only a few at a time. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the mystic discipline list.

Disciplines Known

At 2nd level, you adopt one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. Each discipline is equivalent to one of the schools of magic.

Preparing and Casting Spells

The Mystic table shows how many psi points you have to cast your spells, and you use your psionic ability. To cast a spell from a discipline, you must expend a number of psi points equal to the spell's level. You regain all expended psi points when you finish a long rest.

You prepare the list of mystic spells that are available for you to cast, choosing from the spells included in your disciplines. When you do so, choose a number of mystic spells equal to your Intelligence modifier + half your mystic level (minimum of one spell). The spells must of a level that is equal to or less than your psi limit, and can't exceed 5th level.

In addition, you can cast any spell that you know at a higher level. If a spell can't normally be cast in this way, as with expeditious retreat or wrathful smite, talk with your DM to determine how the higher level of that spell might look. For example, a higher level of expeditious retreat may allow you to effect more creatures, and a higher level of wrathful smite may grant you greater damage.

Psi Limit

Though you have access to myriad psionic powers, there is a limit on the number of psi points that you can expend at once. The Psi Limit column of the Mystic table shows limit of psi points that you can spend on any one spell or ability.

Ability Score Improvement

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.

Strength of Mind

Starting at 5th level, you can replace your proficiency in Wisdom saving throws. When you finish a long rest, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish a long rest, at which point your proficiency reverts to your Wisdom, or you choose another ability again.

Contemplations

You begin to contemplate the mysteries of your psionic powers. Starting at 7th level, you can choose from one of the contemplations listed at the end of this class description. You gain one of the effects, and it is always active.

You can only choose a contemplation for which you also have a discipline, or you can choose the contemplation associated with your order. You can change your chosen contemplation by spending 1 hour in meditation, which can be done at the end of a long rest.

Consumption

At 10th level, you gain the ability to sacrifice your own life force in exchange for psionic power. When casting a spell, you can use hit points instead of psi points. When you cast a spell using this method, your current hit points and maximum hit points are reduced by the cost of the spell.

    This reduction can't be lessened in any way, and your hit point maximum is restored when you finish a long rest.

Psionic Phenomenon

At 11th level, you have unlocked deeper and darker secrets of the mind's power, sometimes called a phenomenon. Choose one 6th-level spell from the mystic spell list. The spell must belong to the Abjuration, Enchantment, Illusion, or Transmutation schools of magic.

You can cast your phenomenon spell once, and must finish a long rest before you can do so again.

At higher levels, you learn additional phenomena that can be cast in this way, and you choose from the mystic's spell list: one 7th-level spell at 13th level; one 8th-level spell at 15th level; and one 9th-level spell at 17th level. You regain all uses of your psionic phenomena when you finish a long rest.

Transcendence

At 18th level, your learn how to partially transcend your bodily limitations. As an action, you can grant yourself the following effects for 10 minutes. You must maintain concentration on this ability as if concentrating on a spell.

  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • You are immune to poison damage, and if you are suffering the poisoned condition or disease, these effects are suppressed for the duration of this ability.
  • If you drop to 0 hit points while concentrating on this transcendence, you automatically stabilize.

Infinite Will

At 20th level, your mastery of your disciplines has reached its zenith. After you finish a long rest, you can choose any one discipline and replace it with another of your choice.


Mystical Orders

Though the use of magic is widespread in the realms of D&D, the mystical power of the mind is relatively unknown. The orders of mystics spend much of their lives exploring the inner mind and the power locked within.

Each order uses the power of the mind to pursue a specific goal. That goal shapes how the adherents of an order understand their power.

Order of the Avatar

Mystics of the Avatar master their inner life and emotional expression, and use this same power to master the emotions of others with the ease of a sculptor with clay. These mystics vary from tyrants to inspiring leaders.

Avatars use emotion as the key to their power. For allies, they lend hope, heroism, and serenity, turning untrained soldiers into a unified force. Against enemies, they instill fear, dread, and worry that can make even the most battle-hardened veteran shake in their boots.

Avatar Spells
Mystic Level Spells
2nd Heroism
4th Calm Emotions
7th Fear
10th Aura of Life
13th Conjure Volley

Arms and Armor

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

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 10 feet of you who can see you gains a +2 to initiative rolls.

At 18th level, the range of this aura increases to 30 feet.

Avatar of Victory

At 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 10 feet of you who can see you gains temporary hit points equal to your Intelligence modifier, and are immune to being frightened.

At 18th level, the range of this aura increases to 30 feet.

Avatar of Camaraderie

At 10th level, you learn how to focus your mental energies toward future action. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time interacting with your party and bolstering the mood. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Avatar of Action

At 14th level, you project an aura of action. While you aren't incapacitated, any ally within 10 feet of you who can see you can make an additional attack as a bonus action. If an ally already has the opportunity to make an attack with a bonus action, they may add their attack modifier to the damage roll.

At 18th level, the range of this aura increases to 30 feet.

Order of the Awakened

Mystics of the Awakened seek to unlock the full potential of the mind. The Awakened hope to attain a state of being focused on pure intellect, powered by mental energy.

The Awakened are skilled at using their mental acuity to manipulate the world around them for their own purposes. They can also see beyond the confines of the mortal realm to investigate the truth of all things.

Awakened Spells
Mystic Level Spells
2nd Comprehend Languages
4th Augury
7th Clairvoyance
10th Divination
13th Awaken

Depth of Knowledge

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

Psychometry

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 spell), you learn some 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, and you see such events as you were there, but can't use other senses.

Additionally, you can embed a magical, intangible sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (it's distance and direction). 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 long rest.

Psionic Surge

Starting at 6th level, you learn to use your mental powers as a weapon. As an action, you can spend a number of psi points and send a wave of psychic energy outward. Every creature in a 15-foot radius must make an Intelligence saving throw. On a successful save, they only take half damage. The damage equals 1d4 multiplied by the number of psi points you spend, not exceeding your psi limit.

At 18th level, you can expend 1 psi point to turn the ability's damage into force damage. You still can't exceed your psi limit by using this feature.

Mind Palace

At 10th level, you can extend your mind's perception in meditation, exploring the reaches of your psyche. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time meditating. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Awakened Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can choose from any discipline.

Open Mind

At 14th level, you can see all knowledge ahead of you like paths on a road. You have advantage on all Intelligence checks and saving throws.

Order of the Elemental

Aherents of the Order of the Elemental are known for their wild and chaotic natures, though not all are like this. Elementals seek to immerse themselves into the soul and bones of the earth, learning to breath with the world, and eventually, to reshape it to their liking.

Elemental Spells
Mystic Level Spells
2nd Absorb Elements
4th Dragon's Breath
7th Elemental Weapon
10th Elemental Bane
13th Creation

World-Bender's Affinity

At 1st level, you gain proficiency with two of the following skills: Animal Handling, Insight, Medicine, Nature, Percep-tion, or Survival. If you already have proficiency with either of these skills, you can choose one other of your choice.

In addition, you gain proficiency with the herbalism kit.

Elemental Intensity

Starting at 3rd level, when you hit a creature with an attack that causes acid, cold, fire, lightning, poison, or thunder damage, you can spend 2 psi points to overcome that creature's resistance to the incoming attack. You can spend the psi point after the attack hits, but before the damage roll.

Worldly Attunement

Starting at 3rd level, you no longer are adversely affected by extreme cold or extreme heat. In addition, you can breathe normally up to elevations of 10,000 feet.

Worldborn

Starting at 6th level, as an action, you can spend 2 psi points to gain resistance to one of the following types of damage: acid, cold, fire, lightning, poison, or thunder. This resistance lasts for 1 minute.

At 18th, if you already have resistance to one of the types of damage listed above, you can use an action to spend 2 psi points to gain immunity to this type of damage for 1 minute.

Commune with the World

At 10th level, you have discovered the benefits of communing with the natural world and clearing your mind of anxieties. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time communing with nature and the elements. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Elemental Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can also choose from the Evocation discipline.

Elemental Mastery

At 14th level, you learn to bond your physical form to the elements of the multiverse. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain resistance to this type of damage until your next long rest.

Order of the Immortal

Members of the Order of the Immortal use psionic energy to augment and modify the physical form. Followers of this order, known as Immortals, use their psionics to strengthen their bodies, bolstering them against attack and turning themselves into living weapons.

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

Immortal Spells
Mystic Level Spells
2nd Shield
4th Barkskin
7th Aura of Vitality
10th Stoneskin
13th Circle of Power

Immortal Durability

Starting at 1st level, your hit point maximum increases by
1 point per mystic level.

In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

At 14th level, your AC equals 12 + your Dexterity modifier + your Intelligence modifier.

Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. While you are in combat and have less than half of your maximum hit points, at the start of each of your turns you gain temporary hit points equal to your mystic level.

At 18th level, you gain these temporary hit points at the start of your turn while in combat, regardless of your current hit points.

Willful Abjuration

At 6th level, you can draw on your psychic powers to escape harm's way. As a reaction when you take damage, you can halve the damage that you would normally receive.

Steeled Will

At 10th level, you learn to meditate on the connection you have to the physical world. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time meditating. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Immortal Will

Starting at 14th level, you can draw on your reserves of power to survive beyond death. If an attack or effect reduces you to 0 hit points, you can use your reaction and expend 5 psi points to drop to 1 hit point instead.

You must finish a long rest in order to use this ability again.

Order of the Nomad

Mystics of the Order of the Nomad seek to accumulate as much knowledge and experience as possible, traveling to and through other planes to unlock the secrets of the multiverse.

Nomads, as their name indicates, delight in travel, explor-ation, and discovery. Indeed, the pursuit of secrets and hidden lore can oftentimes become an obsession for them.

Nomad Spells
Mystic Level Spells
2nd Longstrider
4th Misty Step
7th Blink
10th Freedom of Movement
13th Far Step

Wandering Thoughts

At 1st level, you gain the ability to expand your knowledge. Whenever you finish a long rest, you gain one skill proficiency of your choice. This proficiency lasts until the end of your next long rest.

Plane Strider

You have learned from your many travels. Starting at 3rd level, your movement is no longer effected by magical or non-magical difficult terrain.

One Thousand Steps

At 6th level, you learn to use your psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to any unoccupied space that you occupied during your last turn, and you take half of the damage of the attack.

You can use this ability a number of times equal to your Intelligence modifier, and you must finish a long rest in order to regain all usages of this ability.

Starting at 18th level, you can use this ability an unlimited number of times.

Deep Breath

At 10th level, you have learned to center yourself to hone your psionic powers. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time in a deep trance, focusing on your breath and the planes around you. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Nomadic Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can also choose from the Conjuration and Divination disciplines. In addition, at 17th level, you may also choose the 9th-level spell astral projection.

Effortless Travel

Starting at 14th level, you can use your mind to move your body. Once on each of your turns, you can expend 1 psi point and use a bonus action to enter the Ethereal Plane. You return to the plane in which you began your turn when you choose to do so (no action required) or at the end of your current turn.

    If you are in a location occupied by a creature or solid object when this effect ends, you are shunted to the nearest occupied space and take force damage equal to twice the number of feet you are moved as a result.

Order of the Soul Knife

Practitioners of the Order of the Soul Knife sacrifice the breadth of knowledge other mystics seek and instead focus on the damaging power of their mental abilities. These mystics learn to manifest their psionics into a unique and deadly weapon.

Knives, as they are known, adhere to this order for their own reasons. Some become guardians of a town or defenders of a noble, yet others hire their powers out as assassins. Their ways are often inscrutable.

Soul Knife Spells
Mystic Level Spells
2nd Thunderous Smite, Wrathful Smite
4th Branding Smite
7th Blinding Smite
10th Staggering Smite
13th Banishing Smite

Armor Proficiencies

At 1st level, you gain proficiency with light and medium armors.

Soul Knives

Starting at 1st level, you have the ability to manifest weapons of psionic energy. As a bonus action, you can conjure daggers in both hands. While these soul knives are conjured, you can't let go of them, unless you throw one as part of an attack. You can dismiss both blades as a bonus action.

Your soul knives are considered simple melee weapons with the light, finesse, and thrown (20/60) properties, and are considered magical for overcoming resistances. Each knife deals 1d4 piercing or slashing damage on a hit. If you throw a soul knife, it disappears after the attack occurs.

If you take the attack action, and are wielding both daggers, you can use your bonus action to prepare to parry incoming attacks; you gain a +2 bonus to AC against all melee attacks until the start of your next turn or until you are incapacitated.

Honing

Starting at 3rd level, you can spend psi points to augment your soul knive's deadliness. For every 2 psi points, you gain +1 bonus to attack and damage rolls with your soul knives. This bonus lasts for 1 minute. If you spend psi points to enact this ability again before the previous effect expires, the previous effect ends immediately and the new effect begins. Your psi limit also applies to the usage of this ability.

Psychic Bond

At 3rd level, you also learn a ritual that creates a psychic bond between yourself and any one-handed weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest, and the weapon must be within your reach throughout the ritual.

Once you have bonded a weapon to yourself, it is considered a soul knife for you, and follows the same rules for your soul knife ability, although the weapon keeps its original statitistics, and is considered a simple weapon.

You can only have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two (no action required by you).

Cutting Edge

Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately gain 1 psi point.

Razor

Also starting at 6th level, your soul knives deal 1d6 piercing or slashing damage, unless a bonded weapon already has a higher damage die.

At 14th level, your soul knives deal 1d8 piercing or slashing damage, unless a bonded weapon already has a higher damage die.

Shadow Spar

At 10th level, you master the art of shadow sparring, practic-ing your martial art alone. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time wielding your weapons against imaginary opponents, keeping your mind and body trained for combat. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier (minimum of 0).

Two-Weapon Fighting

Also at 10th level, whenever you attack with your off-hand soul knife, you add your attack modifier to the damage roll.

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 one soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. You must declare this action before the attack roll.

You must finish a short or long rest to use this ability again.

Psionic Contemplations

Selecting one of these contemplations indicates that, in times of idleness or with any spare thought, your mind wanders and contemplates the mysteries of a discipline or mystic order, musing on small nuances. Practically, this produces some small psionic effect, and it is always active. If you choose to contemplate a discipline, choose one of the effects. If you choose to contemplate a mystic order, you gain one effect, which is improved at 16th level.

By spending 1 hour in meditation, you may switch your active contemplation for another for which you meet the prerequisite.

If you fall unconscious or are stunned, petrified, or suffer any level of exhaustion, your contemplation is broken, and the effect ends. You must spend an hour in meditation to regain the same contemplation.

Contemplating Abjuration

Prerequisite: Abjuration discipline
Choose one of the following effects:

Feather. When you fall from up to 60 feet, you can use your reaction to reduce any falling damage you take by an amount equal to three times your mystic level.

Bolster. You gain a +1 bonus to any saving throw.

Contemplating Conjuration

Prerequisite: Conjuration discipline
Choose one of the following effects:

Token. As an action, you conjure an object that fits within your hand. This object lasts for 1 minute, and exudes an invisible aura of magic. You must concentrate on this effect as if concentrating on a spell.

Weapon. As an action, you conjure a spectral weapon in one hand and make one melee weapon attack as a part of this action. This weapon deals 1d6 piercing or slashing damage, and uses your Intelligence modifier for attack and damage rolls. The weapon dissipates at the end of your turn.

Contemplating Divination

Prerequisite: Divination discipline
Choose one of the following effects:

Thinking Ahead. You have advantage on 1 skill check of your choice. Choose the skill when you choose this feature.

Greater Telepathy. You can use your telepathy ability simultaneously with a number of creatures equal to your Intelligence modifier.

Contemplating Enchantment

Prerequisite: Enchantment discipline
Choose one of the following effects:

Fury. Any creature within 5 feet of you has disadvantage on all attacks when not attacking you.

Disgust. Any enemy that moves within 10 feet of you must succeed on a Charisma saving throw against your psionic save DC, or treat the the area in a 10-foot radius around you as difficult terrain.

Contemplating Evocation

Prerequisite: Evocation discipline
Choose one of the following effects:

Werelight. As an action, you conjure a mote of light that hovers above your head for 1 hour. It sheds dim light in a
10-foot radius.

Area of Effect. Whenever you cast an evocation spell of 1st-level or higher, any creature within 5 feet of you takes cold, fire, or lightning damage equal to your Intelligence modifier.

Contemplating Illusion

Prerequisite: Illusion discipline
Choose one of the following effects:

Slight Alterations. You can cast the spell disguise self without expending psi points or maintaining concentration.

Shadowcast. You can cast the spell silent image without expending psi points or maintaining concentration.

Contemplating Necromancy

Prerequisite: Necromancy discipline
Choose one of the following effects:

Mercy. You know the cantrip spare the dying.

Vampyre. Whenever you deal piercing damage with a melee attack, you gain temporary hit points equal to your Intelligence modifier.

Contemplating Transmutation

Prerequisite: Transmutation discipline
Choose one of the following effects:

Riverkin. You gain a swimming speed equal to your movement, and you can breathe underwater.

Earthkin. You know one of the following cantrips: control flames, mold earth, or shape water.

Contemplating the Avatar

Prerequisite: Order of the Avatar

Commander. As a reaction, one ally of your choice within 120 feet of you can move up to half of their total movement.

At 16th level. As a reaction, one ally of your choice within 120 feet of you can move up to their total movement, and make 1 attack against a creature of their choice.

Contemplating the Awakened

Prerequisite: Order of the Awakened

Eternal Fast. You no longer need to eat, drink, or sleep.

At 16th level. Unless you are unconscious, you automatically gain the benefits of a long rest at dawn.

Contemplating the Elemental

Prerequisite: Order of the Elemental

Affinity. Choose cold, fire, lightning, or thunder damage. When you cast a spell using this damage type, you add your Intelligence modifier to the damage roll.

At 16th level. When you cast a spell using the chosen damage type, you add a +1 bonus to the psionic attack modifier or the psionic save DC.

Contemplating the Immortal

Prerequisite: Order of the Immortal

Iron Will. You gain resistance to acid and poison damage, and immunity against being poisoned.

At 16th level. You gain immunity to acid and poison damage, and immunity against disease.

Contemplating the Nomad

Prerequisite: Order of the Nomad

Ranger. Your ranged weapon attacks ignore half cover.

At 16th level. Your ranged weapon attacks also ignore three-quarters cover, and you have advantage on all attacks against creatures that are not using cover.

Contemplating the Knife

Prerequisite: Order of the Soul Knife

Psy Knife. One of your soul knives (including a bonded weapon) deals psychic damage. You must determine which weapon is changed when you choose this contemplation.

At 16th level. Both of your soul knives (including bonded weapons) deal psychic damage.

Mystic Discipline List

The spells listed with x are taken from Chapter 3 of Xanathar's Guide to Everything.
All other spells can be found in Part 3, Chapter 11 of the Player's Handbook.






Talents

Cantrips (0 Level)
  • Blade Ward
  • Control Flames x
  • Eldritch Blast
  • Friends
  • Guidance
  • Gust x
  • Light
  • Mage Hand
  • Magic Stone x
  • Message
  • Minor Illusion
  • Prestidigitation
  • Primal Savagery x
  • Resistance
  • Shillelagh
  • Thaumaturgy
  • Thunderclap
  • True Strike

Abjuration

1st Level
  • Armor of Agathys
  • Mage Armor
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Lesser Restoration
  • Protectoin from Poison
  • Warding Bond
3rd Level
  • Beacon of Hope
  • Counterspell
  • Dispel Magic
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Protection from Energy
4th Level
  • Banishment
  • Death Ward
  • Freedom of Movement
  • Mordenkainen's Private Sanctum
5th Level
  • Antilife Shell
  • Greater Restoration
  • Planar Binding
6th Level
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
7th Level
  • Symbol
8th Level
  • Antimagic Field
  • Mind Blank
9th Level
  • Imprisonment
  • Invulnerability x

Conjuration

1st Level
  • Ensnaring Strike
  • Ice Knife x
2nd Level
  • Cloud of Daggers
  • Web
3rd Level
  • Call Lightning
  • Conjure Barrage
  • Sleet Storm
  • Thunder Step
  • Tidal Wave x
4th Level
  • Dimension Door
  • Watery Sphere
5th Level
  • Conjure Volley
  • Steel Wind Strike x
  • Teleportation Circle
  • Tree Stride
6th Level
  • Arcane Gate x
  • Word of Recall
7th Level
  • Plane Shift
  • Teleport
8th Level
  • Demiplane
  • Maze
9th Level
  • Gate
  • Wish

Divination

1st Level
  • Comprehend Languages
  • Detect Magic
  • Hunter's Mark
  • Identify
2nd Level
  • Augury
  • Detect Thoughts
  • Find Traps
  • Mind Spike x
  • See Invisibility
3rd Level
  • Tongues
4th Level
  • Arcane Eye
5th Level
  • Contact Other Plane
  • Legend Lore
  • Rary's Telepathic Bond
  • Scrying
6th Level
  • Find the Path
  • True Seeing
9th Level
  • Foresight

Enchantment

1st Level
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Dissonant Whispers
  • Sleep
2nd Level
  • Enthrall
  • Hold Person
  • Suggestion
  • Zone of Truth
3rd Level
  • Catnap x
  • Enemies Abound x
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Dominate Beast
5th Level
  • Dominate Person
  • Hold Monster
  • Modify Memory
  • Synaptic Static x
6th Level
  • Mass Suggestion
  • Otto's Irresistible Dance
7th Level
  • Power Word Pain x
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Power Word Stun
9th Level
  • Power Word Kill
  • Psychic Scream x

Evocation

1st Level
  • Burning Hands
  • Chaos Bolt x
  • Cure Wounds
  • Earth Tremor x
  • Guiding Bolt
  • Healing Word
  • Magic Missile
  • Thunderwave
2nd Level
  • Aganazzar's Scorcher x
  • Darkness
  • Flame Blade
  • Gust of Wind
  • Moonbeam
  • Scorching Ray
  • Shatter
  • Snilloc's Snowball Swarm
  • Warding Wind
3rd Level
  • Blinding Smite
  • Daylight
  • Fireball
  • Lightning Bolt
  • Mass Healing Word
  • Sending
  • Wall of Water
  • Wind Wall
4th Level
  • Fire Shield
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
5th Level
  • Bigby's Hand
  • Cone of Cold
  • Dawn x
  • Destructive Wave
  • Flame Strike
  • Immolation x
  • Maelstrom x
  • Mass Cure Wounds
  • Wall of Force
  • Wall of Light x
  • Wall of Stone
6th Level
  • Chain Lightning
  • Contingency
  • Sunbeam
7th Level
  • Crown of Stars x
  • Delayed Blast Fireball
  • Mordenkainen's Sword
  • Prismatic Spray
  • Whirlwind x
8th Level
  • Maddening Darkness x
  • Sunburst
  • Telepathy

Illusion

1st Level
  • Color Spray
  • Disguise Self
  • Illusory Script
  • Silent Image
2nd Level
  • Blur
  • Invisibility
  • Mirror Image
  • Nystul's Magic Aura
  • Phantasmal Force
  • Shadow Blade x
  • Silence
3rd Level
  • Hypnotic Pattern
  • Major Image
4th Level
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
5th Level
  • Dream
  • Mislead
  • Seeming
6th Level
  • Mental Prison x
  • Programmed Illusion
7th Level
  • Mirage Arcane
  • Project Image
8th Level
  • Illusory Dragon x
9th Level
  • Weird

Necromancy

1st Level
  • Cause Fear x
  • False Life
  • Inflict Wounds
2nd Level
  • Blindness/Deafness
  • Ray of Enfeeblement
3rd Level
  • Feign Death
  • Life Transference x
  • Revivify
  • Vampiric Touch
4th Level
  • Blight
  • Shadow of Moil x
5th Level
  • Contagion
  • Enervation x
  • Negative Energy Flood x
6th Level
  • Circle of Death
7th Level
  • Finger of Death
  • Forcecage
8th Level
  • Abi-Dalzim's Horrid Wilting x
9th Level
  • Astral Projection

Transmutation

1st Level
  • Catapult x
  • Expeditious Retreat
  • Feather Fall
  • Jump
  • Zephyr Strike x
2nd Level
  • Alter Self
  • Darkvision
  • Earthbind x
  • Enhance Ability
  • Enlarge/Reduce
  • Heat Metal
  • Levitate
  • Magic Weapon
  • Maximillian's Earthen Grasp x
  • Spider Climb
3rd Level
  • Erupting Earth x
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Arrow
  • Meld into Stone
  • Slow
  • Water Breathing
  • Water Walk
4th Level
  • Control Water
  • Fabricate
  • Guardian of Nature
  • Polymorph
  • Stone Shape
5th Level
  • Control Winds x
  • Passwall
  • Skill Empowerment x
  • Swift Quiver
  • Telekinesis
  • Transmute Rock x
6th Level
  • Disintegrate
  • Investiture of Flame x
  • Investiture of Ice x
  • Investiture of Stone x
  • Investiture of Wind x
  • Tenser's Transformation x
7th Level
  • Etherealness
  • Reverse Gravity
  • Sequester
8th Level
  • Control Weather
  • Glibness
9th Level
  • Shapechange
  • Time Stop

Appendix A: Additional Talents


Most of the following talents were included in the original release of Wizards of the Coast "Unearthed Arcana: The Mystic Class".
Others on this list are originals, or heavily revised talents (indicated by an asterisk). Instead of being the only options available to
the Mystic, they are presented here as new cantrips, and can be used either as talents by Mystics, or even as standard cantrips for
the other players in your game.






Battering Ram *

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 magical bludgeoning damage. If the creature is Medium size or smaller, it must also succeed on a Strength saving throw, or be pushed in a direction of your choice up to 5 feet. You can't lift the target off the ground unless it is already airborne or underwater.

This spell's damage increases by 1d6, and the distance the target can be pushed increases by 5 feet, when you reach 5th level in this class, and again at 11th and 17th levels. At 11th level, you can also push a creature that is Large or smaller.

Beacon

Evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You cause bright light to radiate from your body in a 20-foot radius and dim light for another 20 feet. The light can be colored as you like. The light lasts for 1 minute, and you can extinguish it earlier as a bonus action.

Blade Meld

Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a one-handed melee weapon)
Duration: Concentration, up to 1 minute
A one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon, nor can it be forced from your grasp.

Blind Spot

Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of onyx or obsidian)
Duration: Concentration, up to 1 round
You erase your image from the mind of one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw, or you are considered invisible to it until the start of your next turn.






Feather Step

Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a feather)
Duration: Instantaneous
You alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement as long as you have movement left to expend.

Intense Discomfort

Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You target one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. If it takes any of this damage and is Medium or smaller, it is knocked prone.

This spell's damage increases by 1d6 when you reach 5th level, 11th level and 17th level. At 11th level, you can also knock prone a creature that is Large or smaller.

Life Syphon Blade *

Necromancy cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a silver sewing needle)
Duration: Concentration, up to 1 minute
You draw your own life force into the wicked shape of a dagger. Roll 2d4, and subtract that amount from your current hit points. This roll also determines the syphon blade's damage --- consult the table below. Attack and damage rolls made with this weapon use your Strength or Dexterity.

Whenever the syphon blade is dispelled, you regain the hit points you lost from the casting of this spell. However, if you drop to 0 hit points before dispelling the blade, it disappears, and you don't regain those hit points.

2d4 Damage Dice Damage
Type
2 1d10 Necrotic or Psychic
3 1d4 Piercing
4 1d4 Slashing
2d4 Damage Dice Damage Type
5 1d6 Piercing
6 1d6 Slashing
7 1d8 Piercing
8 1d8 Slashing

Mind Meld *

Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature to gain access to its memory. The creature must succeed on a Charisma or Intelligence saving throw (the creature decides which save), or you gain perfect recall of one thing it saw or did in the last 24 hours. A creature can choose to fail its saving throw. A creature that has been targeted by this talent in the last 24 hours has advantage on all subsequent saving throws.

Mystic Charm

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shiny trinket)
Duration: Instantaneous
You beguile one humanoid creature you can see within range. The target must succeed on a Charisma saving throw or be charmed by you until the start of it's next turn.





Psy Beam *

Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Make a ranged psionic attack roll against one creature you can see within range. On a hit, the target takes 1d8 psychic damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Psy Spear *

Enchantment cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Target one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage. If the target fails the saving throw by 10 or more, it is also stunned until the start of its next turn.

The talent's damage increases by 1d4 when you reach 5th level in this class, and again at 11th and 17th levels.

Appendix B: Customization Options


Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into a Mystic. You must meet the following prerequisites to qualify for a Mystic.


Multiclassing Prerequisites
Ability Score Mimimum
Intelligence 13

Proficiences

When you first multiclass into Mystic, you gain only some of the class's starting proficiences as shown below.


Multiclassing Proficiencies
Proficiences Gained
Simple weapons

Spellcasting

Psionics. If you have both the Psionics feature, and either the Spellcasting class feature or the Pact Magic class feature, you determine your spell slots and spells known or prepared individually, as if you were a single-classed member of that class.

Psi Points. You can use your psi points to cast spells that you've gained from another class. However, you can't use spell slots to cast spells known through a psionic discipline.


Credits

This version of The Mystic D&D 5e class was created by reddit user /u/JPGenn. This homebrew class is inspired by the Unearthed Arcana: The Mystic Class released by WotC. This version is a heavily redesigned class, and many features have been changed or replaced entirely.

Artistic Credits