Mystic

by MobiusFlip

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Mystic

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 shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.

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 contemplation, 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 slave, 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 discipline and intense self-knowledge 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.

Selecting Quirks

To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They're a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

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

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

The Mystic
Level Proficiency Bonus Features Cantrips Known Spells Known Psi Points Psi Limit
1st +2 Psionics, Mystic Order 4 2 2 1
2nd +2 Mystical Recovery, Telepathy 4 3 3 1
3rd +2 Psychic Focus 4 4 8 2
4th +2 Ability Score Improvement 5 5 10 2
5th +3 5 6 16 3
6th +3 Mystic Order feature 5 7 19 3
7th +3 Strength of Mind 5 8 23 4
8th +3 Ability Score Improvement 5 9 27 4
9th +4 5 10 36 5
10th +4 Consumptive Power 6 11 41 5
11th +4 Psionic Mastery (6th level) 6 12 41 5
12th +4 Ability Score Improvement 6 12 41 5
13th +5 Psionic Mastery (7th level) 6 13 41 5
14th +5 Mystic Order feature 6 13 41 5
15th +5 Psionic Mastery (8th level) 6 14 41 5
16th +5 Ability Score Improvement 6 14 41 5
17th +6 Psionic Mastery (9th level) 6 15 41 5
18th +6 Psychic Focus (2) 6 15 46 5
19th +6 Ability Score Improvement 6 15 46 5
20th +6 Psionic Body 6 15 46 5

suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Equipment

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

  • (a) a spear or (b) a mace
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and two daggers

Psionics

As a student of psionics, you can fuel your spells with the power of your mind.

Cantrips

At 1st level, you know four cantrips of your choice from the mystic spell list. You learn additional mystic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mystic table.

Psi Points and Psi Limit

The Mystic table shows how many psi points you have to cast your spells of 1st level and higher. To cast one of these mystic spells, you must expend a number of psi points equal to or greater than the spell's level. If the spell has an effect when cast at a higher level, it is cast at a level equal to the number of psi points spent. You regain all expended psi points when you finish a long rest.

You cannot spend more psi points on a spell than your psi limit. At 1st level, your psi limit is 1, and it increases as you

gain levels in this class as shown in the Psi Limit column of the Mystic table.

For example, if you know the 1st-level spell magic missile and have 8 psi points and a psi limit of 2, you can cast magic missile by spending 1 or 2 psi points.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the mystic spell list.

The Spells Known column of the Mystic table shows when you learn more mystic spells of your choice. Each of these spells must be of a level equal to or lower than your psi limit. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the mystic spells you know and replace it with another spell from the mystic spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your mystic spells, since your magic comes from the power of your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mystic spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Self Focus

When you cast spells that require a material component, you can ignore that component unless it has a value, such as the pearl worth at least 100 gp required for the identify spell, in which case the components are required. If you do so, you must provide a somatic component for the spell even if it does not normally require one.

Mystic Order

At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level. It also grants you additional ways to use your Psychic Focus when you gain that feature at 3rd level, and additional features at 6th and 14th level.

Order Spells

Each order has a list of spells─its order spells─that you gain at the mystic levels noted in the order description. Your order spells do not count against the number of mystic spells you know, and you cannot replace them with different spells when you gain a mystic level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your spells.

 Immediately after you spend psi points on a spell, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Telepathy

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.

Psychic Focus

Starting at 3rd level, you can focus psionic energy on a simple spell or concept to draw ongoing benefits from it. As a bonus action, you can choose one of your mystic cantrips and gain its psychic focus benefit, which is detailed at the end of the class description. Alternatively, you can gain the psychic focus benefit of your mystic order, detailed in the order description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psychic focus benefit at a time, and using the psychic focus of one cantrip doesn't limit your ability to use other cantrips.

Starting at 18th level, you can have two psychic focus benefits at a time. When you end a psychic focus or choose a new one, you choose which active focus to end.

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

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 7th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When casting a psionic spell, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

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

Psionic Mastery

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. Choose one 6th-level spell from the mystic spell list as a mastery spell.

You can cast your mastery spell once without expending a spell slot or psi points. You must finish a long rest before you can do so again.

At higher levels, you gain more mystic spells of your choice that can be cast in this way: 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 Mastery when you finish a long rest.

Psionic Body

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.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.

Mystic Orders

Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.

Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Order of the Avatar

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.

Order Spells

As an Avatar, you gain the following order spells at the mystic levels listed. If an order spell does not appear on the mystic spell list, it is nonetheless a mystic spell for you.

Avatar Spells
Mystic Level Spells
1st bane
3rd calm emotions
5th crusader's mantle
7th aura of purity
9th circle of power

Armor Training

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

Avatar of Battle

Starting at 1st level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

Psychic Focus: Avatar

Starting at 3rd level, you can focus on the Order of the Avatar as a psychic focus, gaining the following benefits:

You can bring out awe, fear, and joy in others. You gain a bonus to Charisma checks equal to half your Intelligence modifier, rounded up (minimum of +1).

Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 30 feet of you who can see you gains temporary hit points equal to your Intelligence modifier (minimum of 1) whenever you target them with a mystic spell of 1st level or higher.

Avatar of Speed

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

Order of the Awakened

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.

Order Spells

As an Awakened, you gain the following order spells at the mystic levels listed. If an order spell does not appear on the mystic spell list, it is nonetheless a mystic spell for you.

Awakened Spells
Mystic Level Spells
1st id insinuation MYSTIC
3rd detect thoughts
Mystic Level Spells
5th clairvoyance
7th hallucinatory terrain
9th intellect fortress MYSTIC

Awakened Talent

At 1st level, you gain the mage hand cantrip if you do not already know it. Whenever you cast this spell, the conjured hand is invisible.

Psionic Investigation

Also at 1st 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.

Psychic Focus: Awakened

Starting at 3rd level, you can focus on the Order of the Awakened as a psychic focus, gaining the following benefits:

You can maintain a barrier of psychic energy around your mind indefinitely. You gain resistance to psychic damage.

Psionic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.

You can't use this feature if you can't use your psychic focus.

At 18th level, you only end one psychic focus of your choice, and cannot regain a second psychic focus until you finish a short or long rest. However, you still maintain your other psychic focus, and can change it as normal. If you use this feature again, you end that psychic focus as well, and cannot use your psychic focus until you finish a short or long rest.

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.

Order of the Immortal

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.

Order Spells

As an Immortal, you gain the following order spells at the mystic levels listed. If an order spell does not appear on the mystic spell list, it is nonetheless a mystic spell for you.

Immortal Spells
Mystic Level Spells
1st false life
3rd enlarge/reduce
5th feign death
7th stoneskin
9th antilife shell

Immortal Durability

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

In addition, while you aren't wearing armor or wielding a shield, your base AC equals 13 + your Dexterity modifier.

Psychic Focus: Immortal

Starting at 3rd level, you can focus on the Order of the Immortal as a psychic focus, gaining the following benefits:

Your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain 3 temporary hit points, which last until the start of your next turn.

Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.

You can't use this feature if you can't use your psychic focus.

At 18th level, you only end one psychic focus of your choice, and cannot regain a second psychic focus until you finish a short or long rest. However, you still maintain your other psychic focus, and can change it as normal. If you use this feature again, you end that psychic focus as well, and cannot use your psychic focus until you finish a short or long rest.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. When you make a death saving throw, you can spend psi points to gain a +1 bonus to the roll for each psi point spent. You succeed if the total of the roll is 11 or higher, and regain 1 hit point if the total is 20 or higher.

Order of the Nomad

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.

Order Spells

As a Nomad, you gain the following order spells at the mystic levels listed. If an order spell does not appear on the mystic spell list, it is nonetheless a mystic spell for you.

Nomad Spells
Mystic Level Spells
1st expeditious retreat
3rd misty step
5th speak with dead
7th arcane eye
9th contact other plane

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain one skill proficiency, one tool proficiency, or the ability to speak, read, and write one language of your choice. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps

Also at 1st 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.

Psychic Focus: Nomad

Starting at 3rd level, you can focus on the Order of the Nomad as a psychic focus, gaining the following benefits:

You gain a deeper connection to the knowledge you draw upon. Your proficiency bonus is doubled for any ability check you make that uses the proficiency granted by your Breadth of Knowledge feature. If you gained the ability to speak, read, and write a language with that feature, you instead gain the ability to speak, read, and write a second language of your choice. You cannot change this language by choosing this focus again until you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a mystic spell to teleport any distance, you can increase that distance by up to 10 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. You must teleport to an unoccupied space you can see.

Order of the Wu Jen

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.

Order Spells

As a Wu Jen, you gain the following order spells at the mystic levels listed. If an order spell does not appear on the mystic spell list, it is nonetheless a mystic spell for you.

Wu Jen Spells
Mystic Level Spells
1st absorb elements
3rd dragon's breath XGE
5th elemental weapon
7th elemental bane
9th conjure elemental

Elemental Talent

At 1st level, you gain one of the following cantrips of your choice: fire bolt, ray of frost, or shocking grasp.

Elemental Attunement

Also at 1st level, when a creature's resistance reduces the damage dealt by a mystic spell of yours, you can spend 1 psi point to cause that casting of the spell to ignore the creature's resistance. You can't spend this point if doing so would increase the spell's cost above your psi limit.

Psychic Focus: Wu Jen

Starting at 3rd level, you can focus on the Order of the Wu Jen as a psychic focus, gaining the following benefits:

You can channel your psionic energy more effectively into elemental effects. You add your Intelligence modifier to the damage rolls of mystic spells you cast that deal cold, fire, or lightning damage. In addition, you gain resistance to a damage type based on the cantrip you chose for your Elemental Talent: cold damage for ray of frost, fire damage for fire bolt, or lightning damage for shocking grasp.

Arcane Dabbler

At 6th level, you learn three wizard spells of your choice, which must be of 1st, 2nd, or 3rd level. These count as mystic spells for you and do not count against the number of mystic spells you know. When you gain a level in this class, you can replace one of these three spells with a different wizard spell of 1st, 2nd, or 3rd level.

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.

Psychic Focus

Each psychic focus option presented here is tied to a mystic cantrip, and you cannot gain the psychic focus benefit of a cantrip you do not know.

Energy Beam

You can weave the elements to avoid the worst of their effects. You gain resistance to cold, fire, or lightning damage (your choice when you choose this focus). Once you make this choice, you always gain resistance to that same damage type when you choose this focus again until you finish a long rest.

In addition, when you cast the spell energy beam, you can spend psi points up to your psi limit to deal an additional die of damage (1d8) for each psi point spent.

Enhance Pain

You can augment your weapon attacks with psionic strikes. Once on your turn, you can deal an additional 1d8 psychic damage when you hit a target with a melee weapon attack.

In addition, when you cast the spell enhance pain, you can spend psi points up to your psi limit to deal an additional die of damage (1d8 or 1d12) for each psi point spent.

Friends

You better understand the desires of others. You have advantage on all Wisdom (Insight) checks.

In addition, when you cast the spell friends, you can spend psi points up to your psi limit to affect one additional creature for each psi point spent. If you do so, these creatures do not always become hostile when the spell ends.

Guidance

You can draw on psychic energy to enhance a skill. Choose one skill or tool; you have advantage on all ability checks made with it. Once you make this choice, you always gain advantage with that same skill or tool when you choose this focus again until you finish a long rest.

In addition, when you cast the spell guidance, you can spend psi points up to your psi limit to roll dice of a larger size for each psi point spent: 1d6 (1 point), 1d8 (2 points), 1d10 (3 points), or 1d12 (4 points).

Mage Hand

You augment your ability to push, pull, and lift with psionic power. You have advantage on Strength checks, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

In addition, when you cast the spell mage hand, you can spend psi points up to your psi limit to increase the maximum weight the hand can carry: 25 lbs (1 point), 50 lbs (2 points), 250 lbs (3 points), 500 lbs (4 points), or 1,000 lbs (5 points). If you do so, the hand becomes invisible.

Message

By channeling psionic power, you can expand the range of your mind. You gain the ability to use your Telepathy class feature with up to six creatures at once.

In addition, when you cast the spell message, you can spend psi points up to your psi limit to increase its range to 300 feet (1 point), 1,000 feet (2 points), 1 mile (3 points), 3 miles (4 points), or 10 miles (5 points). If you do so, you do not need to know where the target is to cast the spell, although the spell fails if the target is outside its range.

Mind Sliver

You wield your mind like a weapon. You add your Intelligence modifier to damage rolls with psionic spells that deal psychic damage.

In addition, when you cast the spell mind sliver, you can spend psi points up to your psi limit to deal an additional die of damage (1d6) for each psi point spent.

Minor Illusion

You reach out with your psionics to suppress signs of your power. When you cast a spell, you can ignore any verbal component it has. If you do so, you must perform a somatic component even if the spell would not normally require it.

In addition, when you cast the spell minor illusion, you can spend psi points up to your psi limit to increase the DC of the Intelligence (Investigation) check to discern the illusion by +1 for each psi point spent.

Rift Step

You move more quickly, almost slipping between spaces. Your walking speed increases by 10 feet.

In addition, when you cast the spell rift step, you can spend psi points up to your psi limit to deal an additional die of damage (1d8) for each psi point spent.

Thaumaturgy

You draw on simple, unformed psionic energy to sustain yourself. 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.

In addition, when you cast the spell thaumaturgy, you can spend psi points up to your psi limit to increase the amount of 1-minute effects you can have active at a time (+3 for each psi point spent).

True Strike

You infuse yourself with psionic energy, sharpening your intuitions in combat. Any attack roll you make ignores disadvantage. If disadvantage would normally apply to the roll, it can't benefit from advantage.

In addition, when you cast the spell true strike, you can spend psi points up to your psi limit to increase the duration and number of attack rolls it benefits. For each psi point spent, the spell's maximum duration increases by one round and you gain advantage on one more attack roll while the spell lasts.

Mystic Spells

Cantrips (0 Level)
  • energy beam MYSTIC
  • enhance pain MYSTIC
  • friends
  • guidance
  • mage hand
  • message
  • mind sliver MYSTIC
  • minor illusion
  • rift step MYSTIC
  • thaumaturgy
  • true strike
1st Level
  • alarm
  • bane
  • catapult
  • cause fear XGE
  • charm person
  • command
  • compelled duel
  • comprehend languages
  • disguise self
  • dissonant whispers
  • heroism
  • hex
  • id insinuation MYSTIC
  • identify
  • inflict wounds
  • magic missile
  • sanctuary
  • silent image
  • sleep
  • Tasha's hideous laughter
  • unseen servant
  • wrathful smite
2nd Level
  • augury
  • blindness/deafness
  • blur
  • crown of madness
  • detect thoughts
  • enthrall
  • hold person
  • invisibility
  • levitate
  • locate object
  • mental barrier MYSTIC
  • mind spike XGE
  • mind thrust MYSTIC
  • mirror image
  • misty step
  • phantasmal force
  • see invisibility
  • suggestion
  • thought shield MYSTIC
  • zone of truth
3rd Level
  • beacon of hope
  • bestow curse
  • blink
  • catnap XGE
  • clairvoyance
  • enemies abound XGE
  • fear
  • fly
  • haste
  • hypnotic pattern
  • major image
  • nondetection
  • psionic blast MYSTIC
  • sending
  • speak with dead
  • tongues
4th Level
  • arcane eye
  • charm monster XGE
  • compulsion
  • confusion
  • dimension door
  • dominate beast
  • ego whip MYSTIC
  • greater invisibility
  • hallucinatory terrain
  • locate creature
  • Otiluke's resilient sphere
  • phantasmal killer
5th Level
  • Bigby's hand
  • contact other plane
  • dominate person
  • dream
  • far step XGE
  • geas
  • hold monster
  • intellect fortress MYSTIC
  • legend lore
  • mislead
  • modify memory
  • Rary's telepathic bond
  • scrying
  • seeming
  • skill empowerment XGE
  • synaptic static XGE
  • telekinesis
  • teleportation circle
  • wall of force
6th Level
  • arcane gate
  • Drawmij's instant summons
  • eyebite
  • find the path
  • globe of invulnerability
  • magic jar
  • mass suggestion
  • mental prison XGE
  • move earth
  • Otto's irresistible dance
  • programmed illusion
  • psychic crush MYSTIC
  • scatter XGE
  • true seeing
7th Level
  • etherealness
  • forcecage
  • mirage arcane
  • plane shift
  • power word pain XGE
  • project image
  • reverse gravity
  • sequester
  • teleport
8th Level
  • antipathy/sympathy
  • demiplane
  • dominate monster
  • feeblemind
  • glibness
  • illusory dragon XGE
  • maddening darkness XGE
  • mind blank
  • power word stun
  • telepathy
9th Level
  • astral projection
  • foresight
  • gate
  • imprisonment
  • psychic scream XGE
  • weird

Ego Whip

4th-level enchantment


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Energy Beam

Evocation cantrip


  • Classes: Mystic
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a beam of elemental energy at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 cold, fire, or lightning damage (your choice when you cast the spell).

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Enhance Pain

Enchantment cantrip


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 round

You momentarily heighten a creature's sense of pain. The target makes an Intelligence saving throw. On a failed save, the target takes 1d8 psychic damage the next time it takes damage before the spell ends. If the triggering damage is psychic damage, it instead takes 1d12 psychic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Id Insinuation

1st-level enchantment


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Intellect Fortress

5th-level abjuration


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws.

When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll.

Mental Barrier

2nd-level abjuration


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, Wisdom, or Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Mind Sliver

Enchantment cantrip


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Thrust

2nd-level enchantment


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn't limit its action options.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Psionic Blast

3rd-level evocation


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Psychic Crush

6th-level enchantment


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

Rift Step

Conjuration cantrip


  • Classes: Mystic
  • Casting Time: 1 action
  • Range: Self (10-foot line)
  • Components: V, S
  • Duration: Instantaneous

You warp space around yourself, teleporting up to 10 feet to an unoccupied space you can see and leaving a dimensional rift behind. Each creature in a 5 foot wide line between your positions immediately before and after you use this spell is caught in the rift, and must make a Dexterity saving throw, taking 1d8 force damage on a failed save. The rift then closes.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thought Shield

2nd-level abjuration


  • Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Multiclassing

In order to multiclass as a mystic, you must have an Intelligence of at least 13, in addition to the prerequisites of any other classes you have levels in.

When you gain your first mystic level while having levels in another class, you gain proficiency with light armor and simple weapons.

Your Psionics feature is considered separate from Spellcasting and Pact Magic. You can spend psi points to cast spells gained by those features, as well as spend spell slots from those features to cast your mystic spells.


Credits

  • Mystic class (revised) by /u/MobiusFlip
  • Original class by Wizards of the Coast (Unearthed Arcana: The Mystic Class, 3/13/2017)
  • Mystic spell list created with inspiration from Wizards of the Coast (Unearthed Arcana: Fighter, Rogue, and Wizard, 11/25/2019), the psionic spell list from /u/SwordMeow's Sorcerer, Tweaked, and the psion spell list from /u/KibblesTasty's Psion
  • New spells (except energy beam, enhance pain, and rift step) from Wizards of the Coast (Unearthed Arcana: Fighter, Rogue, and Wizard, 11/25/2019)
  • Energy beam adapted from the psionic talent of the same name from Wizards of the Coast (Unearthed Arcana: The Mystic Class, 3/13/2017)
  • Enhance pain from /u/SwordMeow's Sorcerer, Tweaked
  • Rift step adapted from /u/KibblesTasty's Psion's Phase Rift ability

Changelog

  • Changed Psionics to a psi-point-based spellcasting feature.
  • Removed Psychic Focus from the new Psionics feature, to account for the nonexistence of disciplines with this benefit. Psychic Focus is now a 3rd-level class feature with a specific focus for each mystic cantrip and order. Most Psychic Focus benefits are taken from previously existing ones in psionic disciplines, but not all of these are available to this mystic.
  • Added a feature to most Psychic Focus benefits to allow enhancing cantrips. I liked the original mystic's low-level discipline effects which ranged from 1-7 psi, dealing a die of damage per psi point spent; this is my attempt at recreating those in a more traditional spellcasting framework.
    • Changed the psi point progression to use a 1:1 point:slot ratio, rather than spell points, in order to better fit with cantrip enhancement. At 1st level, a 1-point enhanced cantrip (worth 2 spell points) deals 2 dice of damage; at 9th level, a 5-point enhanced cantrip (worth 7 spell points) deals 7 dice of damage.
  • Moved most 3rd-level Mystic Order features to 1st level to account for the subclass-specific Psychic Focus at 3rd level. Most 1st-level features consisted of extra disciplines (here, an expanded spell list) and bonus proficiencies, some of which I have made a bit less powerful, and most 3rd-level features could be added there without feeling like overloading the mystic's 1st level.
    • The Order of the Immortal is an exception; it had very powerful 1st- and 3rd-level features, which I have toned down somewhat. Dex + Con unarmored defense was replaced with an alternate 13 + Dex AC, similar to a Draconic Bloodline sorcerer. Temporary hit points equal to your Intelligence modifier were replaced with a flat 3 per round.
  • Did not significantly change Mystical Recovery, although it is slightly less powerful due to the reduced number of psi points.
  • Strength of Mind moved to the previously-featureless 7th level, instead of stacking with an ability score improvement at 4th level.
  • Removed Potent Psionics, as it filled two already-occupied levels and was not necessary for the class. Lesser versions of it are still available in the Psychic Focus benefits for enhance pain and mind sliver.
  • Did not significantly change Consumptive Power, but similarly to Mystical Recovery, it is slightly more powerful due to the reduced psi point cost for spells.
  • Changed Psionic Mastery to work like a warlock's Mystic Arcanum.
  • Added an 18th-level feature allowing the use of two Psychic Focus options at a time, to account for the lack of a class feature at this level and the lack of an extra 6th or 7th level spell at later levels.
  • Changed Psionic Body so the mystic reappears 1d4 days later rather than 1d3, since the difference doesn't matter much and d4s are simpler.
  • Removed the Order of the Soul Knife, as it was the most unbalanced and abnormal Order and I prefer that archetype as a monk or rogue subclass.
  • Changed Breadth of Knowledge to grant only one extra proficiency or language, which can be enhanced with the Nomad psychic focus.
  • Awakened Talent now grants an extra cantrip instead of skill proficiencies, and Hermit's Study has been replaced with Elemental Talent, which does the same.
  • Changed Psionic Surge and Surge of Health to specify what happens if the mystic can have two psychic focus benefits.
  • Changed Immortal Will to no longer be a get-out-of-death-free ability, instead granting a bonus to death saves at the cost of psi points.
  • Simplified Arcane Dabbler to not require creating spell slots, since mystics already cast spells with psi points.
  • Replaced disciplines and talents with a mystic spell list, with spells taken mostly from the spell lists presented with the UA Psionics wizard and the psionic spell list from /u/SwordMeow's tweaked sorcerer.
  • Added two new cantrips to stand in for psionic abilities with no previous cantrip equivalent: energy beam and rift step, which are unique to the mystic.
 

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