The Mystic, Reworked (Kind Of)
Mystic Class Table
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Mystic Energy | Mind over Matter Uses |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | Mystic Infusion, Unarmored Defense | — | — | — | — | — | — | 1d4 | — |
| 2nd | 2 | Mind Over Matter, Spellcasting | 2 | 2 | — | — | — | — | 1d4 | 2 |
| 3rd | 2 | Mystic Focus | 3 | 3 | — | — | — | — | 1d4 | 3 |
| 4th | 2 | Ability Score Improvement, Infused Strike | 3 | 3 | — | — | — | — | 1d4 | 4 |
| 5th | 3 | Extra Attack | 4 | 4 | 2 | — | — | — | 1d6 | 5 |
| 6th | 3 | Arcane Strikes, Mystic Focus Feature | 4 | 4 | 2 | — | — | — | 1d6 | 6 |
| 7th | 3 | War Magic | 5 | 4 | 3 | — | — | — | 1d6 | 7 |
| 8th | 3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | 1d6 | 8 |
| 9th | 4 | — | 6 | 4 | 3 | 2 | — | — | 1d6 | 9 |
| 10th | 4 | Arcane Absorption | 6 | 4 | 3 | 2 | — | — | 1d6 | 10 |
| 11th | 4 | Mystic Focus Feature | 7 | 4 | 3 | 3 | — | — | 1d8 | 11 |
| 12th | 4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | 1d8 | 12 |
| 13th | 5 | — | 8 | 4 | 3 | 3 | 1 | — | 1d8 | 13 |
| 14th | 5 | Elemental Aura | 8 | 4 | 3 | 3 | 1 | — | 1d8 | 14 |
| 15th | 5 | Arcane Rejuvenation, Mystic Health | 9 | 4 | 3 | 3 | 2 | — | 1d8 | 15 |
| 16th | 5 | Ability Score Improvement, Mystic Focus Feature | 9 | 4 | 3 | 3 | 2 | — | 1d8 | 16 |
| 17th | 6 | — | 10 | 4 | 3 | 3 | 3 | 1 | 1d10 | 17 |
| 18th | 6 | Accelerated Casting | 10 | 4 | 3 | 3 | 3 | 1 | 1d10 | 18 |
| 19th | 6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | 1d10 | 19 |
| 20th | 6 | Mystic Ascension | 11 | 4 | 3 | 3 | 3 | 2 | 1d10 | 20 |
One With The Weave
Mystics are a unique brand of magic user. Instead of focusing on controlling the world around them through magic, mystics seek to become one with the arcane energies suffusing the multiverse.
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, martial weapons
- Tools: None
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Arcana, Athletics, Acrobatics, Stealth, Slight of Hand, History, Religion, Nature, Investigation, Perception, Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Mystic Infusion
At 1st level, your body is in tune with the arcane energies of the universe. When you finish a long rest, pick one type of energy from fire, radiant, lightning, thunder, force, cold, or necrotic.
Once you have done so, you receive the following benefits:
- The arcane energy causing through your body is expressed as your Mystic Energy die. At 1st level, this die is 1d4, and if it is used for damage, it is always of the type you infused. This die changes as you gain Mystic levels, as shown in the Mystic Energy column.
- When you hit with a weapon attack, you can use a bonus action to channel your attuned energy into the weapon and cause additional damage equal to your mystic energy die.
- Your Mystic Energy die replaces the damage of your unarmed strikes, and you may make an unarmed strike as a bonus action if you use your action to attack with a light melee weapon or unarmed strike. In addition, you can choose to use dexterity instead of strength for your unarmed strikes.
Unarmored Defense
After you have chosen your mystic energy, magical energy reinforces your body. At 1st level, your AC is equal to 10+Dex+Int as long as you are not wearing armor or using a shield.
Mind Over Matter
At 2nd Level, you learn to apply your mystic energy in more specific ways. Your mystic level determines the number of uses you have, as shown in the Mind Over Matter Uses column of the Mystic table. You regain all uses of Mind Over Matter when you complete a long rest.
Some uses of Mind Over Matter require require your target to make a saving throw to resist the feature's effects. The saving throw DC is equal to your spell save DC (8 + your proficiency bonus + your Intelligence modifier).
You can spend these uses to fuel various Mystic abilities. You start knowing three such features: Mystic Physicality, Arcane Defense, Mystic Healing, and Unnatural Speed.
Mystic Physicality
When you make an athletics or acrobatics check, or a strength or dexterity check that doesn’t rely on a skill, you can expend one use of Mind Over Matter to add your mystic energy die as a bonus to the roll.
Arcane Defense
When you make a saving throw, you can expend one use of Mind Over Matter as a reaction to add your mystic energy die as a bonus to the roll.
Mystic Healing
As a bonus action, you can touch one creature and expend one use of Mind Over Matter to heal them for an amount equal to your Mystic Energy die.
Mystic Mobility
Once per turn, you can expend one use of Mind Over Matter to double your movement speed and cause attacks of opportunity against you to have disadvantage until the end of your turn.
Spellcasting
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Spell Slots
The Mystic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level Mystic spells of your choice.
The Spells Known column of the Mystic table shows when you learn more spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the mystic spells you know with another spell of your choice from the mystic spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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
Mystic Focus
At 3rd level, you choose a focus for your mystic pursuits: Focus of the Mind, Focus of the Body, or Focus of Freedom. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 16th level.
Magical Mercy
Starting at 3rd Level, when you take damage of the same type as your Mystic infusion, you can use your reaction to reduce the incoming damage by your Mystic Energy die+your intelligence modifier+your Mystic level. If you reduce the damage to 0, you can expend one use of mind over matter to add your mystic energy die to your weapon damage if you hit a creature with a weapon attack before the end of your next turn.
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.
Infused Strike
At 4th level, when you use Mystic Infusion to deal Mystic Energy damage to a creature as a bonus action, you can expend one use of Mind Over Matter to force the target to make a Constitution Saving Throw against your Spell Save DC. If the target fails, you cause an effect based on the type of damage you are infused with:
Fire- Takes a penalty to attacks and saving throws equal to your Mystic Energy die until the end of your next turn.
Radiant- Blinded until the end of your next turn.
Lightning- Cannot take reactions until the end of your next turn.
Thunder- Deafened until the end of your next turn.
Force- Pushed back 15 feet.
Cold- Movement reduced by 15 feet.
Necrotic- Cannot regain hit points until the end of your next turn.
Extra Attack
Beginning at 5th level, you can attack twice instead of once when you take the attack action on your turn.
War Magic
Beginning at 7th level, when you use your action to cast a spell, you may make one melee weapon attack as a bonus action.
Arcane Absorption
Beginning at 10th level, when you take damage from a spell, you can use your reaction to gain resistance to the spell’s damage. You cannot use this reaction again until you complete a short or long rest. When you take this reaction, you gain a number of d6s equal to the spell’s level. These dice disappear when you complete a short or long rest. When you hit with a weapon attack or unarmed strike, and have these d6s available, you can choose to add any number of the d6s to the damage roll. These dice do the same kind of damage as the spell they were absorbed from.
Elemental Aura
Beginning at 14th level, you may use an action and spend 3 uses of Mind Over Matter to create a blast of energy from your body. All creatures within 10 feet of you must succeed on a dexterity saving throw against your Mystic Spell DC or take 3 Mystic Energy Dice Of damage, or half as much on a successful save.
Arcane Rejuvenation
Beginning at 15th level, when you use Arcane Absorption, you can choose to gain spell slot levels equal to the spell slot level of the spell that triggered the reaction instead of gaining the damage dice. You cannot gain spell slots of a level higher than what you can already cast.
In addition, you can use a bonus action to expend three uses of mind over matter to regain the use of Arcane Absorption.
Mystic Health
Beginning at 15th level, you become immune to disease. You age at half the rate of a usual member of your race, and if not killed, can live twice the expected lifespan of your race.
Accelerated Casting
Beginning at 18th level, Choose one spell with a casting time of one action. Its casting time is now one bonus action for you.
Mystic Ascension
Beginning at 20th level, you can take ten uninterrupted minutes to switch the energy type of your Mystic Infusion at any time.
Mystic Focuses
Focus of the Mind
Telepathy
Beginning at 3rd level, you can communicate telepathically with creatures within thirty feet of you so long as they are capable of speaking a language. As a bonus action, you can sense how many minds are within the range of your telepathy. In addition, you have advantage on saving throws against harmful effects caused by creatures within that radius. You also cannot be surprised by a creature that speaks a language in range of your telepathy. You have advantage on Wisdom (insight) checks against creatures inside that radius to see if they are lying. Finally, you may now choose psychic damage when you choose your mystic energy damage type.
Psychic Stun
Beginning at 6th level, as a bonus action, you can force one creature within range of your Telepathy to make a wisdom saving throw against your spell save DC or become stunned until the end of its next turn. You may use this feature a number of times equal to your intelligence modifier.
Mentalism
Beginning at 11th level, you are able to cast the spell detect thoughts at will without any material components. In addition, you can spend ten minutes examining a non magical object, and learn of any events that have happened around that object in the last 24 hours.
Soul Seeker
Beginning at 16th level, you are able to cast the spell Astral Projection on only yourself. You must complete a long rest before you can do so again. In addition, your Telepathy and its Sense Intent benefits now have a range of 60’.
Focus of the Body
Greater Mystic Healing
Beginning at 3rd level, you can use a bonus action to touch one creature, expend one spell slot and heal them 1d8 plus your intelligence modifier hit points per level of the spell slot expended. You can use this feature and Mystic Healing on the same bonus action, though Mystic Healing still costs one use of Mind Over Matter.
Protective Aura
Beginning at 6th level, you may create a barrier of energy over your skin out of your attuned energy. As an action, you may gain 3 times your mystic level temporary hit points that last for eight hours. You cannot do so again until completing a long rest. In addition you can expend two uses of mind over matter to use a bonus action to gain one mystic Energy die of temporary hit points.
Mystic Restoration
Beginning at 11th level, your Greater mystic Healing feature can now cure either one disease or one of the following conditions instead of healing: blinded, deafened, paralyzed, or poisoned. In addition, you learn Greater Restoration as a ritual spell. It is a Mystic spell for you, and you must provide the components.
Mystic Resurrection
Starting at 16th level, when you have to make a death saving throw at the start of your turn, you can instead expend three uses of Mind Over Matter to spring back to your feet. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose without using your movement speed. Each creature of your choice that is within 30 feet of you takes damage equal to 3 mystic energy dice + your intelligence modifier. Once you use this feature, you can't use it again until you finish a long rest.
Focus of Movement
Mystic Walk
Beginning at 3rd level, you ignore difficult terrain. Climbing and swimming no longer cost you extra movement. In addition, as a bonus action, you may expend one use of Mind Over Matter to gain the following benefits for one minute as long as you are concentrating, as if on a spell: You can use the dash action as a bonus action. You can walk and stand on vertical, upside down, or liquid surfaces as if standing or walking on the ground. Fall damage is reduced for you by 5 times your mystic level.
Mystic Step
Beginning at 6th level, you may expend one use of Mind over Matter to cast Misty Step without consuming a spell slot.
Mystic Flight
Beginning at 11th level, you may expend two uses of Mind Over Matter to gain a fly speed of 60 feet for ten minutes. In addition, you no longer need to concentrate when using your Mystic Walk.
Mystic Traveler
Beginning at 16th level, you can expend three uses of Mind Over Matter to cast Etherealness as a 7th level spell on yourself without using a spell slot or material components. While the spell is on you, you can use an action to expend one use of mind over matter and return to the material world for one minute, though you must maintain concentration on remaining there as if concentrating on a spell. You must complete a long rest before casting etherealness again.
Mystic Spell List
1st Level
- Absorb Elements
- Acid Stream (UA)
- Burning Hands
- Catapult
- Charm Person
- Chaos Bolt
- Chromatic Orb
- Color Spray
- Detect Magic
- Disguise Self
- Earth Tremor
- False Life
- Feather Fall
- Fog Cloud
- Ice Knife
- Mage Armor
- Magic Missile
- Ray of Sickness
- Shield
- Sleep
- Sudden Awakening
- Thunderwave
- Witch Bolt
5th Level
- Cloudkill
- Cone of Cold
- Control Winds
- Creation
- Dominate Person
- Hold Monster
- Immolation
- Telekinesis
- Transmute Rock
- Tree Stride
- Wall of Stone
2nd Level
- Aganazzar's Scorcher
- Alter Self
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Dust Devil
- Earthbind
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Levitate
- Maximillian's Earthen Grasp
- Mental Barrier (UA)
- Mind Thrust (UA)
- Mirror Image
- Misty Step
- Phantasmal Force
- Pyrotechnics
- Scorching Ray
- See Invisibility
- Shatter
- Snilloc's Snowball Storm
- Spider Climb
- Suggestion
- Thought Shield (UA)
- Warding Wind
- Web
3rd Level
- Blink
- Counterspell
- Daylight
- Dispel Magic
- Erupting Earth
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Lightning Bolt
- Major Image
- Melf's Minute Meteors
- Protection from Energy
- Psionic Blast (UA)
- Sleet Storm
- Slow
- Stinking Cloud
- Tongues
- Wall of Water
- Water Breathing
- Water Walk
4th Level
- Blight
- Confusion
- Dimension Door
- Dominate Beast
- Ego Whip (UA)
- Greater Invisibility
- Ice Storm
- Polymorph
- Stoneskin
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere