Mystic - general overview
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Mystical Path, Spellcasting | 1 | 2 | — | — | — | — |
| 2nd | +2 | ─ | 2 | 2 | — | — | — | — |
| 3rd | +2 | ─ | 2 | 3 | ─ | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | ─ | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Mystical Path Improvement | 4 | 4 | 2 | — | — | — |
| 7th | +3 | ─ | 4 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 5 | 4 | 3 | 2 | — | — |
| 10th | +4 | Mystical Path Improvement | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | ─ | 6 | 4 | 3 | 2 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 7 | 4 | 3 | 3 | — | — |
| 14th | +5 | Mystic's Veil | 8 | 4 | 3 | 3 | — | — |
| 15th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | — |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 1 | — |
| 17th | +6 | ─ | 9 | 4 | 3 | 3 | 2 | — |
| 18th | +6 | Indomitable | 10 | 4 | 3 | 3 | 2 | — |
| 19th | +6 | ─ | 10 | 4 | 3 | 3 | 3 | — |
| 20th | +6 | Focused Casting, Mystical Path Improvement | 11 | 4 | 3 | 3 | 3 | ─ |
The lore behind the class
The mystic is a gatherer and keeper of secrets. He is often obsessed by his quest to understand the true meaning of life and the universe. Holding to the adage that knowledge is power, the mystic often forsakes material wealth and personal glory for rare or unusual information, an endless quest that brings him ever closer to his unattainable goal: perfection through edification.
Often rejecting what he views as the pointless affectations and transitory pleasures of his short-sighted neighbors, the mystic believes that the only worthwhile goal in life is the acquisition of intellectual might. After all, wealth is spent, passions fade, and the power of the body is limited by age, while the mind’s capacity to grow greater with time is infinite.
Class Features
Mystical Path
The sidekick gains proficiency in one saving throw of your choice: Constitution, Intelligence, or Charisma and the benefits of one subclass of his or her choice.
Spellcasting
Drawing on the divine essence of the cosmos itself, you can cast spells to shape that essence to your will.
Spell Slots
The Mystic's 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 Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from either the Paladin or Ranger spell list.
The Spells Known column of the Mystic's table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 either the Paladin or Ranger spells you know and replace it with another spell from either the Paladin or Ranger spell lists, 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 their power derives from the strength of your convictions. 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
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your mystic spells.
Mystic's Veil
Starting at 14th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Indomitable
Upon reaching the 18th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.
Focused Casting
Upon reaching the 20th level, taking damage can’t break the sidekick’s concentration on a spell.
Mystical Adept
Amongst the orders of the mystics there are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal.
Adepts are capable of blending their magical ability with their martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the adept unlocks powerful techniques which allow him to merge his talents further, and at the pinnacle of his art, the adept becomes a blur of steel and magic, a force that few foes would dare to stand against.
Path of the Adept
The adept gains proficiency in two skills of your choice from the following list: Acrobatics, Athletics, Arcana, History, Insight, Medicine and Religion.
Additionally if the adept is humanoid he gains proficiency with light and medium armor as well as proficiency with both simple and martial weapons.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when the sidekick reaches 20th level.
If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Mystic Ward
At 10th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll.
If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mystical Scion
Amongst the various orders of Mystics some are born with greatness thrust upon them. These mystics have a very strong connection to such powers and it can cause changes to their behavior, beliefs and perceptions regarding life itself. Scions are often renown for their ability to mold divine magic to their will.
Path of the Scion
Your bond with the divine is stronger than in most and it enables you to perceive the world differently. This wellspring of divine power and knowledge grants you the following benefits:
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Mana Points: you have 4 mana points, and you gain 1 additional mana point for each level in Mystic you have above the first level. These count as sorcery points for the purpose of activating any metamagic feat gained from the Mystic Class and are regained upon finishing a long rest.
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Metamagic: you can select one meta magic option from the sorcerer class at levels 1,6 & 10.
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This sidekick gains proficiency with Simple Weapons and Light Armor if it is a humanoid.
Additionally this sidekick may also proficiency gain in two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Persuasion, and Religion.
Portent
Upon reaching the 6th level, your studies into the secrets of the universe has given you the ability to glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Twist the Hand of fate
Upon reaching the 10th level, when a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.