Misc. Houserules, Feats, and Fighting Styles
Mystic
| Level | Proficiency Bonus | Features | Talents Known | Powers Known | Psi Points | Mastery Points | Max Power Level | Crystal Mods |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Psionics, Psionic Will | 4 | 4 | 2 | — | 1st | — |
| 2nd | +2 | Nexus Reset, Contact | 4 | 5 | 4 | — | 1st | — |
| 3rd | +2 | Psi-Crystal | 4 | 6 | 6 | — | 2nd | — |
| 4th | +2 | Ability Score Improvement | 5 | 7 | 6 | — | 2nd | — |
| 5th | +3 | Psi- Crystal Modification | 5 | 8 | 10 | — | 3rd | 1 |
| 6th | +3 | Psionic Will Feature | 5 | 9 | 10 | — | 3rd | 1 |
| 7th | +3 | — | 5 | 10 | 12 | — | 4th | 2 |
| 8th | +3 | Ability Score Improvement | 5 | 11 | 12 | — | 4th | 2 |
| 9th | +4 | — | 5 | 12 | 21 | — | 5th | 3 |
| 10th | +4 | Autohypnosis | 6 | 13 | 21 | — | 5th | 3 |
| 11th | +4 | Psionic Mastery | 6 | 14 | 21 | 9 | 6th | 3 |
| 12th | +4 | Ability Score Improvement | 6 | 14 | 21 | 9 | 6th | 3 |
| 13th | +5 | — | 6 | 15 | 21 | 19 | 7th | 4 |
| 14th | +5 | Psionic Will Feature | 6 | 15 | 21 | 19 | 7th | 4 |
| 15th | +5 | — | 6 | 16 | 21 | 30 | 8th | 5 |
| 16th | +5 | Ability Score Improvement | 6 | 16 | 21 | 30 | 8th | 5 |
| 17th | +6 | — | 6 | 17 | 28 | 43 | 9th | 6 |
| 18th | +6 | Psionic Will Feature | 6 | 17 | 28 | 43 | 9th | 6 |
| 19th | +6 | Ability Score Improvement | 6 | 17 | 28 | 43 | 9th | 6 |
| 20th | +6 | Master Psion | 6 | 17 | 28 | 43 | 9th | 6 |
Class Features
As a mystic, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Mystic level
- 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: Wisdom, Intelligence
- Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) a dungeoneer's pack
Alternatively, you may start with 80 gp to buy your own equipment.
Psionics
As a student of psionics, you can use psionic powers and talents. See Psionics for the mystic power list and general rules on psionics.
Talents
You know four talents of your choice. You learn additional talents of your choice whenever you reach certain levels in this class, as shown in the Talents Known of the Mystic table.
Psi Points
The Psi Point column of the Mystic table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest.
Whenever you manifest a power, you must spend a number of psi points depending on the level you manifest the power at. The Psi Point Cost table summarizes the cost in psi points of powers from 1st to 9th level. Talents don't require psi points and thus do not have a cost.
For example, if you are a 3rd level mystic and you know the 1st-level power deja vu, you can spend 2 psi points to manifest the power as a 1st-level power or you can spend 3 psi points to manifest it as a 2nd-level power
Additionally, manifesting powers of 6th level and higher are extremely taxing. Whenever you manifest a power at 6th level or higher, you cannot manfiest another power at the same level of the power you just manifested until you complete a long rest.
Powers Known of 1st-Level and Higher
You know four 1st-level powers from the mystic power list from any discipline.
The Powers Known column of the Mystic table shows you how many Mystic powers you know at a given level. You learn a new mystic power every time you gain a new level in this class. Each of these powers can be no higher than your max power level, shown in the Max Power Level column of the Mystic table. For example, when you reach 3rd level in this class, you can learn one 1st-level or 2nd-level power of your choice.
Additionally, when you gain a level in this class, you can choose one of the mystic powers you know and replace it with another power from the mystic power list, which also must be no higher than your max power level.
Psionic Ability
Intelligence is your psionic ability for your mystic powers, as your powers rely on your training and practice in mastering your nexus. You use your Intelligence whenever a power refers to your psionic ability. In addition, you use your Intelligence when setting the savint throw DC for a mystic power you manifest and 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
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Armor and Powers
Armor hinders your ability to draw psionic power from your environment. You cannot manifest any powers of 1st level or higher that you know from this class while you are wearing heavy armor or using shields. Other armor does not restrict powers you manifest this way.
Psionic Will
At 1st level, you establish your focus into one of the many Wills of psionics that guide you along the path. Choose from Seer, Shaper, Kineticist, Egoist, Nomad, Telepath, or Pyrokineticist. Your choice grants you features at 1st level and again at 6th level, 14th level, and 18th level.
Nexus Reset
Beginning at 2nd level, you can draw upon an emergency reserve of psionic energy when you need it most. Whenever you are missing psi points, you can use a bonus action to regain a number of expended psi points equal to your mystic level. Once you use this feature, you must complete a long rest before you can use it again.
Contact
At 2nd level, you learn how to make basic mental contact with just about any creature. As an action, you can form a mental link with a creature you can see. For as long as you are concentrating (as if concentrating on a power), you and the target can communicate with each other telepathically. It also ends early if you or your target choose to end the contact (no action required) or if either of you fall unconscious.
The creature need not understand a language or be telepathic for you to communicate with it this way, but the level of communication may be limited by language barriers or by either participants intelligence. For example, communicating with an animal would give you little information other than its disposition towards you and its wellbeing.
This ability has no tells.
Psi-Crystal
Beginning at 3rd level, you gain a psi-crystal, which is a sapient, physical fragment of your psyche. The psi-crystal is friendly to you and your allies and obeys your commands. It uses the psi-crystal stat block.
You also determine the psi-crystals alignment, appearance, and personality. Psi-crystals are no bigger than a human hand, but otherwise vary in form. Some may appear like a tiny beast made of crystal, while others look like a fine gemstone moving upon ectoplasmic legs.
In combat, the psi-crystal acts on your turn. It can move on its own, but it takes no other actions unless you use a bonus action to command it to take one. It cannot attack on its own, but it can take any other action, including any actions in its stat block.
Additionally, you can deliver powers through the psi-crystal. Any time you manifest a power with a casting time of 1 action, you can manifest that power from the psi-crystal's space as if it had cast it, but treating you as the caster for all other purposes. The power you manifest must be incapable of targeting more than one creature and can be of a power level no higher than half your proficiency bonus (rounded down).
Finally, you can deactivate your psi-crystal while it is within reach as an action. Until you use your action to reactivate it, it is considered a sentient psionic object, being unable to act or move, but still able to communicate and see. It otherwise retains its statistics.
If you lose your psi-crystal, you can recreate it at the end of a long rest.
Psi-Crystal Modification
Starting at 5th level, you learn to modify your psi-crystal with powerful abilities. Your psi-crystal gains one crystal mod of your choice from the list at the end of this document. When you reach certain levels in this class, your psi-crystal gains additional mods, as shown in the Crystal Mods column of the Mystic table.
Additionally, whenever you gain a level in this class, you can choose one mod you know and replace it with another. If a crystal mod has a requirement, you must meet it, regardless of how you get it.
Psi-Crystal
Tiny construct
- Armor Class 12 + your proficiency bonus + your Intelligence modifier
- Hit Points five times your mystic level
- Speed 20 ft., climb 20 ft., fly (hover) 40 ft.
STR DEX CON INT WIS CHA 1 (-5) 15 (+2) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Spider Climb. The psi-crystal can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Autohypnosis
At 10th level, you have trained yourself to gain mastery over your body and the mind’s own deepest capabilities.
Whenever you finish a short or long rest, you enter autohypnosis, a pseudo-hypnotic state that allows your body to act subconsciously and with your instincts. While in autohypnosis, you have advantage on saving throws made to resist the charmed and frightened conditions and creatures cannot gain advantage on attack rolls against you.
At any point while you are in autohypnosis, you can end it early to use one of the following options:
- Ignore Pain. When you fail a Constitution saving throw to maintain concentration on a power made as a result of taking damage, you can instead choose to succeed.
- Memorize. When you see another creature manifest a power of 5th-level or lower that you do not know, you can choose to temporarily learn that power. The power doesn't count against your powers known, and once before you regain autohypnosis, you can manifest that power, expending psi points as normal. You then immediately forget the power.
- Resist Death. Whenever you would take damage that would reduce you to 0 hit points, you can instead choose to drop to 1 hit point.
Your autohypnosis ends early if you fall unconscious.
Psionic Mastery
Starting at 11th level, you gain a pool of special psi points known as Mastery Points. These mastery points represent your increased prowess as a manifester. Whenever you spend psi points, you can instead choose to spend mastery points, which function identically to psi points. You regain all expended mastery points at the end of a long rest.
Master Psion
Starting at 20th level, you have become a master over both your body and mind. You are immune to psychic damage and cannot have your mind read or be telepathically contacted without your consent.
Additionally, whenever a creature targets you with a psionic power, tries to deal psychic damage to you, tries to read your mind, or telepathically communicate to you without your consent, you can use your reaction to force your will into that creatures consciousness. You immediately learn who or what that creature is and their exact location. As part of that reaction, you can either form a mental link with the creature (as per your Contact class feature), or you can immediately manifest a power of 5th level or lower that you know, even if the target is out of range or if you cannot see them or their location.
The power must be able to target a single creature, an area, or summon hostile creatures or harmful objects or traps. If the power only has a single target, it targets the creature. If it is an area, it is centered on the target. If the power summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the target and attack it. If the power requires concentration, you must concentrate on it for the full duration.
Mystic Wills
Will of the Seer
Those who follow the Will of the Seer attempt to master the discipline of clarisentience. Through their minds alone, they manifest secret knowledge about the past, present, and future within their psyche. While divination wizards are more concerned with learning and interpreting fate, seers are more focused with manipulating fate towards their own means, treating their visions as possible outcomes to be achieved than the fatalism diviners often adhere to.
Fate
At 1st-level, you gain significant control over fate. You gain a fate die, which is a d6s. Each time you use one of the Fate features below, roll your fate die. On a 1 or 2, you cannot use either of those features again until you complete a short or long rest.
Premonitions. You give a creature a split-second glimpse into the future. Whenever a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to grant that creature a bonus to the roll equal to your proficiency bonus. You can choose to use this after the roll, but before the DM tells you the results.
Conduct. You manipulate the chords of fate before everyone's eyes. Whenever you roll initiative, you can choose one creature other than yourself that you can see. An unwilling creature can make a Charisma saving throw, resisting the effect on a success.
Reality is altered, immediately teleporting that creature up to 10 feet to an unoccupied space you can see. This space must be on solid ground and not in a hazard, such as a trap or lava. A creature is immune to this ability if it is immune to clarisentience powers.
Synesthesia
Starting at 6th level, the lines between your senses start to blur as your sight informs your sense of hearing and vice-versa. You are immune to the drawbacks of both the blinded and deafened conditions unless you are suffering from both of those at the same time.
Master of Futures
Starting at 14th level, you gain even greater control over destiny. You gain the following benefits.
Reversal of Fate. The target of your Premonitions gains advantage on the roll. If they had disadvantage, that disadvantage does not cancel it out.
Puppetmaster. Whenever you use conduct, you can choose one additional creature you can see.
The Seer
At 18th level, you can unlock your senses to perceive time in a non-linear fashion. As a bonus action you can open these senses, and gain the following benefits for the next minute or until you are unconscious:
- You can use your Premonitions feature without using a fate die.
- You regain use of your reaction at the start of each creatures turn, instead of just at the start of your turn.
- You gain truesight out to a range of 120 ft.
If this benefit doesn't end early, you regain use of your Fate class feature. Once you use this feature, you cannot use it again until you complete a long rest.
Will of the Shaper
Those who follow the Will of the Shaper are adepts of the metacreativity discipline. They are able to create matter, ectoplasm, and other psychic forces with great expertise. Sometimes called summoners, they are a force to be reckoned with on the battlefield.
Ectoplasmic Creation
Starting at 1st level, you learn how to create an ectosphere, a small glob of pure creation ripped from the Astral Plane.
At the end of a short or long rest, you can create an ectosphere. An ectosphere is a tiny psionic object that you can use to enhance your metacreativity powers and create unique effects. Your ectosphere contains a number of charges equal to your proficiency bonus. While holding the ectosphere, you can use it for the following features:
Creation. You can spend 1 minute and spend 1 charge to create an ectoplasmic duplicate of a nonpsionic item, molding your sphere into the shape of the object. To create the duplicate, you must have the object in hand the entire time and it must be able to fit in a 5-foot cube and weigh no more than 10 pounds. The duplicate is visibly psionic, looking as if it were made of out primordial ooze. The duplicate lasts for 1 hour, at which point it disappears.
Empower Construct. Whenever you summon a creature with the construct (astral) type and the effect lets you grant the creature an additional trait upon being summoned (such as the minor astral construct power), you can spend charges to give that creature one additional trait for each charge you spend.
Once your ectosphere runs out of charges, it disappears. If you create an ectosphere while you already have one, the oldest one disappears.
From the Stars
At 1st level, you learn the minor astral construct power and it does not count against your powers known.
Improved Astral Summons
At 6th level, you learn the lesser astral construct power if you didn't know it already. If you already knew the power, you instead learn one mystic power of your choice.
Whenever you summon a creature with the construct (astral) type, the creature gains the following benefits:
- Psionic Buffer. The creature has advantage on saving throws against powers and psionic effects.
- Ectoplasmic Grip. Whenever the creature hits with a slam attack, it can forgo the damage to instead grapple the target (escape DC equal to your psionic save DC). It can grapple up to two creatures at the same time this way. Any creature grappled by the construct cannot enter the Ethereal Plane or teleport.
Persistent Summons
At 14th level, any creature you summon lasts longer than usual. Whenever you manifest a metacreativity power that has a duration of at least 1 minute, its duration increases to 8 hours. If the power requires concentration, you must still concentrate on it.
The Shaper
At 18th level, you gain mastery over ectoplasm. You learn the greater astral construct power and it doesn't count against your powers known. If you already know this power, you instead learn a mystic power of your choice.
Whenever you manifest an astral construct, or as an action while within 5 feet of one of your astral constructs, you can enter the constructs body, becoming enveloped in its ectoplasm. Doing so ends the power early, but the construct does not disappear. Instead you control its body.
While controlling the constructs body, you retain your mental ability scores, your ability to manifest powers, and all of your features and traits. You also gain the following benefits:
- Your size changes to that of the construct, unless you were larger.
- You gain temporary hit points equal to the number of hit points the construct had.
- Your physical ability scores, speed, become that of the constructs, unless they were higher.
- You gain all of the traits, immunities, resistances, and actions the creature had, including any benefits it would normally gain from your class features, such as Psionic Buffer and Ectoplasmic Grip.
You can control the constructs body for 1 hour, or until you are reduced to 0 hit points, at which point the body disappears and you return to normal.
Once you use this ability you cannot use it again until you complete a long rest.
Will of the Kineticist
Kineticists are those who wield powerful psychic energy to crush their foes and defend themselves from harm. Also known as battle psions, these masters of psychokinesis are as flexible in combat as they are potent.
Battle Psionics
At 1st level, you learn how best to use your powers in battle. You gain the following benefits:
- Being in melee does not impose disadvantage on your ranged psionic attacks
- You learn the mage armor power and it doesn't count against your powers known. You can manifest this power on yourself at will without expending any psi points.
Violent Retribution
Also at 1st level, you learn to punish those who try to ruin your concentration. Whenever a creature targets you with an attack or a harmful power, spell, or effect while you are concentrating on a power of 1st-level or higher, you can use your reaction to retaliate against them. The target takes psychic damage equal to your Intelligence modifier + your mystic level.
Ruinous Will
At 6th level, destructive emotions emanate from you whenever you use your psionics. Whenever you expend psi points to manifest a power of 1st-level or higher on your turn, you can choose up to a number of creatures equal to your proficiency bonus within 30 feet of you. You do not need to see these creatures, only be aware of their presence. Those creatures suffer one of the following effects of your choice:
- Brain Zap. The creature takes psychic damage equal to twice the psi points you expended.
- Dazed. Until the start of your next turn, the target cannot take reactions, and on its next turn it can only take an action or a bonus action, not both.
You can choose the same or different options for each target. You cannot choose the same target twice.
Reclaimed Potential
At 14th level, any time a creature makes an ability check to counter or dispel another power that you manifest (such as the reddopsi power), that creature has disadvantage on the check.
Additionally, whenever another creature successfully counters or dispels one of your powers, you can reabsorb some of the energies expended in that lost power, giving you a number of psi points equal to the level of the power. These psi points must be used within the next hour, or they are lost.
The Kineticist
At 18th level, you have mastered the art of battle psionics. You have advantage on saving throws made against powers and other psionic abilities, as well as resistance to the damage they deal. Additionally, the damage of psionic powers you use bypasses damage resistance, and creatures immune to the damage of your powers instead take half damage.
Will of the Egoist
Those who follow the Will of the Egoist are those who train in psychometabolism. Being able to summon bestial claws, grant immunity to the elements, prevent wounds, and to even ascend to the Astral Plane, these mystics are experts at manipulating their own bodies and the bodies of others.
Uncanny Metabolism
Your body has grown stronger from your practice at psychometabolism. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your body has a higher capacity for healing than other creatures. Whenever you regain hit points and those hit points would bring you above your hit point maximum, you can choose to receive that excess healing as temporary hit points. The maximum number of temporary hit points you can have this way is equal to 5 times your level in this class.
Mutant Manifester
Also at 1st level, you can mutate your allies with your powers. Whenever you expend psi points to manifest a power with a range of self, you can instead manifest that power on a willing creature within 30 ft. of you as if they were the one to manifest it, using your psionic save DC and attack for any attacks it makes or saves it forces.
Scar Tissue
At 6th level, your wounds harden in response to physical damage. Immediately after you take any damage except psychic, you can use your reaction to gain resistance to that damage type until the end of your next turn. If you take bludgeoning, piercing, or slashing damage, you instead gain resistance to all three of those damage types.
Metamorphosis
Beginning at 14th level, you can transform your body into a creature or a nonmagical object that you have seen. As an action, choose one of the options below. Your metamorphosis lasts until you are targeted by a dispel psionics power, reduced to 0 hit points, or use your action to end it early. Otherwise it lasts for 1 hour.
Creature. You assume the form of a creature whose level or CR is no higher than 14. Most of your game statistics are replaced with those of the target, with some exceptions. You retain your own mental ability scores, personality, and alignment. You retain your own hit points and they remain the same in your new form, even if it changes your Constitution modifier. You also retain all of your proficiencies and languages, in addition to gaining those of the creature. Any mundane equipment the creature had is also gained for the duration, including weapons and armor. You can choose to have your own equipment merge with your body, fall to the floor at your feet, or to equip it if the new form is physically capable of doing so. You also retain your ability to manifest and concentrate on your own powers, as well as any class features your new form is capable of using.
You do not gain the creatures magic items, spellcasting, psionics, legendary resistances, legendary actions, or lair actions. You are also limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless your new form is capable of such actions.
Object. You assume the form of a medium or smaller object you have seen, transforming along with everything you are wearing or carrying. You statistics become that of the object, except you retain your own mental ability scores, personality, alignment, languages and proficiencies. You retain your own hit points and they remain the same in your new form, even if it changes your Constitution modifier. You lose your own senses and gain blindsight out to a range of 60 feet (blind beyond this radius). You can still manifest and concentrate on powers as well as use class features that your new form is capable of using. You are also limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech.
Once you use this feature, you cannot use it again until you complete a long rest or until you expend 10 psi points to regain use of it again.
The Egoist
Starting at 18th level, you've mastered the discipline of psychometabolism, being able to shift in and out of the astral realm. At the start of your turn, you can temporarily assume the form of your astral body until the end of that turn. While assuming your astral body, you gain the following benefits:
- You become immune to being grappled, paralyzed, stunned, or restrained and any effects causing those conditions are suspended.
- Your movement does not provoke opportunity attacks and ignores difficult terrain.
- You can walk through objects, creatures, walls, and other obstructions, including those created by magic or psionics, such as a wall of force or ectoplasmic wall.
- You can expend 5 ft. of movement to automatically escape from any physical bonds, including psionic ones.
- You have immunity to all damage except pyschic
Every time you use this feature, roll a d20. On a 1, you do not assume your astral body in the material realm. You instead fall unconscious as your astral self enters the Astral Plane, as per the astral projection power. You are automatically pulled back into your own body at the start of your next turn.
Will of the Nomad
Those who practice the Will of the Nomad are the most likely to be self taught, or taught by traveling tutors. The array of mobility options available to mystics who practice this Will--and the psychoportation powers they wield--fit a wandering lifestyle very well. Though they can come off as harmless travelers, the abilities they wield are potent and not to be underestimated.
Bonus Proficiency
At 1st level, you gain proficiency in two of the following skills of your choice: Athletics Medicine, Nature, Perception, Stealth, or Survival.
Nomadic Step
Beginning at 1st level, immediately before or after you expend psi points to manifest a mystic power of 1st level or higher on your turn, you can teleport yourself or a willing creature within 30 feet of you up to 10 feet to an unoccupied space you can see.
Roving Wanderer
Starting at 6th level, both the power of your temporal and spatial abilities increase significantly, giving you the following benefits.
- Your base land speed increases by 10 feet
- Your movement ignores difficult terrain
- Both the range at which you can target creatures and the teleportation distance of your Nomadic Step double.
Jaunt
At 14th level, you can hide creatures within the folds of time and space. Whenever you cause a creature to teleport (such as through a psionic power or through your Nomadic Step) you can choose to cause that creature to disappear temporarily before arriving at their destination, as if banished to a harmless demiplane. That creature appears in the space you teleported them at the start of their next turn. If the space becomes occupied before they reappear, they instead reappear in the nearest unoccupied space.
The Nomad
At 18th level, you gain mastery over time and space. Whenever a creature you can see teleports, you can use your reaction to cause that creature to teleport to an unoccupied space within 10 ft. of you or your psi-crystal instead of their intended destination. If the target is unwilling, they get to make a Charisma saving throw against your psionic save DC to resist the effect.
Will of the Telepath
Telepaths--also known as mindbenders--are some of the most feared of all mystics. Their uncanny ability to charm, frighten, manipulate, and crush the minds of other creatures demands respect and attention. In some places, mindbenders are even outlawed, with most others placing heavy restrictions on what telepaths can do within their walls.
Mental Manipulator
At 1st level, any power you manifest that would normally grant advantage on the saving throw if you and your friends are fighting it no longer suffers that drawback.
Additionally, whenever you charm or frighten a creature with a telepathy power of 1st level or higher, you can choose a number of allied creatures equal to the level of the power. The target is also charmed or frightened by those creatures for as long as the power persists. You cannot cause a creature to be charmed or frightened by itself this way.
Subtle Psionics
Starting at 1st level, you can hide your manifesting with just a little focus. Whenever you manifest a mystic power, you can spend a number of psi points equal to the level of the power (1 for a talent) to manifest that power with no tells.
Delusion
At 6th level, you can use your telepathy to convince a creature that you're not there, or that what they're seeing is something else. As an action, choose a creature you can see within 30 feet of you. That target must succeed a Wisdom saving throw or perceive you as you wish it to.
You choose the form of the creatures delusion. For example, if you choose for the creature to not be able to perceive you, you are considered invisible to that creature, and it cannot see or hear you, though it may become aware of you if you interact with them in any other way. You can also choose for the creature to only perceive parts of you, like to perceive you as a disembodied head or to only be able to hear your voice. You can appear as an object, being able to hide in plain sight, or you can appear as if you were another person entirely, with the target also hearing your voice as if you were that person.
You can choose other forms than the ones noted above, and the DM decides how the target reacts depending on how you make the target perceive you. The more subtle or convincing the delusion is, the more likely it is to succeed.
If you deal damage to the creature or force it to make a saving throw, it can immediately repeat its save against this effect with advantage, ending it on a success. If a creature succeeds their save against this ability, they are immune to it for the next 24 hours. Otherwise, the ability lasts for 8 hours or until you use an action to dismiss the effect early.
This ability has no tells.
Infatuate
At 14th level, you can enthrall a single person under your thumb. If you spend at least 1 hour mentally probing and manipulating a humanoid charmed by you, they become permanently charmed by you, treating you as you were their idol, messiah, or hero. Until you use this ability again, or until it is dispelled (such as by the dispel psionics power), you forge a permanent telepathic bond with the creature and can issue commands to the creature (no action required). These mental commands must be no longer than a few sentences and the creature attempts to fulfill those commands to the best of its capability, even putting itself directly in harms way unless specified otherwise.
Whenever the creature isn't carrying out a command, they go about their normal lives unless commanded otherwise, though any course of action it takes that affects you will always be done in your favor.
If the creature takes damage from you or your allies, it can make a Wisdom saving throw against your psionic save DC, ending both the enthrallment and the charm on a success.
If you or your allies do anything directly against the creatures values or harm its allies, it rationalizes it to the best of its ability. When or if the effect ends, the weight of any actions that occurred during its charm immediately weigh on the creature. Depending on how you treated it during its charm, the creature may hate you and purposely seek to do you harm.
The Telepath
Starting at 18th level, you've mastered the art of telepathy. You gain the following benefits:
- If an effect created by you would allow a creature to repeat their saving throw against that effect due to taking damage, they cannot.
- Your telepathy powers with a range of touch or of at least 5 feet can now target any creature you can see at an unlimited range. You don't need to see the target if they are within 30 feet of you or if they are charmed or frightened by you so long as you are aware of their presence.
- You can target creatures charmed by you with powers of a range of self as if they had manifested the power, so long as you both are on the same plane of existence.
The Pyrokineticist
Pyrokineticists--commonly known as pyros--have mastery over the element of fire. Unlike other disciplines which study in specialized schools and adhere to more strict, regimented approaches to psionics, pyrokineticists are often self taught, frequently being able to manifest minor powers from birth. Though all mystics' powers reflect some aspect of themselves in small, subtle ways, the pyros self is reflected in their powers more boldly, uniquely, and individualistically, reflecting the burning firestorm constantly simmering in their psyche.
Pyrokineticism
Starting at 1st level, you gain significant control over fires. You learn the control flames talent and it doesn't count against your talents known. Whenever you manifest it, you can affect a 10-foot square portion of any non-psionic fire instead of any non-psionic fire that fits in a 5-foot cube. You can also target psionic fire created by your own effects. Additionally, you can choose to change the color of the flame whenever you activate any other effect from this power, and the change lasts until that effect ends.
Fire Whip
At 1st level, you learn to create a lash made of fire. As a bonus action, this lash can be summoned into one of your free hands. The lash counts as a simple melee weapon with which you are proficient, and you can use your Intelligence in place of Strength or Dexterity for any attack or damage rolls you make with the weapon. It deals 2d4 fire damage on a hit and has the finesse and reach properties. The reach property of this weapon adds 15 feet of reach whenever you make attacks instead of 10.
Additionally, you can make grapple and shove attempts with your fire whip against creatures within its reach, using the same ability modifier you use for your whip's attack for the Athletics check. While grappling a creature with your fire whip, you can still make attacks with it, but only against the creature you are grappling. You can only grapple one creature at a time with your fire whip.
Damage from the lash can ignite nonpsionic objects that aren't being worn or carried. It also sheds bright light in a 20-foot radius and dim light for 20 feet beyond that.
The weapon disappears if it is ever more than 5 feet away from you, if you fall unconscious, or if you try to summon it again.
Bonus Proficiencies
You gain proficiency in light armor, medium armor, and whips.
Extra Attack
Beginning at 6th level, you can attack twice instead of once whenever you take the attack action on your turn.
Plasma Burn
Also at 6th level, you can manifest raging hot, unstable plasma whenever you use your flames. Fire damage you deal with your mystic powers and class features bypasses resistance to fire damage, and when you deal fire damage, you can treat any 1 on the damage die as a 2.
Fiery Nimbus
Starting at 14th level, you can levitate yourself and other creatures with the clouds of hot air you can generate. You gain a fly speed equal to your walking speed. Whenever you expend psi-points to manifest a power of 1st-level or higher, choose a number of creatures within 30 feet of you equal to the level of the power you manifested. Each of those creatures gains a fly speed equal to their walking speed until the end of your next turn.
Fire Soul
At 18th level, not even the brightest of flames can touch you. You gain immunity to fire damage and exhaustion. Additionally, the reach of your fire whip increases to 25 feet.
Also, heat constantly emanates from you. At the start of each of your turns, creatures within 30 feet of you must make a Constitution saving throw or gain a level of exhaustion. A creature acclimated to extremely hot temperatures has advantage on this saving throw and creatures immune to fire damage automatically succeed their save. The heat travels around corners.
As an action, you can shrink or expand the radius of the effect from anywhere between 5 and 30 feet. Alternatively, you can suppress this ability until you use your action to activate it again. The heat also doesn't cause significant immediate damage to objects, but over time it can melt, deteriorate, scorch, or even ignite an object depending on its physical properties.
Psi-Crystal Modifications
Whenever you gain a psi-crystal ability, you can choose from the list of abilities below.
Psy-Crystal Modifications Table
| Ability Name | Prerequisites | Summary |
|---|---|---|
| Alertness | 9th level | Your psi-crystal protects you from ambushing creatures. |
| Channel Power | 15th level | You can deliver more powers through your crystal. |
| Electrokinetic Taser | - | Your psi-crystal can shock enemy creatures. |
| Kinetic Lance | - | Your psi-crystal can fire a spears of force whenever you manifest a power. |
| Paracausal Disturbance Indicator | - | Your psi-crystal can learn about psionic effects near it. |
| Power Shield | - | Your psi-crystal gains +2 AC and resistance against powers. |
| Psionic Surgery | 9th level | Your psi-crystal can heal dying allies. |
| Psychic Bubble | 9th level | Your psi-crystal can protect allies from your areas of effect. |
| Psychic Coils | - | Your psi-crystal can store psychic damage, unleashing it violently. |
| Relocate | 15th level | You and your psi-crystal can teleport, switching places. |
| Sight Link | - | You can see what your psi-crystal sees over any distance. |
| Telekinetic Barrier | - | Your psi-crystal creates cover from psionic force. |
| Telepathic | - | Your psi-crystal can speak and communicate telepathically. |
| Void Sight | - | Your psi-crystal has blindsight. |
Alertness
Prerequisite: 9th level
While you and any of your companions are within 30 feet of your psi-crystal, you can't be surprised and attacks from hidden creatures do not gain advantage against you. A creature that is incapacitated does not gain this benefit.
Channel Power
Prerequisite: 15th level
Whenever you deliver a power through your psi-crystal, it can be any power know, ignoring the other restrictions for which powers you can manifest through your psi-crystal.
Once you manifest a power this way, you cannot use it again until you complete a long rest.
Electrokinetic Taser
Your psi-crystal gains the Taser action.
Taser. Melee Psionic Attack: your Psionic attack modifier, 10 ft., one target. Hit: 2d4 lightning damage. If the attack is a critical hit, the target is stunned until the start of the psi-crystal's next turn.
Paracausal Disturbance Indicator
Your psi-crystal gains the Psi-Scan action.
Psi-Scan. The psi-crystal manifests the detect psionics or psionic identification power without expending psi-points.
Power Shield
Your psi-crystal's armor class increases by 2, and it gains advantage on saving throws against powers and psionic effects and resistance to the damage they deal.
Psionic Surgery
Prerequisite: 9th level
Your crystal gains the Medicine skill, being able to add your proficiency bonus to any ability check it makes using that skill. Additionally, if you or an ally creature start their turn dying while within 5 feet of your psi-crystal, your psi-crystal can use its reaction to help that ally, allowing them to expend one hit die to regain hit points.
Psychic Bubble
Prerequisite: 9th level
A 5-foot aura emanates from your psi-crystal. Whenever you manifest a power that affects an area, you can choose for targets within your psi-crystal's aura to be excluded from that area of effect.
Psychic Coils
Your psi-crystal becomes immune to psychic damage.
Additionally, the psi-crystal holds a number of charges equal to 5 times your mystic level. As an action on your turn, you can release all of this psychic energy violently as psychic damage. Choose any number of creatures within 5 feet of your psi-crystal, and divide that damage among them, dealing 1 point of damage per charge spent. You can deal no more damage to a single target than is equal to your mystic level. Any unused damage is wasted. Your psi-crystal regains all charges whenever you take a long rest.
Relocate
Prerequisite: 15th level
As a bonus action on your turn, you and your psi-crystal teleport and switch spaces so long as you both are on the same plane of existence.
Sight Link
While your psi-crystal is on the same plane of existence as you, you can use an action see through your psi-crytal's sight and hear what it hears, gaining the benefits of any special senses that it may have. During this time, you must concentrate, as if concentrating on a power, and you are deaf and blind with regard to your own senses.
Telekinetic Barrier
As a bonus action, you command your psi-crystal to turn into a piece of telekinetic cover. An invisible barrier of force appears in a 5-foot cube around the psi-crystal. The psi-crystal's speed is reduced to 0, it becomes incapacitated, and it becomes locked in place, as if under the effects of the immovability power. The psi-crystal gains resistance to all damage except psychic, and also gains the benefits of three-quarters cover from all directions. The barrier doesn't prevent movement, but creatures of your choice can use the barrier as cover, gaining the benefits of three-quarters cover against attacks and effects originating from the other side.
As an action on subsequent turns, you can command the psi-crystal to lower the barrier, returning back to normal.
Telekinetic Lance
Whenever you use your action to manifest a power of 1st level or higher, you can use your bonus action to have your psi-crystal fire a javelin of telekinetic energy towards a target it can see within 120 feet of it. Make a ranged psionic attack. On a hit, the target takes 1d4 + your Intelligence modifier force damage and is pushed away from your psi-crystal 5 feet in a straight line.
Telepathic
Your psi-crystal can speak any language you know how to speak. It can also communicate telepathically with any creature within 30 feet of it, following the rules of your Contact class feature. Additionally, you can initiate Contact with your psi-crystal over any distance and vice versa, even if you do not have vision of one another.
Void Sight
Your psi-crystal gains blindsight out to a range of 30 feet.
Mystic Powers
Talents (0 Level)
- Animate Shadow
- Attraction
- Blade Ward (Psionic)
- Call to Mind
- Catfall
- Chill Touch (Psionic)
- Control Flames
- Crystal Shard
- Dancing Lights (Psionic)
- Deceleration
- Dissipating Touch
- Distract
- Empathy
- Energy Ray
- Friends (Psionic)
- Guidance (Psionic)
- Light (Psionic)
- Mage Hand (Psionic)
- Message (Psionic)
- Mind Sliver (Psionic)
- Minor Illusion (Psionic)
- True Strike (Psionic)
- Vicious Mockery (Psionic)
1st Level
- Bane (Psionic)
- Bestial Claws
- Burning Hands (Psionic)
- Catapult (Psionic)
- Chains of Affinity
- Charm Person (Psionic)
- Create or Destroy Water (Psionic)
- Command (Psionic)
- Comprehend Languages (Psionic)
- Conceal Thoughts
- Deja Vu
- Demoralize
- Destiny Dissonance
- Detect Psionics
- Detonate
- Disguise Self (Psionic)
- Dissonant Whispers (Psionic)
- Ego Whip
- Expeditious Retreat
- Entangling Ectoplasm
- Feather Fall (Psionic)
- Floating Disk (Psionic)
- Force Screen
- Grease (Psionic)
- Hammer
- Hideous Laughter (Psionic)
- Impersonation
- Iron Grip
- Jump (Psionic)
- Mage Armor (Psionic)
- Magnify Gravity (Psionic)
- Minor Astral Construct
- Precognition
- Psionic Anchor
- Sancutary (Psionic)
- Sensory Link
- Sleep (Psionic)
- Thicken Skin
- Unseen Servant (Psionic)
- Whelm
2nd Level
- Accelerated Healing
- Amplify Pain
- Aversion
- Blur (Psionic)
- Body Adjustment
- Brain Lock
- Calm Emotions (Psionic)
- Chameleon
- Crown of Madness (Psionic)
- Darkvision (Psionic)
- Detect Thoughts (Psionic)
- Dimension Swap
- Emphatic Feedback
- Emphatic Transfer
- Energy Missile
- Enlarge/Reduce (Psionic)
- Invisibility (Psionic)
- Knock (Psionic)
- Levitate (Psionic)
- Mental Barrier
- Mind Spike (Psionic)
- Mind Whip (Psionic)
- Misty Step (Psionic)
- Phantasmal Force (Psionic)
- Psionic Identification
- Psionic Lock
- Psychic Impressions
- See Invisibility (Psionic)
- Shed Flesh
- Shield (Psionic)
- Suggestion (Psionic)
- Tinnitus
- Warp Object
- Zone of Truth (Psionic)
3rd Level
- Antipower
- Blink (Psionic)
- Clairvoyance (Psionic)
- Dispel Psionics
- Ectoplasmic Cocoon
- Ectoplasmic Form
- Energy Burst
- Energy Wall
- Eradicate Invisibility
- Evade
- Fear (Psionic)
- Fly (Psionic)
- Frozen Rain
- Haste (Psionic)
- Hypnotic Pattern (Psionic)
- Intellect Fortress (Psionic)
- Lesser Astral Construct
- Lightning Leap
- Major Image (Psionic)
- Meld Into Stone (Psionic)
- Nondetection (Psionic)
- Protection from Energy (Psionic)
- Psionic Blast
- Pulse Wave (Psionic)
- Sending (Psionic)
- Sever Link
- Stinking Cloud (Psionic)
- Time Hop
- Tongues (Psionic)
- Vampiric Thirst
4th Level
- Banishment (Psionic)
- Brain Sap
- Dimension Door (Psionic)
- Charm Monster (Psionic)
- Compulsion (Psionic)
- Confusion (Psionic)
- Control Water (Psionic)
- Fabricate (Psionic)
- Death Urge
- Divination (Psionic)
- Holographic Messenger
- Energy Adaptation
- Freedom of Movement (Psionic)
- Gravity Sinkhole (Psionic)
- Greater Invisibility (Psionic)
- Immovability
- Mass Tinnitus
- Nightmare
- Phantasmal Killer (Psionic)
- Psionic Eye
- Psychic Lance
- Schism
- Stone Shape (Psionic)
- Wall of Ectoplasm
5th Level
- Adapt Body
- Animate Objects (Psionic)
- Antilife Shell (Psionic)
- Baleful Teleport
- Bigby's Hand (Psionic)
- Creation (Psionic)
- Death Field
- Dominate Person (Psionic)
- Dream (Psionic)
- Hail of Crystals
- Hold Monster (Psionic)
- Mislead (Psionic)
- Modify Memory (Psionic)
- Psychic Crush
- Scrying (Psionic)
- Synaptic Static (Psionic)
- Telekinesis (Psionic)
- Teleportation Circle (Psionic)
- Temporal Shunt (Psionic)
- Wall of Force (Psionic)
6th Level
- Breath of the Black Dragon
- Contingency (Psionic)
- Disintegrate (Psionic)
- Eyebite (Psionic)
- Fuse Flesh
- Globe of Invulnerability (Psionic)
- Gravity Fissure (Psionic)
- Mass Suggestion (Psionic)
- Mass Tinnitus
- Mental Prison (Psionic)
- Programmed Illusion (Psionic)
- Suspend Life
- Tower of Iron Will
- True Seeing (Psionic)
7th Level
- Crisis of Life
- Divert
- Etherealness (Psionic)
- Intellect Bomb
- Forcecage (Psionic)
- Greater Astral Construct
- Mirage Arcane (Psionic)
- Plane Shift (Psionic)
- Project Image (Psionic)
- Reddopsi
- Reerse Gravity (Psionic)
- Teleport (Psionic)
- Temporal Acceleration/Deceleration
8th Level
- Antipathy/Sympathy (Psionic)
- Dark Star (Psionic)
- Dominate Monster (Psionic)
- Feeblemind (Psionic)
- Illusory Dragon (Psionic)
- Glibness (Psionic)
- Insanity
- Maddening Darkness (Psionic)
- Mind Blank (Psionic)
- Reality Break (Psionic)
- Shadow Body
- Telepathy (Psionic)
- Truthear
9th Level
- Astral Projection (Psionic)
- Bend Reality
- Psychic Scream (Psionic)
- Time Leap
- Time Stop (Psionic)