The Mystic v2.0

by PixelEngine

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    Mystic

           A humble figure in a simple shift
           surveys the market with a calm, composed expression. A tradesman spins a coin into the bowl near their feet, assuming they are collecting alms for the local temple. In truth, they are collecting far more. The surface thoughts and feelings of every pedestrian that passes through their field of focus in the square is being carefully weighed and examined for hints of the threat this figure and their compatriots are here to prevent.

A goliath leaps high over the battlefield, the ease of her traversal defying even the incredible athleticism of her people. She analyzes multiple elements of the fray simultaneously as it churns below her, seeking the ideal angle of attack to break the violence cleanly in two. Finding it an instant later, she acts: one arm swinging out with a blade against her nearest foe while an invisible influence hurls a cackling elf through the wheel of a cart at her back.

Alone on the mountain with only his thoughts, the orc smiles to himself as he sits meditating. He has stumbled upon a curious revelation. Mentally, he adds it to the half-dozen others he has discovered on his vigil here over the last four centuries.

Each of these individuals is a mystic ‐ an exceedingly rare master of their own mind and the startling powers it possesses. Though many live secluded lives, their influence is greatly felt wherever in the world it comes to be concentrated.

A Psychic Gift

Mystics are born with a glimmer of psionic power: a mysterious gift from the universe. In many who possess it, the gift lies dormant their entire lives, but certain circumstances ‐ especially traumatic ones ‐ can spark a sudden emergence. To live with an uncontrolled psionic mind makes misery and misfortune for the wielder and all around them. Trained mystics make careful study of a magical energy that most traditions call ki. This energy is an element of the magic that suffuses the multiverse ‐ specifically, the element that flows through living bodies. Where monks use ki to enhance their physical prowess, mystics harness this power to focus and direct their unruly mental strength towards meaningful use. As they gain experience, their mastery of ki offers them not only peace of mind, but a mastery over all matter through the use of refined mental power.

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom or Dexterity. Finally, choose the Hermit or Sage background.

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, blowguns.
The Mystic
Level Proficiency Bonus Psi Die Ki Points Features
1st +2 1d4 2 Psionic Awakening, Ki, Focus Field
2nd +2 1d4 4 Mantras
3rd +2 1d4 6 Psychic Discipline, Telepathy
4th +2 1d4 8 Ability Score Improvement
5th +3 1d6 10 -
6th +3 1d6 12 Psychic Discipline Feature
7th +3 1d6 14 Quietude of the Soul
8th +3 1d6 16 Ability Score Improvement
9th +4 1d8 18 -
10th +4 1d8 20 Heightened Focus (1)
11th +4 1d8 22 Psychic Discipline Feature
12th +4 1d8 24 Ability Score Improvement
13th +5 1d10 26 -
14th +5 1d10 28 Heightened Focus (2)
15th +5 1d10 30 -
16th +5 1d10 32 Ability Score Improvement
17th +6 1d12 34 -
18th +6 1d12 36 Epiphany
19th +6 1d12 38 Ability Score Improvement
20th +6 1d12 40 Psychic Discipline Feature

  • Tools: Choose one type of artisan’s tools or one musical instrument.
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Acrobatics, Arcana, Insight, Medicine, Nature, Perception, and Religion.

Starting Equipment

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

  • (a) a spear, or (b) a simple weapon of your choice.
  • (a) 10 darts, or (b) a blowgun and 50 needles
  • (a) a scholar's pack, or (b) an explorer's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 5 gp to buy your equipment.

Class Features

As a mystic, you gain the following class features, which are summarized in the Mystic table.

Psionic Awakening

1st-level mystic feature

Your mind is awake to the psychic hum of the universe, giving you the power to influence your surroundings with a mere thought. The raw strength of your mind is represented by your Psi Die, the starting size of which is a d4. You roll the die when using a number of features gained through this class.

Changing the Die's Size. If you roll a 1 on your Psi Die, it decreases by one die size after the roll, down to a minimum size of a d2. This represents you losing clarity or focus. For example, if you are a 5th-level mystic and roll a 1 on a d6, it becomes a d4.

Conversely, if you roll the highest number on your Psi Die, it increases by one die size after the roll, up to its starting size. This represents you building momentum with your abilities. For example, if you are a 5th-level mystic and you roll a 4 while your Psi Die is a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psi Die resets to its starting size. When you reach certain levels in this class, the starting size of your Psi Die increases, as shown in the Psi Die column of the Mystic table.

Dull Thoughts. When you are targeted by a creature within 60 feet of you and your Psi Die is larger than a d2, you can use your reaction to diminish the ambient willpower in your vicinity. Your Psi Die decreases by one die size, and until the start of your next turn, any damage dice rolled by the creature are decreased by one size as well, down to a minimum size of a d2. Constructs and undead are immune to this effect.

Reorient Thoughts. As a bonus action, you can calm your mind for a moment and restore your Psi Die to its starting size. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.

Ki

1st-level mystic feature

You control the incredible power of your mind through the meditative energy of ki. Your access to this energy is represented by a number of ki points. Your mystic level determines the number of points you have, as shown in the Ki Points column of the Mystic table.

You can spend these points to fuel various ki features. You start knowing four such features: Deny Distraction, Guarded Thoughts, Inner Peace, and Sentient Sense. You learn more ways to use ki as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

 Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Deny Distraction

As an action, you can spend 1 ki point to surround yourself with a cocoon of psychic power that helps you to deflect hindrances or anticipate assault. Until the start of your next short or long rest, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. This effect ends early if you are incapacitated.

Guarded Thoughts

As a reaction when you take psychic damage, you can spend 1 ki point to gain resistance to psychic damage, including against the triggering damage, until the start of your next turn. Until this effect ends, your thoughts can’t be read by telepathy or other means.

Inner Peace

You can spend 1 ki point as a bonus action to gain advantage on Constitution, Intelligence, Wisdom, and Charisma saving throws until the start of your next turn. If this benefit ends and you have not been forced to make one of these saving throws, you regain this ki point.

Sentient Sense

As an action, you can spend 1 ki point to expand your awareness and scan for other thinking minds. Until the end of your next turn, you know the location of any creature within 60 feet of you that has an Intelligence score of 4 or higher. You do not know the type (for example, humanoid) of any being whose presence you sense. Within the same radius, you also become aware of any creature that has the ability to communicate telepathically.

Focus Field

1st-level mystic feature

You manifest your attention as a tactile influence upon the world, a focus field. While you are not incapacitated and you aren’t wearing armor or wielding a shield, the field exists as an invisible, Medium force with a hovering speed of 40 feet. It is intangible and doesn't occupy its space. The field has blindsight within 5 feet of its space, but no other senses. You are telepathically aware of what it sees.

On your turn, the focus field can hover up to its speed to a space that you are aware of. It can pass through creatures and objects. If you take the Dash action, your focus field also gains the benefits of that action.

The field has a maximum range it can move away from you. This range in feet equals 30 x your proficiency bonus.

If you recover from being incapacitated after losing your focus field, the field reforms within 10 feet of you.

 You can command the focus field in the following ways:

  • When you take the Attack action, you can replace one or more of your attacks with a telekinetic attack made through your field against a target within 5 feet of it. You use Intelligence instead of Strength for the attack and damage rolls of this attack, which deals your choice of bludgeoning or psychic damage equal to one roll of your Psi Die + your Intelligence modifier.
  • As a bonus action, you can make one special shove attack through your focus field against a target within 5 feet of it. When you do so, the target must succeed on a Strength saving throw against your Ki Save DC or be moved 5 feet in any direction. A creature can willingly fail this save.
  • Your focus field can carry, push, drag, or lift objects not being worn or carried, with a carrying capacity in pounds equal to your Intelligence score multiplied by 15. While carrying, pushing, dragging, or lifting any object that weighs more than your Intelligence score in pounds, you must concentrate on the task as if concentrating on a spell. A creature attempting to wrest an object from the grip of the field must succeed on a Strength (Athletics) check against your Ki Save DC to do so.
  • As an action, you can manipulate objects with the field as if using the mage hand spell. The field can manipulate objects that weigh up to its maximum carrying capacity in pounds.
  • As an action, you can speak to a creature within 5 feet of your field as if using the message cantrip.
  • You can train your focus field on a creature or object as a bonus action. When your field is trained on a subject, it moves with it automatically if the subject moves. If the subject moves outside of its range, the field detaches from the subject and lingers at the edge of its range. You are aware of the location of a subject while your field is trained on it, and it gains no benefit from half-cover from you. In addition, you become aware if the subject telepathically communicates, although you are not aware of the content of any such communication. You can stop training your field on a subject at any time (no action required).

Mantras

2nd-level mystic feature

Through your training, you hone the edge of your mental abilities. You are able to channel your ki through personal lessons that help you to focus and structure your thoughts, called mantras. When you gain this feature, pick two expressive mantras to learn, choosing from the “Expressive Mantras” section at the end of the class’s description.

You learn one addtional mantra of your choice when you reach 3rd level in this class. Starting from when you reach 4th level in this class, the number of mantras you know is equal to the maximum roll on your Psi Die, based on its starting size.

Whenever you gain a level in this class, you can replace one of the expressive mantras you learned with a new one.

The Mystic (v2.0) | Design by u/Pixel_Engine

Psychic Discipline

3rd-level mystic feature

Practice has regimented your thought patterns according to one of several paradigms of psionic expression. Choose the psychic discipline you have trained in: Battlemind, Empath, Immortal, Mirror Mind, Nomad, Ouroboros, Psychic Sage, Shaman, Witness, or Wu-Jen, each of which is detailed after the class's description. Your choice grants you features at 6th level and again at 11th and 20th level.

Telepathy

3rd-level mystic feature

In training your mind to move beyond your body, you have gained the ability to communicate with telepathy. As an action, you can create a telepathic link with a number of creatures up to the maximum roll on your Psi Die, based on its current size, within 120 feet of you. You can telepathically speak with linked creatures while they are within this range, and they can respond in kind. You don’t need to share a language with a creature for it to understand your telepathic messages, but it must be able to understand at least one language or be telepathic itself. An existing telepathic link ends if you are unconscious or if you use this feature again.

Ability Score Improvement

4th-level mystic feature

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.

Quietude of the Soul

7th-level mystic feature

When you fail a saving throw that causes you to lose concentration, become subject to madness, or to become charmed or frightened, you can spend 1 ki point to reroll
the saving throw and take the second result.

Heightened Focus

10th-level mystic feature

When you take an action or a bonus action on your turn using your focus field, you can expend ki points to increase its size category by one (for example, from Medium to Large) for a number of minutes equal to the ki points spent.

Starting at 14th level, you can increase the size category of your focus field by two (for example, from Medium to Huge) when you use this feature, for a cost of 1 additional ki point per minute.

Epiphany

18th-level mystic feature

A revelation close to the peak of enlightenment grants you proficiency in Charisma saving throws. In addition, choose one mantra that you know. Any ki cost required by the mantra is reduced by 1.

Psychic Disciplines

Mystics train their potent ability via adherence to strict doctrines. Here are discipline options you can choose from at 3rd level.

Battlemind

While disciplining your psionic gift, you have meditated on the ways of war. With keenly tempered tactical awareness, battleminds are able to observe and influence wide swathes of an engagement with keen insights and raw psychic strength. Displaying galling confidence, they cut decisively forward to deliver a clean, clear victory.

Combat Acumen

3rd-level Battlemind feature

Your extensive study of warfare has granted you the following benefits:

  • You gain proficiency with martial weapons and light armor. You can manifest your focus field even while wearing armor you are proficient with.
  • A focus field you manifest can wield a weapon that you are proficient with, and make attacks with the weapon in place of its normal telekinetic attacks. It can carry and use any ammunition required by the weapon.
  • Weapon attacks you make from within one of your focus fields use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
                Fire genasi Battlemind

Split Focus

3rd-level Battlemind feature

Your preternatural awareness allows you to hold sway over multiple dominions of the battlefield at once. As an action, you can split your focus field into two. When split in this way, the focus fields cannot become any larger than size Medium. Each focus field has its own movement speed and can move independently of the other as you direct it on your turn. When acting through your focus field as part of an action, bonus action, or reaction, you choose which of the fields to act through.

This effect ends if you become incapacitated, or if you choose to end it early by dismissing one of the fields as a bonus action.

Extra Attack

6th-level Battlemind feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Iron Will

11th-level Battlemind feature

You can now use your Quietude of the Soul feature to reroll a failed saving throw that would cause you to gain exhaustion or to become paralyzed, poisoned, or stunned.

One Mind Army

20th-level Battlemind feature

Your psionic war machine unfolds with terrifying grace. When you hit with an attack made as part of the Attack action, you can immediately make up to two further weapon attacks. Each of these attacks must originate from a different space to the original attack.

Empath

Your mind and heart are open to all the woes, worries, merriments, and fears of sapient life. More than other mystics, you have homed in on the underlying current of emotion tangled in a complex push and pull with the tides of all thought and action. By extending your understanding ‐ even to those who would call themselves your enemies ‐ you offer the chance to dissolve and resolve conflicts in a way that few others could. When an emotional storm is brewing, you can guide all parties to the calm at its center.

Detect Feelings

3rd-level Empath feature

Whenever you use your Sentient Sense, you can see the surface shape of emotions in creatures you detect. The deeper truth of their thoughts is hidden from you, but you know whether a creature is feeling angry, afraid, happy, sad, or violent, for example, and gain a general sense of who or what, if anything, those emotions are being directed at if their subject is within 60 feet of you.

Soothe Ego

3rd-level Empath feature

You understand how to redirect feelings of shame or fear to more revitalizing pastures. As a bonus action, you can grant temporary hit points equal to one roll of your Psi Die + your Intelligence modifier (a minimum of 1 temporary hit point) to each creature of your choice within 5 feet of your focus field. When you grant temporary hit points to a creature in this way, you can choose one effect of the calm emotions spell to affect the target.

You can use this bonus action a number of times equal to your Intelligence modifier, and regain all expended uses at the end of a long rest.

Shared Pain

6th-level Empath feature

Once per turn when a creature within 5 feet of either you or your focus field deals damage to another creature, you can choose for it to take psychic damage equal to one roll of your Psi Die, as it is subjected to the psychic feedback of the pain it has caused. Constructs and undead are unaffected, as are creatures immune to effects that read thoughts or feelings.

Swelling Emotion

11th-level Empath feature

When the size of your focus field increases using your Heightened Focus feature, creatures of your choice within 5 feet of the field must make a Charisma saving throw. A creature can willingly fail this save. On a failed save, you choose one of the following effects to influence the creature:

Joy. Happiness fills every limb with warmth and energy. Until the end of your next turn, the target's movement speed increases by a number of feet equal to 5 x your Intelligence modifier, and it adds your Intelligence modifier to attack rolls for the duration.

Misery. Dolorous fatigue bears down on every fibre. The target is under the effects of the slow spell until the end of your next turn.

                   A rare
                  lizardfolk Empath

Panic. Rising fear gives way to chaotic flight. The target must spend its turns trying to move as far away from all other creatures as it can. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Pride. Hubris solidifies even an untenable position. Until the end of your next turn, the target refuses to move. If it had previously taken an action, it repeats this action on its next turn, regardless of its effectiveness. If the action cannot be repeated, it does nothing.

Rage. Immense anger fuels a brief and hollowing blaze. Until the end of your next turn, the target gains resistance to bludgeoning, piercing, and slashing damage, and adds your Intelligence modifier to the damage rolls of melee weapon attacks. When the effect ends, the target gains one level of exhaustion.

Hearts and Minds

20th-level Empath feature

You have advantage on all Wisdom (Insight) and Charisma (Persuasion) checks made against creatures within the maximum range of your focus field.

In addition, you can help inspiration flow between allies even when they are unable to express it themselves. Once per turn when a creature you have a telepathic link with makes an ability check, attack roll, or saving throw, you can roll a number of Psi Dice equal to the number of other creatures in your link you can see within 60 feet of you (a maximum of five dice). The creature can add the highest number rolled to its ability check, attack roll, or saving throw.

The Mystic (v2.0) | Design by u/Pixel_Engine

Immortal

Mystics who discipline their minds and bodies as "Immortals" achieve incredible mastery of and malleability over their physical form through the concentration of their psychic powers. Their very flesh becomes akin to iron, stone, or wood; unphased by the winds of time or the slings and arrows of their enemies. An Immortal walks softly into battle with unnerving calm, and walks out again just as unruffled. The highest mystics of this order might remain secluded from outside knowledge for decades or even centuries, patiently waiting for the sign that they should once again enter the world to tread the bucking path of destiny.

Unflinching Flesh

3rd-level Immortal feature

Your hit point maximum increases by 1 per mystic level.

Meditate upon Eternity

3rd-level Immortal feature

As an action while you are in the space of your focus field, you can focus your psionic energy to augment your body against any assault. You gain temporary hit points equal to one roll of your Psi Die plus your mystic level. While you have these temporary hit points, you do not age, and you don’t need to eat or drink.

You can use this action a number of times equal to your proficiency bonus, and regain all expended uses when you complete a short or long rest.

  A half-orc Immortal
 deep in meditation

Immortal Form

6th-level Immortal feature

When you gain temporary hit points through your Meditate upon Eternity feature, you can transform your body into an enduring material of nature to become a living weapon or shield. You are immune to any effect that would reduce your ability scores or hit point maximum while transformed. In addition, choose one of the following effects, which lasts until you lose your temporary hit points, or until you use this feature again:

Changeless Crystal. You gain advantage on saving throws against spells and other magical effects. When you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you can spend 1 ki point as a reaction to instead take no damage if you succeed on the saving throw.

Immutable Metal. Your unarmed strikes deal 1d6 damage and become magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a bonus to the damage rolls of your unarmed strikes equal to your Constitution modifier. As a bonus action, you can spend 1 ki point to gain a damage threshold equal to one roll of your Psi Die + your mystic level until the start of your next turn. You have immunity to all damage unless you take an amount of damage that equals or exceeds this threshold.

Proud Tree. At the start of each of your turns, you add temporary hit points equal to one roll of your Psi Die to your pool of temporary hit points. You can spend 1 ki point to add additional temporary hit points to the result equal to your mystic level. Temporary hit points you gain in this way cannot exceed a total equal to half of your hit point maximum.

The Mystic (v2.0) | Design by u/Pixel_Engine

Tenacious Stone. Your weight multiplies by ten, and you gain a bonus to your Armor Class equal to your Constitution modifier. As a bonus action, you can spend 1 ki point, reducing your speed to 0 and gaining resistance to all damage until the end of your next turn.

Patience Neverending

11th-level Immortal feature

You no longer need to eat, breathe, or sleep. In addition, you can no longer lose concentration while you retain temporary hit points granted by your Meditate upon Eternity feature.

Indestructible Spirit

20th-level Immortal feature

Whenever you are reduced to 0 hit points, roll your Psi Die. On a roll of 3 or higher, you do not fall unconscious, and you immediately regain hit points equal to twice the number rolled + your Intelligence modifier.

Mirror Mind

Mystics of this discipline are diligent students of other minds. Through highly attuned manipulation of their telekinetic powers, they also practice the mimicry of other lifeforms. A Mirror Mind might use their mental abilities to imitate the swaying tentacles of an octopus, the breath of a young dragon, or the ferocity of a chimera. To outside inspection, their own minds are highly polished surfaces that force interlopers to consider themselves, offering the Mirror Mind an opportunity to follow and learn.

 A human Mirror Mind visualizes her
  borrowed aspect

Reflect Aspect

3rd-level Mirror Mind feature

A combination of telepathic reconnaissance and telekinetic agility allows you to mimic the capabilities of other creatures with great accuracy. As a bonus action, you can copy one action you have prior knowledge of from those available to a creature within 5 feet of your focus field. The target must have a challenge rating equal to or lower than your mystic level divided by 3, and not be a construct or undead.

Once you have copied an action in this way, you can use it yourself as an action on your turn. Attack rolls you make as part of a copied action use your Intelligence modifier and proficiency bonus, but any damage and additional effects of the action are resolved exactly as if performed by the target creature. The action is copied exactly as it is available to the target creature when you use this bonus action. For example, if you copy the Breath Weapon of a dragon wyrmling while the breath weapon has yet to recharge, your copy of it must also recharge. An action with a limited number of uses is copied with the current remaining number of uses available.

A copied action remains available to you until you use this bonus action again.

Reflect Visage

3rd-level Mirror Mind feature

You can expend 1 ki point to cast the disguise self spell, taking on the appearance of any target you currently have copied through your Reflect Aspect feature, so long as its appearance can be replicated within the limits of the spell.

Burnished Mind

3rd-level Mirror Mind feature

The telepathic glare reflecting from your pysche subconsciously distracts and disorients others. When a creature attacks you for the first time on a turn, it must succeed on an Intelligence saving throw against your Ki Save DC or make the attack at disadvantage.

In addition, you have advantage on saves against effects that read your mind or emotional state, such as the detect thoughts spell or similar magic.

Dedicated Extrospection

6th-level Mirror Mind feature

After intensive study, you can better mimic other beings. You can now retain up to three copied actions using your Reflect Aspect feature, which can be curated from separate targets. In place of one possible action, you can also choose to copy one bonus action or reaction available to a target.

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn a number of actions, bonus actions, or reactions it can take up to your Intelligence modifier, chosen at the DM's discretion.

If you copy an action, bonus action, or reaction that would exceed your limit of copies, you must choose one of your current copied actions, bonus actions, or reactions to forget.

Ardent Reflection

11th-level Mirror Mind feature

To any being with the talent to see it, your psychic self is now a perfect, blazing mirror of metaphysical light. You have advantage on saving throws against any spell that targets only you. If you roll a 20 for the save against a spell and the spell is 7th level or lower, the spell has no effect on you and instead targets another creature of your choice within the maximum range of your focus field, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Uncanny Imagery

20th-level Mirror Mind feature

Your mastery of mental mirroring now creates perfect reflections. The number of copied options you can retain using your Reflect Aspect feature and the maximum challenge rating of your targets increases to 5.

In addition, when a creature within 5 feet of your focus field takes an action, you can use your reaction to perfectly mirror it, regardless of the target's CR rating. You can immediately take the same action as the creature, and you gain access to all actions, bonus actions, reactions, and saving throw modifiers in its statblock until the end of your next turn.

Once you use this reaction to mirror a creature, you must complete a short rest before you can do so again.

Nomad

As their name suggests, nomads live to travel. The desire to collect knowledge and new experiences motivates them around worlds and even between them. It is not uncommon to find a nomad far from their home plane, taking in every delight of an entirely alien landscape through their enhanced senses.

                  A sojourning gnomad
                    in the snow

 Nomads cultivate a psychic connection to a shared world of sorts: a web of knowledge built between every sentient mind called the noosphere. In this web exists all information ever perceived ‐ a collection far too vast to see in its entirety across any lifespan. Nomads enjoy browsing the noosphere during their times of meditation and reflection, finding within it a taste, a sight, or a snippet of a story that inspires them to their next destination.

Journey of Ten Thousand Steps

3rd-level Nomad feature

Moving through time and space at an eccentric pace is second nature to you. You learn the misty step spell. It counts as a mystic spell for you. See the Psionic Loom mantra for the rules for casting mystic spells of 1st-level or higher.

In addition, whenever you cast a mystic spell of 5th-level or lower that teleports you or increases your movement speed as part of its effect, its ki point cost is reduced by 2.

Wandering Mind

3rd-level Nomad feature

You are accustomed to visiting new places and picking up new skills. You learn three languages of your choice. In addition, the speed of your focus field increases by 10 feet.

Moreover, as an action, you can choose a skill related to a creature, object, or piece of terrain inside the space of your focus field. You gain proficiency in the chosen skill if you don't already have it. If you are already proficient in the skill, you double your proficiency bonus for ability checks you make that use the chosen skill, unless they are already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. You lose this proficiency or additional bonus when you use this feature to choose a different proficiency, or when you complete a short rest.

You can use this action a number of times equal to your Intelligence modifier (a minimum of once), and regain all expended uses when you complete a long rest.

Psychic Souvenir

6th-level Nomad feature

Whenever you move or teleport away from a creature within 5 feet of you, you can immediately use an action to force the creature to make an Intelligence saving throw against your Ki save DC. On a failed save, you take a psychic souvenir with you: choose one skill, weapon, or saving throw the target is proficient in. The target loses proficiency with the chosen skill, weapon, or saving throw for 8 hours.

You can hold a number of psychic souvenirs up to your Intelligence modifier. While you retain a psychic souvenir, you can add half of your proficiency bonus (rounded up) to any roll you make using the skill, weapon, or saving throw the souvenir represents.

You lose your psychic souvenirs if you are incapacitated. If a targeted creature is within 5 feet of you, it can also use its action to repeat its saving throw, retrieving the souvenir and restoring its lost proficiency on a success.

Meandering Step

11th-level Nomad feature

Once on your turn, as long as your focus field is within 15 feet of you and its space is unoccupied, you can forfeit up to 15 feet of your movement to teleport to its space, instead of moving.

Planar Viator

20th-level Nomad feature

You learn the gate spell. It counts as a mystic spell for you. Whenever you cast the spell, it does not require the usual material component.

As an action while concentrating on the spell, you can spend an additional 10 ki points to change the destination of the gate.

Ouroboros

The serpent that eats its own tail is a timeless symbol of infinity. Mystics that bend their own perception of time are likened to it, for it is said that to them life becomes a seamless, sinuous loop as malleable as the graceful snake. An ouroboros can connect to both their past and future, nourishing and feeding from either as needed. In many ways, they embody the concepts of regeneration and reincarnation that are widely revered by their peers, although they do so within a closed loop. Some masters of this mysticism claim that most beings are bound to be reborn as themselves: it is a gifted few who are destined to recognize this pattern and take control of time's intricacies in motion.

Tail's Offering

3rd-level Ouroboros feature

You can give and draw vitality from yourself through bending your timeline. As an action, you can sacrifice any number of your own hit points to add to a pool of hit points that exists outside of present time. The pool begins at 0 hit points, and can hold a maximum number of hit points equal to your mystic level x 4.

Using your action, you can draw energy from the pool, reducing its total number of stored hit points by any amount you choose and regaining the same number of hit points.

                  Dragonborn Ouroboros
                  on the cusp of battle

Snaking Circle

3rd-level Ouroboros feature

Your past, present, and future are simply different muscles within the same chronological body, waiting to be directed by your mind. As an action, you can call up an apparition of your past or potential self through your focus field. The apparition appears in an unoccupied space within 5 feet of the field, and must remain within its maximum range. It is identical to you, although you can decide if its place in your timeline confers small cosmetic changes. It shares all of your features, armor class, and hit points, but it cannot speak or take actions, bonus actions, or reactions. In combat, the apparition moves on your turn. It grants different benefits to you depending on where in your timeline you call it from:

Past. The observations of your past self grant uncanny knowledge of the present. While this apparition exists, any creatures, traps, or objects that it can see have disadvantage on attack rolls against you, and you have advantage on any Dexterity saving throws against effects they inflict and on attack rolls against them. If your apparition takes damage, you take the same amount of damage, which cannot be reduced in any way, and the apparition immediately vanishes.

Potential. The reactions of a future version of yourself to events can help to predict and overcome obstacles. While this apparition exists, its state changes to reflect decisions you contemplate, possibly granting you new information. For example, if you were considering investigating an alcove, your potential self might break out in acid burns, telling you that the alcove contains some trap. The exact information shown is at the DM's discretion. If you take damage, this apparition takes the same amount of damage, which cannot be reduced in any way. You can use your reaction when you take damage to cause your potential self to immediately vanish as you teleport to the space it occupied.

 An apparition lasts for 10 minutes. If you call upon a new apparition, an existing one immediately vanishes.

You can use this action a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses upon completing a long rest.

Mobius Coil

6th-level Ouroboros feature

The looping forms of your personal timeline bend fluidly to your whims. When a creature you are telepathically linked with or that is within 5 feet of your focus field makes an attack roll, you can force a replay of the last attack roll it made within the past minute. The creature uses that roll, instead. You can choose to use this feature after it is determined whether the original attack roll succeeds or fails.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and regain all expended uses upon completing a long rest.

Shed Self

11th-level Ouroboros feature

Like the serpent shrugs free of a skin that weathered another life, you can shrug off assault by briefly stepping out of sync with your typical time. Once per turn when you are hit by an attack, you can roll 1d100. If the result is equal to or lower than the maxiumum roll of your Psi Die, based on its current size, the attack misses, as it instead strikes an alternate version of you that never was and never will be.

Before you make this roll, you can choose to reduce your Psi Die by one die size if it is currently larger than a d2. If you do so, you can roll 2d100 and use the result of either die.

Escherian Hourglass

20th-level Ouroboros feature

As an action, you can turn the coils of time through byzantine arcs around you. Choose any number of creatures you are aware of within the maximum range of your focus field and roll your Psi Die. Each chosen creature has its recent past rearranged: it is teleported to an unoccupied space of your choice within the range of this feature, and immediately takes force damage or regains hit points (your choice for each creature) equal to the number rolled on your Psi Die + your Intelligence modifier.

Creatures other than you affected by this action have no recollection of their previous state: as far as they are concerned, events played out exactly as necessary in order to get them to their new position.

Once you use this action, you must complete a long rest before you can do so again.

Psychic Sage

The humble sages of the mystics boast of no esoteric powers, but they are highly respected nonetheless. They are masters of meditative fundamentals: focused on training their minds and spirits for self-control and improvement. When what seemed certain becomes clouded, or when doubt creeps in to undermine assurance, leaders, scholars, and even other mystics seek out the psages for their wisdom.

Adaptable Focus

3rd-level Psychic Sage feature

Your mental exercises enhance your mind's flexibility. Your focus field gains the following properties:

  • Damage dealt through the telekinetic attacks of the field can be bludgeoning, piercing, psychic, or slashing damage, as you manipulate the field's shape to your whim.
  • The range of attacks or effects delivered through the field by is extended by 5 feet.

Furthermore, at the end of a short or long rest, you choose one of the following properties. Your focus field gains the chosen property until the start of your next short or long rest:

  • When you make a telekinetic attack through the field as part of the Attack action, you can target a second creature within 5 feet of your target with the same attack roll.
  • When a target is forcibily moved by an effect originating from your focus field as a result of failing a saving throw, the target is moved an additional 5 feet.
  • Your field's carrying capacity and the weight it can push, drag, or lift is doubled.

Sage Philosopher

3rd-level Psychic Sage feature

To maintain mental balance, your mind is always open to exploring new ideas. At the end of a long rest, you can replace one of the expressive mantras you know with a new one, provided you meet any prerequisites required to learn it.

    High Elf
   Psychic Sage

Sage Advisor

6th-level Psychic Sage feature

Once per round when a creature other than yourself that you are telepathically linked to hits a target you can see with an attack, you can roll your Psi Die. The attacking creature adds the number rolled to the damage of the attack.

Universal Soothsayer

11th-level Psychic Sage feature

You have come to understand more of the true nature of things than most ever shall. You have advantage on saving throws against spells belonging to the enchantment and illusion schools of magic, as well as on Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) checks made to determine whether something is illusory, or if a creature is under the influence of an enchantment.

Zen Master

20th-level Psychic Sage feature

By meditating for a moment, you can enter a state of total psychic transcendence. The air around you might grow hot or cold, be whipped into winds, or eerily calmed.

Using your action, you spend 5 ki points to undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain a hovering speed equal to your walking speed.
  • At the start of each of your turns, you can roll your Psi Die, gaining a bonus to your Armor Class equal to the number rolled that lasts until the start of your next turn.
  • Whenever you spend ki points on a feature that requires an action, you can use that feature with a bonus action instead. When you do so, the ki cost of that feature is reduced by 1.

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

Shaman

Among your people, your gift has helped to cultivate spiritual peace, as it has done for generations. You use it not to examine the souls of individuals, but the soul of your community: looking beyond living minds and through the layers of life, time, and death to an ancestral multitude beyond. Through intense focus, you have managed to draw forth the power of spirits from the ether to aid and advise your charges and yourself. This connection sets a shaman apart from other mystics. You invest your gift into the care of elder spirits: balancing the worlds of past and present, culture and nature, and trusting absolutely in their protection.

Spirit Guide

3rd-level Shaman feature

You direct the focus of your awakened mind through the veil separating the departed from the living, and pull through an advisor and ally in the form of an ancestral spirit. Your focus field transforms permanently into a spirit guide. It retains its maximum range, but loses all of its other properties, including the ability to make special shove attacks or train itself on a creature. Any other features that refer to your focus field, including Expressive Mantras, now refer to your spirit

guide instead. If a mantra requires the use of an action (other than the Cast a Spell action), a bonus action, or a reaction, it uses your spirit guide's action, bonus action, or reaction instead of your own.

The guide is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Spirit Guide stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two limbs, four, or more; your choice has no effect on its game statistics.

In combat, the guide shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the guide can take any action of its choice, not just Dodge.

You can expend one use of your Reorient Thoughts feature as an action to cause the spirit guide to regain hit points equal to two rolls of your Psi Die.

At the end of a short or long rest when you draw all of your expended ki back into yourself, you can summon a new spirit guide to you. If you already have a spirit guide from this feature, the first one immediately vanishes. The guide also vanishes if you die.

Totemic Teachings

3rd-level Shaman feature

To anchor your spirit guide, you carve artful totems, fetishes, or similar spiritual foci representative of your cultural history. A totem is a Tiny object made of bone, stone, or wood. You have a number of totems equal to your proficiency bonus.

At the end of a short or long rest while your totems are on your person, you can replace one of the Expressive Mantras you know with a unique benefit for your spirit guide, chosen from those detailed under "Expressive Totems" below. Each totem acts as the anchor for one such benefit, and each benefit can only be chosen once unless otherwise specified.

If a totem is more than 10 feet away from you for more than 1 minute, its magic is lost and you lose access to its benefit until you create a replacement totem at the end of a short or long rest.

In addition, you learn two cantrips of your choice from the druid spell list. These spells count as mystic spells for you.

Protecting Spirit

6th-level Shaman feature

Your guide makes two Honored Weapon attacks, instead of one, when it takes that action on its turn. Moreover, the guide can cast one of your cantrips in place of one of those attacks.

Counsel of Spirits

11th-level Shaman feature

When your spirit guide would increase by one size category due to your Heightened Focus feature, you can instead choose to create a haze of ethereal smoke or light that emits from the guide for 10 feet in all directions and moves with it for the duration. Friendly creatures within the haze gain any resistances that your spirit guide currently benefits from and advantage on Wisdom saving throws, as ancestral advisors move through the haze to pass knowledge among them.

               Human Shaman

 If you use this feature when your spirit guide would increase by two size categories instead of one, the radius of the haze increases by a further 10 feet.

Bridge Between Worlds

20th-level Shaman feature

You are a unifying force between past and present, the living and the dead. Humanoids and undead now have disadvantage on attack rolls against you, and you have advantage on saving throws against effects inflicted by creatures of those types.

In addition, choose one Expressive Totem you know. Any ki cost required by the totem is reduced by 1. While your spirit guide is benefitting from the chosen totem, you or your spirit guide can cast the warding bond spell as a mystic spell without expending any ki points, targeting only one another.

Expressive Totems

The totems are presented in alphabetical order.

Ancestral Chorus. As a bonus action that expends 1 of your ki points, your spirit guide can summon the echoes of its fellow elders to surround it for 1 minute in a tumultuous parliament. Hostile creatures within 10 feet of the spirit guide are considered deafened by the overlapping voices.

Ancestral Connection. Your guide attempts to connect a creature to the replenishing harmony of its ancestral energy. As an action that expends 1 of your ki points, your spirit guide can touch one willing creature and roll your Psi Die. The target expends one of its Hit Dice, regaining hit points equal to the number rolled. If the number rolled on the expended Hit Die and your Psi Die are the same, the target also regains one expended spell slot of 5th-level or lower, or doubles the number of hit points it regains (target's choice).



Spirit Guide

Medium undead (shares your alignment)


  • Armor Class 11 + your Intelligence modifier + PB (natural armor)
  • Hit Points 2 + your Intelligence modifier + five times your mystic level (the guide has a number of Hit Dice [d8s] equal to your mystic level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 10 (+0)

  • Saving Throws Wisdom + 2 plus PB
  • Skills Insight + 2 plus PB, Medicine + 2 plus PB
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., Passive Perception 12
  • Languages speaks, reads, and writes the languages you know, and is joined to your telepathic link
  • Challenge __   Proficiency Bonus equals your bonus

Ethereal Sight. The guide can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The guide can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Death Rattle (3/Day). The guide shakes an instrument or calls out towards one target that can hear it within 30 feet of it. The target must succeed on a Wisdom saving throw against your Ki Save DC or become frightened for 1 minute. While frightened in this way, the target takes an additional 1d4 damage whenever it is hit with an attack. If the creature ends its turn in a location where it doesn't have line of sight to the guide, it can repeat its saving throw, ending the effect on a success.

Honored Weapon. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB necrotic or radiant damage.

Share Wisdom. The guide passes on its knowledge to a willing creature that can hear it within 120 feet. The creature gains advantage on the next Intelligence (History), Intelligence (Nature), Intelligence (Religion), Wisdom (Medicine), or Wisdom (Survival) check it makes before the end of its next turn.

Ancient Knowledge. Choose four spells from the druid spell list to learn. These spells count as mystic spells for you. See the Psionic Loom mantra for the rules for casting mystic spells of 1st-level or higher. You know these spells until you replace this totem with another one.

You can choose this totem more than once; each time you do so, choose four more spells of 1st-level or higher from the druid spell list to learn through the totem.

Animal Guide. As an action that expends 2 of your ki points, your spirit guide can transform into a beast you have seen with a challenge rating equal to or lower than your proficiency bonus for 10 minutes, as if through the Wild Shape feature of the druid class. When the effect expires, you can immediately spend 1 further ki point to extend the duration for a further 10 minutes.

Elder Aegis. Your spirit guide's Armor Class increases by 2.

Gripping Visions. When your spirit guide successfully grapples a creature, it can expend 1 of your ki points to fill the creature's mind with a fog of ancestral visions. Until the creature is freed from the grapple, it is also blinded.

Guarded Medicines. When your spirit guide makes a successful Wisdom (Medicine) check to stabilize a dying creature, it can expend 1 of your ki points to heal the creature as well. The target regains hit points equal to one roll of your Psi Die, and gains an equal number of temporary hit points.

Primal Beyond. Your spirit guide brings with it a part of the elemental barrier that swirls between this world and the next. Choose acid, cold, fire, lightning, or thunder damage. Your spirit guide gains resistance to the chosen damage type, and when it hits a creature with an attack, it can deal additional damage of the chosen type equal to one roll of your Psi Die.

You can choose this totem more than once; each time you do so, choose a new damage type. You can roll an additional Psi Die for each damage type chosen through this totem when your guide hits a creature with an attack, expending 1 ki point for each die rolled beyond the first.

Shared Hope. When your spirit guide makes an attack roll, you can expend 2 ki points to roll your Psi Die. Your spirit guide adds the number rolled to the result of its attack.

Soulful Host. Your spirit guide's maximum hit points increase by 2 x your mystic level.

Witness

Every nascent mystic awakening to their powers opens their mind's eye to a new world of hidden thoughts. For those with the talent, observing the unspoken can become second nature. The great telepaths of the mystics bear witness to all things: each impulse, intention, and deed that crosses their expansive vision. Their role is not to judge, or even to pry, but they cannot help but see. A Witness understands not only the minds of others, but also hones an oracle's analysis of cause and effect, knowing how a fleeting thought can translate into lasting action. Their gifts grant a holistic view of life, and offer vital intelligence to those in the business of protecting it.

Greater Telepathy

3rd-level Witness feature

Your telepathic gift is enhanced to such a degree that other minds are never truly closed to yours. You gain the following benefits:

  • The maximum range of your Telepathy increases to 250 feet. This range becomes 500 feet at 6th level, 1 mile at 11th level, and unlimited across the same plane of existence at 20th level.
  • Creatures of your choice within 5 feet of your focus field are added to your telepathic link. A creature linked in this way does not count towards your total of linked creatures. The connection ends with a creature linked in this way if it moves more than 5 feet away from your focus field.
  • You learn the detect thoughts spell. It counts as a mystic spell for you. See the Psionic Loom mantra for the rules for casting mystic spells of 1st-level or higher. Whenever you cast a mystic spell of 5th-level or lower that allows you access to a creature's thoughts as part of its effect, its ki point cost is reduced by 2.
 A dwarf Witness
 sees without seeing

Perennial Vision

3rd-level Witness feature

Once on your turn (no action required) you can access the senses of a creature you are telepathically linked with. You see through its eyes and hear what it hears until the start of your next turn, when you return to your own senses. While perceiving through another creature's senses, you gain the benefits of any special senses possessed by that creature. Though you are blinded and deafened to your own surroundings, attacks against you do not have advantage, and your own attack rolls do not have disadvantage, so long as you can still see your own body through the borrowed senses.

Incisive Intuition

6th-level Witness feature

Once per turn, you can read splinters of mental energy that break from a creature you deal damage to or force to make a saving throw, learning its intentions. The next attack roll made by this target before the start of your next turn has disadvantage if it is made against any creature that forms a part of your telepathic link.

Overseer

11th-level Witness feature

Your watchful mind keeps a vigil over your companions. Whenever you or a friendly creature you are telepathically

linked with must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Omniscient

20th-level Witness feature

Through your mind's eye, you witness all. You gain truesight out to the maximum range of your focus field. Creatures within that range cannot have advantage on attacks against you, or benefit from half-cover or three-quarters cover from you. You are aware of where they are and their surface thoughts at all times.

Wu-Jen

The name "wu-jen" is sometimes spoken in the same breath as "wizard", for these mystics have developed a tradition of psionic reality manipulation that rivals, and indeed often baffles, the greatest arcane scholars of established schools. Most typically, the title conjures an image of a hermit: an individual who has undertaken the search for this power in deep solitude. Masters of wu-jen disciplines command a dizzying breadth of forces, displaying apitude in pyrokinesis, cryokinesis, biokinesis, and all manner of energy manipulation. More than even other mystics, they embody the principle of mind over all matter.

Elementalist

3rd-level Wu-Jen feature

Through psionic power, you can pull apart and reshape energy. Whenever you cast a spell that deals psychic damage or roll your Psi Die to damage a target, you can cause the damage type to become either bludgeoning, cold, fire, lightning, necrotic, or thunder, instead of its original damage type.

Reality Weaver

3rd-level Wu-Jen feature

The flexibility of your mental powers apes the diverse influence of arcane magic. Choose four spells from the wizard spell list to learn. These spells count as mystic spells for you. See the Psionic Loom mantra for the rules for casting mystic spells of 1st-level or higher.

You learn additional spells of your choice from the wizard spell list when you reach certain levels in this class. The number of spells you know is equal to the maximum roll on your Psi Die, based on its starting size.

Whenever you gain a level in this class, you can replace one of the spells you learned through this feature with a different spell from the wizard spell list.

Energy Bending

6th-level Wu-Jen feature

You can hold a flame with your mind as simply as you could hold a pebble. When an attack that deals bludgeoning, cold, fire, lightning, necrotic, or thunder damage must pass within 15 feet of your focus field to reach its target, you can use your reaction to envelope the energy in your psychic power, possibly halting or redirecting it. The damage the target takes

from the attack is reduced by one roll of your Psi Die + your Intelligence modifier + your mystic level. If you choose for it to, the damage type of the attack becomes one of the other types listed above.

If you reduce the damage to 0, you can redirect the attack as part of the same reaction, causing it to hit another target of your choice within 30 feet of your focus field that you can see.

Inured to Materiality

11th-level Wu-Jen feature

At the end of a long rest, choose two of the damage types listed in your Elementalist feature. You gain resistance to the chosen damage types until the start of your next long rest. If you have resistance to a type of damage, you can spend 2 ki points as a reaction when you take damage of that type to gain immunity to it until the start of your next turn.

Enlightened Elementalist

20th-level Wu-Jen feature

You have meditated upon the fundamental forces of the universe and made them your own. You can choose four damage types, rather than two, at the end of each long rest using your Inured to Reality feature. You gain immunity to one of the chosen damage types until the start of your next long rest.

In addition, spells you cast or damage you deal using your Psi Die ignore resistances to damage of the chosen types.

                Human Wu-Jen
The Mystic (v2.0) | Design by u/Pixel_Engine

Expressive Mantras

If an expressive mantra has prerequisites, you must meet them to learn it. You can learn the mantra at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. If a mantra forces a target to make a saving throw, it makes the save against your Ki Save DC.

Admire the Pattern

You can spend 2 ki points as a bonus action to add your Intelligence modifier to Wisdom (Insight), Charisma (Deception), or Charisma (Persuasion) checks you make versus creatures within 5 feet of your focus field for 1 minute.

Argent Chains

Prerequisite: 5th-level mystic

As an action, you can spend 2 ki points to extend your preternatural power through the links that connect you to other creatures. For 1 minute, the attacks of creatures that form part of your telepathic link count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Astral Entwinenment

Prerequisite: Telepathy feature

As an action, you can pass a Tiny or smaller object weighing up to your Strength score in pounds to a conscious creature you can speak with using your telepathic link, as if beside it.

Attentive Mind

When a hostile creature leaves the space of your focus field or a space within 5 feet of it, you can use your reaction to make an opportunity attack with the field. This attack can take the form of your focus field's special shove attack.

Blade Through the Veil

Prerequisite: 11th-level mystic

You can spend 7 ki points as an action to grant your focus field truesight within 5 feet of its space for 10 minutes. When the effect expires, you can immediately spend 1 further ki point to extend the duration for a further 10 minutes.

Blossoming Ennui

Prerequisite: 9th-level mystic

Whenever you use your Dull Thoughts feature, you can spend 2 ki points and choose an additional number of creatures up to your Intelligence modifier that are within 60 feet of you to have their willpower diminished. Until the start of your next turn, any damage dice rolled by the chosen creatures are decreased by one size, down to a minimum size of a d2.

Broadened Horizons

Your focus field's maximum range increases by 15 feet. You can learn this mantra multiple times, up to a total number of times equal to your proficiency bonus.

Calm Within Chaos

Prerequisite: 5th-level mystic

When a creature within 5 feet of your focus field is forced to

make a Constitution saving throw to maintain concentration on a spell or similar effect, you can spend 2 ki points as a reaction and roll your Psi Die. The creature can add the number rolled to its saving throw.

Cascading Thoughts

Once on each of your turns when you deal damage with a mystic spell , you can spend 1 ki point to roll your Psi Die and add additional psychic damage equal to the number rolled to one damage roll of the spell.

Compelling Notion

Prerequisite: 15th-level mystic

The space within 5 feet of your focus field is permanently under the effects of a zone of truth spell.

Crashing Realization

Whenever you deal damage or restore hit points to a target with a roll of your Psi Die, you can spend 1 ki point to double the number of Psi Dice rolled. Use the first die rolled to determine whether the size of your Psi Die changes after the triggering action is resolved.

Dissever from Violence

Prerequisite: 7th-level mystic

As a reaction taken when a hostile creature no more than one size larger than your focus field moves within 5 feet of you and you are within 5 feet of the field, you can spend 1 ki point to flare the field and push yourself and the intruding creature apart. The creature must succeed on a Strength saving throw or be pushed 5 feet horizontally backwards. Whether the creature succeeds or fails its saving throw, you are pushed up to 15 feet horizontally backwards away from it.

Dissolve into the Universe

Prerequisite: 15th-level mystic

As an action, you can spend 10 ki points to safely sever your mind from your body and send it forth in your focus field, perceiving through its senses until the end of your next turn. When you are piloting your focus field in this way, it has no maximum range, it gains the benefit of your own senses, and its speed increases to 500 feet. You can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the field, you are blinded and deafened to your own surroundings.

If your focus field is outside of its normal maximum range when this connection ends, you are stunned for 1 minute as your mind traverses time and space to return to your body.

Focused Outburst

Prerequisite: 5th-level mystic

Once per turn before you roll your Psi Die to deal damage, you can concentrate and compress your psychic power to reduce the die's size by one. You must make this decision before you roll the die. If you roll the highest number on the Psi Die at this size, it increases by one die size after the roll as normal and you can immediately roll it again, adding the result to the damage dealt. If you again roll the highest number on the die, the effect repeats, up until your Psi Die can no longer increase in size.

The Mystic (Draft) | Design by u/Pixel_Engine

Force of Will

Prerequisite: 9th-level mystic

Psychic damage you deal ignores resistance. In addition, when you roll psychic damage, you can treat any 1 on a damage die as a 2.

Glimpse the Flow

When you roll initiative, you can spend 1 ki point to gain a bonus to the roll equal to your Intelligence modifier (a minimum of 1).

Halt Ire

When a ranged weapon attack passes within 5 feet of your focus field, you can spend 1 ki point using your reaction to deflect or catch the missile as it does so. The damage the target takes from the attack is reduced by one roll of your Psi Die + your Intelligence modifier + your mystic level.

If you reduce the damage to 0, you can catch the missile, freezing it in your focus field. If you catch a missile in this way, you can spend 1 further ki point to make a ranged attack with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. Use your Intelligence modifier for the attack and damage rolls of the attack, which has a normal range of 20 feet and a long range of 60 feet.

Insight of Ages

Prerequisite: 7th-level mystic

You can spend 1 ki point as an action to share your experience with a creature within 5 feet of your focus field. Roll your Psi Die. When the target makes an ability check within the next minute using a skill from the list of skills available to mystics at 1st level, it can add the number rolled to the ability check.

Iron Bands of Ego

When a creature no more than one size larger than your focus field fails its saving throw against the special shove attack you make through the field as a bonus action, you can spend 1 ki point to immediately grapple the creature instead of moving it. While grappling a creature with your field, you must concentrate on the effect as if concentrating on a spell. The focus field's speed is halved, as normal, while grappling a creature.

As a bonus action on each of your turns while grappling a creature with your focus field, you can squeeze it with psychic force. The creature must succeed on a Strength saving throw or take bludgeoning damage equal to one roll of your Psi Die. A creature that takes this damage begins suffocating. Ending the grapple ends the suffocation.

A creature grappled by the field can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Intelligence (Athletics) check.

Let Pass These Woes

While you are within 5 feet of your focus field, you can spend any number of ki points as a bonus action to encourage your body to heal through telekinetic compulsion. Roll your Psi Die. You regain hit points equal to the number rolled on the die + the number of ki points spent.

Likeminds

Prerequisite: 7th-level mystic

When you cast a mystic spell, it can be cast from the space of any creature you can currently speak with through your telepathic link .

Lucid Parasomnia

Part of your mind can remain active while the remainder of your consciousness rests. While sleeping, you can continue to perform light activity, such as reading, drawing, eating, meditating, or patrolling an area. While alseep and walking, you cannot move more than 30 feet from where you fell asleep unless guided by another creature. Any ability checks you make as part of your tasks are made at disadvantage. Any information you might take in through an activity such as reading can be recalled as normal upon waking.

If you are sleeping in this way as part of taking a long rest and the rest is interrupted, you gain the benefits of a short rest when you are woken by the interruption if you have been sleeping for at least 1 hour.

Meeting of the Paths

Prerquisite: 11th-level mystic

As an action, you can spend 6 ki points to swap minds with a willing creature within 5 feet of your focus field. Each of your game statistics are replaced by the statistics of the other creature, but you each retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You each also retain all of your skill and saving throw proficiencies, in addition to gaining those of the other creature that use its Strength, Dexterity, or Constitution scores. You each assume the hit points and Hit Dice of the other creature. You retain the benefit of any features from your class and can use them if the new form is physically capable of doing so.

The effect lasts for 1 hour or until either creature is knocked unconscious, unless you choose to end it early as a bonus action. If your body is outside of the maximum range of your focus field when the effect ends, both you and the creature you swapped minds with are stunned for 1 minute as your minds traverse the distance to find their usual bodies.

Natural Talent

Choose a material: crystal, metal, stone, water, or wood. Objects made of the chosen material count as half of their usual weight when carried, dragged, pushed, or pulled by your focus field, and are moved up to 10 feet, instead of 5 feet, when moved using your telekinetic shove. In addition, creatures wearing the chosen material have disadvantage on saving throws made against being moved by your focus field.

Persona Major

Prerequisite: 11th-level mystic

When a creature fails a saving throw against an effect delivered through your focus field that you expended ki to create and is within 5 feet of the field, you can spend 2 further ki points to cause the target to become paralyzed for 1 minute, beginning after the triggering effect has taken place. The creature can make an Intelligence saving throw at the end of each of its turns, freeing itself on a success.

Psionic Loom

Using this mantra, you can replicate a the effect of a spell from the Weave using your psionic powers. You can learn this mantra multiple times, up to a total number of times equal to your proficiency bonus; each time you do so, pick four spells from the mystic spell list to learn. The Psionic Loom Spellcasting table tells you the level you must be in this class to choose spells of a given spell level. The first and second time you learn this mantra, you also learn two cantrips (0-level spells) from the mystic spell list.

Psionic Loom Spellcasting
  Mystic Level  Spell Level
  2nd  0, 1st
  3rd  2nd
  5th  3rd
  7th  4th
  9th  5th
  11th  6th
  13th  7th
  15th  8th
  17th  9th

When you cast a mystic spell, it requires no verbal or somatic components, and it requires no material components unless they are consumed by the spell. Intelligence is your spellcasting ability for your mystic spells: they are an extension of your psychic influence upon the world. You use your Intelligence whenever a mystic spell refers to your spellcasting ability. The saving throw DC for a mystic spell equals your Ki Save DC, and you use your Intelligence modifier when making an attack roll with a mystic spell.

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

You cast a mystic spell you know by spending ki points. A spell's ki point cost equals 2 x the spell's level. You can also cast spells at higher levels than normal in this way, up to a spell level equal to the highest level spell you can learn through this mantra.

When you cast a mystic spell, it is delivered through your focus field. If the spell requires concentration, the effect ends on any target that moves further than the spell's range away from your focus field. If the spell's range is self, you must be within 5 feet of your focus field to cast it.

For example, if you are a 5th-level mystic, you can spend 6 ki points to cast the fly spell. Since the spell has a range of touch, if the target moves more than 5 feet away from your focus field, the spell ends.

Spell effects of 6th-level or higher are particularly taxing to recreate. Once you spend ki points to cast a spell of 6th-level or higher, you cannot spend ki points to create a spell effect of that level again until you complete a long rest.

When you gain a level in this class, you can replace one of the mystic spells you know with another spell from the mystic spell list, provided it is of a level that you can learn.

The Mystic (Draft) | Design by u/Pixel_Engine
Mystic Spell List
Cantrips (0 Level)
  • belay +
  • blade ward
  • control flames*
  • earworm +
  • friends
  • gust*
  • mage hand
  • message
  • mind sliver**
  • mold earth*
  • resistance
  • shape water*
  • sword burst*
  • thaumaturgy
  • true strike
1st Level
  • animal friendship
  • arcane abnegation +
  • bane
  • beast bond
  • catapult*
  • cause fear*
  • charm person
  • command
  • compelled duel
  • comprehend languages
  • contest will +
  • dissonant whispers
  • heroism
  • inflict wounds
  • sanctuary
  • shield
  • sleep
  • speak with animals
  • tasha's hideous laughter
  • thunderwave
  • wrathful smite
2nd Level
  • animal messenger
  • beast sense
  • blindess/deafness
  • blur
  • calm emotions
  • crown of madness
  • darkvision
  • detect thoughts
  • drain potential +
  • earthbind*
  • enthrall
  • find traps
  • hold person
  • invisibility
  • knock
  • levitate
  • manifest memory +
  • mind spike*
  • misty step
  • phantasmal force
  • see invisibility
  • shadow blade*
  • suggestion
  • tasha's mind whip**
  • warding wind
  • zone of truth
3rd Level
  • blink
  • catnap*
  • clairvoyance
  • counterspell
  • enemies abound*
  • fear
  • feign death
  • fly
  • fugue bolt +
  • intellect fortress**
  • life transference*
  • major image
  • psychic sound +
  • rile emotions +
  • sending
  • slow
  • thunder step*
  • tongues
  • water walk
4th Level
  • charm monster*
  • compulsion
  • confusion
  • control water
  • dimension door
  • dominate beast
  • evard's black tentacles
  • freedom of movement
  • greater invisibility
  • locate creature
  • otiluke's resilient sphere
  • phantasmal killer
  • rautholim's psychic lance ~
  • staggering smite
  • stoneskin
  • summon figment +
  • wall of doubt +
5th Level
  • animate objects
  • awaken
  • banishing smite
  • bigby's hand
  • contact other plane
  • control winds
  • deny wounds +
  • dominate person
  • dream
  • famine +
  • far step*
  • geas
  • mislead
  • modifiy memory
  • psychedelia +
  • reincarnate
  • rary's telepathic bond
  • skill empowerment*
  • steel wind strike*
  • synaptic static*
  • telekinesis
  • wall of force
6th Level
  • blade barrier
  • bones of the earth*
  • eyebite
  • find the path
  • fizban's platinum shield ~
  • flesh to stone
  • glove of invulnerability
  • mass suggestion
  • mental prison*
  • otto's irresistible dance
  • scatter*
  • tenser's transformation*
  • true seeing
7th Level
  • awestruck image +
  • dream of the blue veil**
  • etherealness
  • forcecage
  • mordenkainen's sword
  • plane shift
  • power word pain*
  • project image
  • regenerate
  • reverse gravity
  • sequester
8th Level
  • antipathy/sympathy
  • dominate monster
  • demiplane
  • feeblemind
  • illusory dragon*
  • maddening darkness*
  • maze
  • mind blank
  • power word stun
  • telepathy
  • vainglory +
9th Level
  • astral projection
  • blade of disaster**
  • foresight
  • invulnerability*
  • power word heal
  • psychic scream*
  • time stop
  • weird

Psychic Tension

You can spend 2 ki points as a bonus action to tense your focus field, turning the space within 5 feet of it into difficult terrain until the end of your next turn. While tensed in this way, the field cannot move, and it grants the benefits of half-cover to creatures behind it. By spending 1 further ki point on your turn as a bonus action while the field is tensed, you can extend the effect until the end of your next turn.

A creature that has an Intelligence score of 4 or higher has disadvantage on Wisdom (Insight) checks made against any creatures on the other side of the half-cover your field grants when tensed in this way.

You can end the effect at any time (no action required).

Ponderous Weight of Failure

Prerequisite: 5th-level mystic

When a creature within 5 feet of your focus field succeeds on a saving throw, you can spend 2 ki points using your reaction to squeeze the field and attempt to disrupt its focus. The creature must reroll the saving throw against your Ki Save DC. On a failure, the creature is also considered to have failed the saving throw against the triggering effect.

Quick Wit

Your focus field's speed increases by 10 feet. You can learn this mantra multiple times, up to a total number of times equal to your proficiency bonus.

Ravelling Memory

Prerequisite: 11th-level mystic

As an action, you can spend 5 ki points to psychically harmonize with one object of size Large or smaller that is within 5 feet of your focus field. You must concentrate on this effect as though concentrating on a spell. Until the start of your next turn, you are blinded and deafened to your surroundings as your mind traces back the years of sentient contact the object has experienced. You witness flashes of times when creatures with an Intelligence score of 4 or higher interacted with the object or moved within 10 feet of it, going back a number of years equal to your Intelligence modifier. If any of these creatures are individuals that you are aware of by description or have previously met, your attention is automatically drawn to any scenes involving them. Each scene begins six seconds before a creature approaches within 10 feet of the object, and ends six seconds after it moves more than 10 feet away. However long inspecting the memories gathered around an object seems to take from your perspective, it takes no more than six seconds in real time for you to process the information.

Rebounding Axiom

When you make a high or a long jump from within 5 feet of your focus field, you can spend 1 ki point using your reaction to roll your Psi Die and extend the distance of the jump, up to number of feet equal to fives times the number rolled. Regardless how long the jump is, this extra distance costs you only 5 feet of movement.

Sage of the Physic

Prerequisite: 9th-level mystic

When you use a bonus action to train your focus field on yourself, you can spend 2 ki points to gain proficiency in your choice of Strength, Dexterity, or Constitution saving throws while the field remains trained on you. While you have this benefit, you can spend 1 further ki point as a bonus action to change which of the saving throws you have proficiency in.

Scales of the Will

Prerequisite: 7th-level mystic

When you use your Sentient Sense, you can spend 1 additional ki point to weigh the mental strength of creatures you detect with it against your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Total skill proficiencies known
  • Total class levels (if any)
  • Total mystic levels (if any)

You can choose to weigh more than two characteristics, spending an additional ki point for each characteristic per creature you wish to weigh yourself against.

The Mystic (Draft) | Design by u/Pixel_Engine

Second Thought

Prerequisite: 9th-level mystic

When you use a ki point to take a reaction, you can immediately spend 1 further ki point regain your reaction. You cannot do so again until the start of your next turn.

Sense of Disquiet

You can spend 2 ki points as an action to grant your focus field tremorsense within 5 feet of its space for 10 minutes. When the effect expires, you can immediately spend 1 further ki point to extend the duration for a further 10 minutes.

Soothing Meditation

During a short rest, you can calm the minds of yourself and your allies to bring an extra sense of peace and replenishment to their respite. You can reduce your Psi Die by one size and choose a friendly creature within the maximum range of your focus field. Any Hit Dice the chosen creature spends during this short rest count as one die size higher than normal, up to a maximum size of a d20.

For example, a bard chosen with this feature would roll d10s, rather than d8s, when spending their Hit Dice to regain hit points.

You can affect multiple creatures with this mantra in one short rest, reducing your Psi Die by a further die size for each creature you affect, until it becomes a d2.

Sting of Doubt

When a creature up to one size larger than your focus field within 10 feet of it makes an attack, you can spend 1 ki point using your reaction to immediately train the field on the creature and tighten the field. The creature must make a Strength saving throw. On a failed save, it is restrained until the start of its next turn.

Superiority Complex

Prerequisite: 9th-level mystic

You gain a hover speed equal to your walking speed. When flying in this way, you cannot hover more than 10 feet above the ground.

Tap Psyche

Prerequisite: Telepathy feature

When you roll your Psi Die to deal damage to a target, you can spend 1 ki point to draw on the mental strength of other minds bonded to yours to empower the strike. Roll an additional number of Psi Dice up to the number of creatures you can currently speak with through your telepathic link and add the result to the damage dealt. Use the first die rolled to determine whether the size of your Psi Die changes after the triggering action is resolved.

Once you use this mantra, you must complete a short or long rest before you can do so again.

Telescope of the Mind's Eye

As an action, you can spend 1 ki point to distort your focus field into a lens, which faces a direction of your choice. When looking through the lens towards the chosen direction, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. The effect lasts for up to 1

minute, unless you choose to end it early (no action required). As a bonus action on each of your turns while the effect lasts, you can reposition the lens. Your field retains its movement speed, but cannot perform any other actions, bonus actions, or reactions while the effect lasts.

The Shape of Things

Your focus field assists you in sensing the contours of shapes it surrounds. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks on creatures, objects, or terrain within 5 feet of the field.

Time's Mirror

Prequisite: 15th-level mystic

Once per turn when a creature your focus field is trained on makes an attack roll, you can spend 3 ki points to crystallize the moment in abstract time. As a bonus action on your following turns, you can reflect the moment back out into the present, causing an apparition of the creature to emerge from your focus field and make the same attack against a creature of your choice within the attack's range, using the same attack roll as when it was crystallized.

You can make this special attack as a bonus action only once per minute, unless you voluntarily reduce your Psi Die by one die size to use it again.

A moment crystallized in this way fades from your focus field when you complete a short or long rest.

Titanic Will

Prerequisite: 7th-level mystic

Your focus field is size Large. The change increases its carrying capacity and the weight it can push, drag, or lift, as normal.

Turning of the Blade

When a melee attack must pass within 5 feet of your focus field, you can spend up to 4 ki points using your reaction to telekinetically defend a creature that is the target of the attack. The target gains a bonus to its AC equal to 1 + the number of ki points spent, possibly causing the triggering attack to miss. The bonus lasts until the start of your next turn, or until the target moves more than 5 feet away from the focus field's space.

If this reaction causes the triggering attack to miss, you can spend 1 ki point to attempt to knock the weapon from the attacker's hands as part of the same reaction. The attacking creature must make a Strength saving throw. On a failed save, it drops the weapon used to make the triggering attack, if it is capable of doing so. The weapon lands at its feet.

Unfurling Impulse

As an action, you can spend 2 ki points to suddenly push outwards from your focus field with a bloom of telekinetic force. All creatures other than you within 5 feet of your focus field must succeed on a Strength saving throw or be shunted away from it in a direction of your choice. A creature can willingly fail this save. The total force of your push is equal in feet to 10 x your proficiency bonus, which you divide among the creatures that failed their saves in increments of 5 feet. Each creature is pushed back the number of feet you allocate to it (a minimum of 5 feet).

Unknit Trauma

Prerequisite: Telepathy feature

As a bonus action, you can spend 1 ki point to target a creature you are telepathically linked with that is frightened, suffering from short-term madness, or has taken psychic damage since the start of its last turn. Roll your Psi Die. The creature regains hit points equal to the number rolled, and any of the specified conditions affecting the creature immediately end.

Vital Balance

Prerequisite: 5th-level mystic

You can spend 3 ki points to lend your own alacrity in body and mind to another, casting the haste spell on one creature within 5 feet of your focus field. When you cast the spell in this way, it does not require concentration, although you can choose to end it at any time. You are under the effects of the slow spell while a target benefits from your speed.

If you cast the spell in this way on another creature, the spell immediately ends on its original target.

Wax and Wane

Prerequisite: 5th-level mystic

As a bonus action, you can spend 2 ki points to reach deep into your reserves of psychic strength and increase your Psi Die by one die size for 1 minute. Your Psi Die can increase beyond its starting size when empowered in this way, up to a maximum size of 1d12. When the effect ends, your Psi Die reverts to one die size smaller than it was before you used this feature.

Additionally, while your Psi Die is larger than a d2, you can expend a use of your Reorient Thoughts feature to immediately regain 1 ki point.

Web of the Silent Spider

When you train your focus field on a creature, you can spend 1 ki point to entrap it in a zone of psychic silence for 1 minute. All communication made by the creature fails to leave the focus field's space. Whenever the creature attempts to communicate, you become aware of it, and can spend 1 further ki point to overhear the words telepathically.

Whatever Lingers On

Prerequisite: 5th-level mystic

As an action, you can spend 3 ki points to begin a séance with creatures you have a telepathic link with. To begin the séance, each creature taking part must touch at least one other linked creature, forming a circle. When you begin the séance, you can cast the speak with dead spell on a corpse within 10 feet of the circle. When you cast the spell in this way, each creature that forms part of the circle can ask the corpse one question. The spell ends if the séance circle is broken.

While the spell persists, a creature in the séance circle can instead choose to ask its question to a creature it previously had a telepathic link with that has since died. The creature's spirit answers as if contacted via the spell.

Spells from Other Sources

The mystic spell list is primarily populated by spells available in the Player's Handbook. Additional spells from Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and Fizban's Treasury of Dragons are marked with a single asterisk*, double asterisk**, and tilde ~, respectively.

Spells from Hippocamper's Complete Cookbook that the mystic has access to are reprinted in Chapter 3 of this book alongside new psionic spell options. Spells from that chapter are marked with a cross+.

Your campaign may allow additional spells from supplementary material originally intended for specific settings in the D&D multiverse. If your DM allows this material, then the following spells are also available for the mystic:

  • The encode thoughts cantrip, from Guildmaster's Guide to Ravnica.
  • The following spells from Acquisitions Incorporated: distort value, gift of gab, fast friends, and incite greed.
  • The sapping sting cantrip, and the following spells from Explorer's Guide to Wildemount: gift of alacrity, magnify gravity, wristpocket, pulse wave, temporal shunt, tether essence, and reality break.
  • The otto's irresistible notion cantrip, by u/ZoomBoingDing on Reddit.
Credits

Geomancy by Taylor Payton
Nahiri, the Harbinger by Kieran Yanner
Ogin by Taran Fiddler
Living Monolith by Ksenia Kozhevnikova
Octopus Umbra by Howard Lyon
Master Cartographer by Ibrahem Swaid
Albino Psion by Timi Honkanen
C.O.T: Silver Arch Citizens (Noble) by Rowena Wang
Shaman, Inuit Mythology Initiative by Emily Fiegenschuh
Revien The Faerie Seer by DioMahesa
Anise by Tyler Jacobson
Full page watercolor stains by Jared Ondricek

Concept and design by u/Pixel_Engine


Changelog   -   Mystic Version 2.2

Credits

Geomancy by Taylor Payton
Nahiri, the Harbinger by Kieran Yanner
Ogin by Taran Fiddler
Living Monolith by Ksenia Kozhevnikova
Octopus Umbra by Howard Lyon
Master Cartographer by Ibrahem Swaid
Albino Psion by Timi Honkanen
C.O.T: Silver Arch Citizens (Noble) by Rowena Wang
Shaman, Inuit Mythology Initiative by Emily Fiegenschuh
Revien The Faerie Seer by DioMahesa
Full page watercolor stains by Jared Ondricek

Concept and design by u/Pixel_Engine
A huge thanks to my playtesters and everyone who has continued to provide feedback on this class.


Changelog   -   Mystic Version 2.3

Spells from Other Sources

The mystic spell list is primarily populated by spells available in the Player's Handbook. Additional spells from Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and Fizban's Treasury of Dragons are marked with superscript notations for the relevant sourcebook.

Spells from Chapter 3 of Hippocamper's Complete Cookbook that the mystic has access to are marked with a ♢. Spells from Chapter 3 of this compendium are marked with a §.

Your campaign may allow additional spells from supplementary material originally intended for specific settings in the D&D multiverse. If your DM allows this material, then the following spells are also available for the mystic:

  • The encode thoughts cantrip, from Guildmaster's Guide to Ravnica.
  • The following spells from Acquisitions Incorporated: distort value, gift of gab, fast friends, and incite greed.
  • The sapping sting cantrip, and the following spells from Explorer's Guide to Wildemount: gift of alacrity, magnify gravity, wristpocket, pulse wave, temporal shunt, tether essence, and reality break.
  • The otto's irresistible notion cantrip, by u/ZoomBoingDing on Reddit.

     More to come in the
   Scrolls of the Unnamed Sage!

 

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