Kibbles' Mystic Path Feats

by KibblesTasty

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Mystic Feats Alpha (0.4)

Mystic Path feats are continuation of a trend of making more active feats started with Active Martial Feats, but while those feats tended to be superhuman (meaning being capable of things that exceed typical humans) they were still non-magical effects.

The following feats in Mystic Path feats are things that are magical in nature - turning into elements, transforming, teleporting, things that no amount of skill or strength can accomplish without supernatural powers.

Supernatural

Mystic Path feats contain active abilities with the "Supernatural" tag. This means that the spell represents something beyond just innate skills, but the use of innate magical power. This means they are treated like spells for the purposes of antimagic zones. While they generally cannot be effected by counterspell due to their lack of spell components, they can targeted by dispel magic, where they are treated as spells of a level equal to the mystic path user's proficiency bonus.

Origin of Power

The exact nature of the supernatural power is intentionally vague as these feats can be used by spellcasters, ki users, psionics, etc. While the default conception of these is closest to an innate psionic ability, they don't necessarily assume that for their interactions if it would make more sense for it to be an expression of arcane, primal, or divine power for your character.

Mystic Path Modifier

You can choose your Mystic Path modifier when you have one or more Mystic Path feats. Your Mystic Path Modifier can be any ability score modifier besides Constitution. Your Mystic Path DC is calculated as 8 + your Mystic Path Modifier + your proficiency bonus.

Balance & Notes

Mystic Path Feats are similar in balance to Active Martial Feats, but tuned slightly differently. Generally speaking, for the feats that have an active single use power, that power will be stronger than a comparable Active Martial Feat, but with a weaker (usually much weaker) passive effect, often being situational or ribbon-like (or in some cases not being present at all). They are still half feats though.

The ones that are a bonus action buff are generally balanced by not being half-feats. Likewise, some of them allow quite a few casts of 2nd level spells, but more are limited by being level required non-half feats, lacking the flexibility of comparable feats.

Elemental Arts

One With Wind

Prerequisite: 4th level

You have mastered the supernatural ability striking like the wind, gaining the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity, or Wisdom ability score by 1, to a maximum of 20.
  • Wind Walker. You are not affected by difficult terrain or additional movement costs when the difficult terrain or movement cost comes from strong winds (such as the gust of wind spell).
Wind Strike

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a special attack that lets you vanish into the wind before striking a number of nearby creatures with a weapon you are carrying in a flurry of blows, before reform from the wind within 5 feet of one of the creatures attacked. You can attack a number of creatures in this way equal to your proficiency bonus, but can only strike each creature once, and can strike creatures within a range of 5 times your proficiency bonus.

Each time you strike a creature, make a melee weapon attack, dealing 1d6 + your Mystic Path modifier damage on a hit. The damage increases by 1d6 each time your proficiency bonus increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Wind Affinity

You are touched by the winds, either from a blessing of a powerful entity or through focused mastery and study of their essence, allowing you to borrow and harness their power.

You learn the manipulate windK cantrip and the become windK spell. You can cast it innately and without expending a spell slot a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Wind

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You gust wind within range causing it surge and swirl to your command, selecting one of the following effects:

  • The next ranged weapon attack against a creature of your choice within range has disadvantage.
  • One creature of your choice within range must succeed a Strength saving throw or being pushed 5 feet or knocked prone (your choice).
  • You can increase the next jump made by a creature of your choice within range by 5 feet.
  • You manipulate the wind in a minor way such as pushing a light object up to 10 feet, rustling plants, slam doors, or similar effects. These aren't powerful enough to move creatures or deal damage.

Become Wind

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.

Wind Slash

The wind conveys the will of your attacks, granting you the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity or Wisdom ability score by 1, to a maximum of 20.
  • Cloudbreaker. You can cut dust, fog, or clouds. As an attack as part of the attack action, you can clear a 30 foot cone of dust, fog, or cloud. Depending on the source of the obscuring effect, the area may become obscured again after 1d4 rounds.
  • Wind Slash. You gain the ability to cast crescent wind slashK. You can cast this spell once without expending a spell slot, casting it at a level equal to your proficiency bonus. After using the free use, you can cast it again by expending a spell slot as normal. If you have Ki Points or Psi Points, you can expend 2 or more those to cast this spell, casting the spell at a level equal to the number of points spent. You regain the free use of this spell when you complete a long rest.

Fire Dancer

Prerequisite: 4th level

You've danced among the flames so long and with such skill that now the flames dance along with you. You gain the following benefits:

  • Ability Score Bonus. Increase your Strength, Dexterity, or Charisma ability score by 1, to a maximum of 20.
  • Through The Flames. You have advantage on Dexterity saving throws where failing them would result in taking fire damage.
Cinder Sweep

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with moving up to 5 feet without provoking attacks of opportunity and then cause an explosion of fire around you. All creatures within 10 feet of you must make a Dexterity saving throw. On failure, a creature takes 2d6 fire damage and becomes ignited. Creatures that are ignited take 1d6 fire damage at the end of each of their turns until a creature within 5 feet of the ignited target spends their action to douse the flames. On success, creatures take half as much damage and are not ignited. The initial fire damage increases by 1d6 when your proficiency bonus increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Ignition Art

Prerequisite: 4th level

You gain mastery over a mystic art of fire, giving you the following benefits:

  • Ignite. As an action, you can create small sparks of flame, lightning flammable objects such as kindling or lighting a torch.
Flametongue Touch

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can cause a weapon you are holding to ignite into flames for 1 minute. While ignited, the weapon sheds 15 feet of a bright light, and an additional 15 feet of dim light, and deals an additional 1d6 fire damage on hit. The damage increases every other time your proficiency bonus does, remaining equal to half your proficiency bonus (rounded down), and the bright and dim light radius increase by 5 feet when the damage increases.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Fire Affinity

You are granted a special affinity with fire, allowing you to borrow and harness its power.

You learn the manipulate fireK cantrip, and learn the become fireK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Fire

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You control fire you can see within range causing it to bend to your command, selecting one of the following effects:

  • You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.
  • You can spark, douse, or spread fire in a 5 foot-cube, so long as there is fuel that can be ignited within the area.
  • You can control the brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape of fire (forming simple shapes or forms) within a 5-foot cube for 10 minutes.

Become Fire

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:

  • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
  • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

Earth Caller

You have mastered a special connection to the earth and can call upon the stones buried in to heed your calls.

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom modifier by one.
  • Stone Forming. You learn the stone formingK cantrip.
Stone Shape

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with causing the ground beneath a target creature within 30 feet to surge and warp. The target must make a Dexterity saving throw against your Mystic Path DC. On failure, you can cause one of the following effects of your choice:

  • The target takes 2d6 + your Mystic Path modifier piercing damage.
  • The target is grasped by the earth and their movement speed becomes 0 until the start of your next turn.
  • The target takes 1d6 + your Mystic Path modifier bludgeoning damage and is knocked 5 feet in a direction of your choice.

On success, they take no damage and suffer no additional effects. The damage the target takes is increased by 1d6 when your proficiency bonus increases (including effects that normally do no damage). You can choose to deal no damage with the ability.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Earth Binder

Prerequisite: Earth Caller.

Your mastery of the earthly powers allows you to call upon its power to entrap foes. You gain the following the benefits:

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom modifier by one.
  • Grasping Earth. Once per turn, when you hit a Large or smaller flying creature with a melee weapon attack, it must make a strength saving or fall prone.
Stone Cage

Active Ability (Action, Supernatural)

As an action, you cause a 15 foot high, 1 foot thick dome of stone pillars to erupt from the ground around you, enclosing you and the target within range within a ring of stone that lasts a number of turns equal to your proficiency bonus. Creatures can see through the cage of stone pillars, but creatures have three quarters cover against creatures on the other side. The range of the ability is 10 feet, and increases by 5 feet each time your proficiency bonus increases. The ring is always formed into the smallest circle that encompasses both you and the target, with a minimum radius of 10 feet, centered on the point closest to the center between you and the target. Other creatures can be caught inside the ring if they fall inside its radius.

The ring can be destroyed, and has an AC of 16 and a number of hit points equal to 5 x your character level (the entire ring sharing the same hit points, crumbling to dust when reduced to zero). The cage immediately crumbles if you fall unconscious.

Once you use this ability, you cannot use it again until you complete a long rest.

Stone Affinity

You are granted a special affinity with stone, allowing you to borrow and harness its power.

You learn the manipulate earthK cantrip, and learn the become stoneK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Earth

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You mold earth you can see within range causing it to twist and buckle to your command, selecting one of the following effects:

  • You can move a 5-foot cube of loose dirt or soil, excavate and move it along the ground to another unoccupied space within 5 feet.
  • You can carve small simple shapes into dirt or stone, change its color, or similar minor effects.
  • You can turn a 5-foot square of earth or stone into difficult terrain for 1 hour. You can have up to three patches of difficult terrain this way; if you create additional patches the first created patch returns to normal terrain.

Become Stone

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends.

Water Affinity

You are granted a special affinity with water, allowing you to borrow and harness its power.

You learn the manipulate waterK cantrip, and learn the become waterK spell. You can cast it innately without and without expending a spell a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Manipulate Water

transmutation cantrip


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You shape water you can see within range causing it to move and shape at to your command, selecting one of the following effects:

  • You can move or direct the flow of a 5-foot cube of water in direction, but the water will collapse back to following the flow of gravity at the start of your next turn unless you concentrate on keeping it in place.
  • You can form the water in shapes or cause it to animate. This changes last for 1 minute.
  • You can change the color or opacity of water in a 5-foot cube. This change lasts for 1 hour.
  • You can freeze up to a 5-foot cube of water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to complete melt or freeze unless in extreme conditions).

Become Water

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from non magical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Esoteric Arts

Illusion Art

Prerequisite: 4th level

You master the arts of illusion, mastering a special art to create them through a unique method. You gain the following benefits:

  • Mind Tricks. You learn the minor illusion cantrip and cast it without a material component, using a spellcasting ability modifier of your choice. When you form a weapon with minor illusion, you can use it as if it were a real weapon for the duration. On hit, it does psychic damage instead of its normal damage type.
Illusion Steps

Active Ability (Bonus Action, Supernatural)

You create a number of identical illusionary copies of you equal to half your proficiency bonus (rounded down). You can keep them in your space, or move them independently. You can move them up 30 feet in any direction on your turn (no action required), but if they move in a way you cannot, their illusory nature is revealed to anyone that sees it.

If they are in different spaces, an enemy can attack them like a creature. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.

While they are in your space, if a creature attacks you, roll d20 to determine which creature is attacked. If you have three or more duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, rolling an 11 or higher targets a duplicate. These duplicates stack with any other illusory duplicates might have (such as from mirror image), but are always consumed first when a duplicate would be hit.

At the start of your next turn, you can take the place of any illusory duplicate that remains and is not sharing your space, but when you do so that illusion vanishes as if hit. Creatures that do not rely on sight or can see through illusions are unaffected and do not target illusory duplicates.

Once you use this feature, you cannot use it again until you complete a long rest.

Void Art

Prerequisite: 4th level

After intense study and sudden enlightenment you've mastered the true essence of cutting through space itself. You gain the following benefits:

  • Part Magic. When you succeed a Dexterity saving throw against a spell or similar magical effect and you would take half damage, you can use your reaction to cut the effect from existence around you, taking no damage instead.
Void Strike

Active Ability (Action, Supernatural)

As an action, you special attack that strikes the dimensional boundaries around a creature, disrupting them and potentially briefly pulling the creature into the ethereal plane. The target makes a Charisma saving throw. On failure, they take 2d6 + your Mystic Path modifier and are banished to the ethereal plane until the start of your next turn. On success, they take half as much and are not banished to the ethereal plane. The creature cannot move while on the ethereal plane, but can otherwise take any action they can normally take, they just cannot interact with things on the material plane unless they normally could. You can choose to do no damage with this ability, and the target can choose to fail their save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Vanishing Trick

Prerequisite: 8th level

You master an esoteric art of vanishing and leaving something (or someone) behind in your space, swapping positions with them. You gain the following abilities:

  • Decoy Death. If you would be reduced to 0 hit points as a result of taking damage, you can use Nether Swap as a reaction. When you do so, you instead fall to 1 hit point, with any additional damage beyond what would reduce to 1 hit point being taken by the object you swap places with. You can do this even if you have no use remaining, but once you use it this way you cannot use it this way again until you complete a long rest. You can only target objects when using it this way.
Nether Swap

Active Ability (Bonus Action, Supernatural)

As a bonus action, you change places with a Small to Large creature or object that is not being worn or carried you can see within 15 feet of you. If the target is an unwilling creature, it makes a Charisma saving throw against your Mystic Path DC. On a successful save, the ability fails and neither creature is teleported. The maximum distance increases by 5 feet when your proficiency bonus increases (always equaling 5 times your proficiency bonus).

Once you use this feature, you cannot use it again until you complete a short or long rest.

Transformation Arts

Titanic Form

Prerequisite: 4th level

You awaken or learn a mystical ability drawing on the ancient power of the titans. You gain the following benefits:

  • Ability Score Bonus. Increase your Strength, Constitution, or Wisdom ability score by 1, to a maximum of 20.
  • Mystic Language. You learn giant. If you already know giant, you learn one additional language of your choice.
Titanic Aspect

Active Ability (Action, Supernatural)

As an action, you come under the Enlarge effect of the enlarge/reduce spell, which doubles your size in all dimensions, and multiplies your weight by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

In addition to the normal effect, your flesh takes on rough stone-like appearance, causing your unarmed strikes to deal an additional 1d4 damage and reducing all damage from bludgeoning, piercing, and slashing damage by your proficiency bonus if you don't already have a damage reduction. If you already have a source of damage reduction, only the highest source is used, and is increased by 1 during this effect.

The effect lasts 10 minutes. You can end this effect early as an action, returning to normal size. It ends early if you fall unconscious. Once you use this feature, you cannot use it again until you complete a short or long rest.

Thunderer

Prerequisite: 4th level

  • Ability Score Bonus. Increase your Strength or Constitution ability score by 1, to a maximum of 20.
Quaking Smash

Active Ability (Attack, Supernatural)

As an attack as part of the attack action, you slam the ground causing an eruption of thunder to erupt outward in a 15 foot cone. Creatures in the area must make a Constitution save. On failure they take 2d6 thunder damage and are knocked prone. On success, they take half as much damage and aren't knocked prone. The number of d6 damage dealt increase when your proficiency bonus increases. If you are Large or Larger when you take this action, the size of the cone doubles and the d6s become d8s.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Dragon Form

Prerequisite: 4th level

You have learned to invoke the powers of a dragon. You gain the following features:

  • Ability Score Bonus. Increase your Strength, Constitution, or Charisma ability score by 1, to a maximum of 20.
  • Mystic Language. You learn draconic. If you already know draconic, you learn one additional language of your choice.
Dragon Aspect

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can physical transform your body, choose number up to your Proficiency bonus of the following draconic features:

  • Fangs. Gain dragon-like fangs, gaining a natural weapon that deals 1d8 piercing damage.
  • Claws. Transform one or both hands into dragon-like claws, gaining natural weapons that deal 1d6 slashing damage and have the Light property.
  • Scales. Gain dragon-like scales. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. You gain resistance to acid, cold, fire, lightning or poison damage. (selected when you take the feat).
  • Wings (Requires 5th level). If you are not wearing armor, dragon-like wings sprout from your back. Until the transformation ends, you have a 30 foot flying speed.
  • Eyes. You gain a darkvision of 60 feet. If you already have a darkvision, you gain a blindsight of 15 feet.
  • Empower. A weapon you are holding or natural weapon of your choice is wreathed in elemental power. Its damage is increased by 1d6 acid, cold, fire, lighting, or poison damage (selected when you take the feat).

The transformation lasts 1 minute or until you end it early as a bonus action. If they don't otherwise have a bonus to attack and damage rolls, natural weapons granted by this transformation gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down). Once you use this feature, you cannot use it again until you complete a short or long rest.

Dragon Breath Art

Prerequisite: 4th level

You master the art of gathering elemental power within yourself to unleash in blasts akin to a dragon's breath. You gain the following benefits:

  • Ability Score Bonus. Increase your Constitution, or Charisma ability score by 1, to a maximum of 20.
Dragon Breath

Active Ability (Attack, Supernatural)

As an attack as part of the attack action, you can unleash a cone of elemental devastation. Creatures in a 15 foot cone or 5 by 30 foot line (your choice) must make a Dexterity (for acid, fire or lightning) or Constitution (for cold or poison) saving throw. On failure, they take 3d6 acid, cold, fire, lightning, or poison damage (select when you take this feat), or half as much on a successful one. The number of d6 increases when your proficiency bonus increases (to 4d6 at 5th level, 5d6 at 9th level, 6d6 at 13th level, and 7d6 at 17th level).

If you are transformed by the Dragon Morph of the Dragon Form Art feat, the area of effect is doubled (to a 30 foot cone or 60 foot line).

Once you use this feature, you cannot use it again until you complete a short or long rest.

 

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