Mystic Class

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Mystic

A Mystic uses their sheer mental power. Mystic's are most often Kalistars, Githazeri, Mind flayers or thri-kreen but the best mystics are half elves and lizard folk. A Mystic may set up a link between them and their party but if any target can't think for itself for example a construct or someone with an intelligence of 1 or 2.

Class Features

As a Mystic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 + intelligence per Mystic level
  • Hit Points at 1st Level: 8+ intelligence
  • Hit Points at Higher Levels: 1d8 + intelligence per Mystic level above 1st

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: tinkers tools, artisans tools,

  • Saving Throws: Wisdom, intelligence
  • Skills: Choose two from this list Arcana, History, Investigation, Insight, Medicine, perception, Deception, Persuasion

Equipment

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

  • (a) common clothes or (b) tarot deck
Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Intelligence increase Mental Demolition Damage
1st +2 Spellcasting, Physic, Mental Connections 2 2 3
2nd +2 Mental linguist 2 2 3
3rd +2 Inelegance Increase 2 3 3 3 +1
4rd +2 Mind over matter, Distraction, Ability score increase 3 3 3 3
5th +3 Mental Demolition 3 3 4 3 3 2d6
6th +3 Mental Connections 3 4 4 3 3 +1 2d6
7th +3 Mental potency 3 4 4 3 3 2 3d6
8th +3 Ability score increase 4 4 4 4 3 2 3d6
9th +3 Mental Connections 4 5 4 4 3 2 1 +1 2d8
10th +4 Readiness of The mind 4 5 4 4 4 2 1 2d8
11th +4 Tangible mind 4 5 5 4 4 2 1 1 3d8
12th +4 Mental Connections, Ability score increase 5 6 5 4 4 2 1 1 +1 3d8
13th +4 Physic Swelling 5 6 5 4 4 3 1 1 1 2d10
14th +4 Mental Guardian 5 6 5 4 4 3 2 1 1 2d10
15th +5 Mental Connections 5 7 5 4 4 3 2 1 1 1 +1 3d10
16th +5 Ability score increase 6 7 5 5 4 3 2 2 1 1 3d10
17th +5 Keen mind 6 7 5 5 4 3 2 2 1 1 1 2d12
18th +5 6 8 5 5 4 3 2 2 1 1 1 +1 2d12
19th +5 Ability score increase 6 8 5 5 4 4 2 2 1 1 1 3d12
20th +5 Mental perfection 7 9 5 5 4 4 3 2 2 2 1 +3 4d20

Spellcasting

you can cast spells from your mind giving you a few advantages such as your spells can't be interrupted, you don't need a spellcasting focus and your spells don't require material components

Cantrips

You can cast cantrips or 0 level spells for no cost to you but you only know as many as seen in the cantrips known collum of the class table

Spell Slots

the collum stating a spells level shows how many spell slots you have of that level each time you cast a spell of that level you lose one spell slot you regain all spell slots after a long rest

Spellcasting Ability

you cast spells using your intelligence modifier

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your intelligence modifier

Ritual Casting

you can cast spells as a ritual costing no spell slot but taking 20 times longer to cast

Physic

You can communicate via the mind but you must know 2 languages with the person you can communicate to. They can talk back and intern they can add people and they must follow the same rules

Mental linguist

When using the Psychic feature you only need to share one luanage with the other target

Intelligence Increase

every level where the intelligence increase column says +1 or +3 add the number behind the +

Mind over matter

Your mind has made a impression on real life as if the mage hand cantrip was constantly being cast

Distraction

You can make one target forget who they are attacking and be momentarily distracted. They must roll intelligence against your spell save DC if they fail they can't attack this round.

Ability score increase

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 unless its intelligence

Mental demolition

as an action you can do as much psychic damage as seen on the Mental Demolition column you can use this feature 5 times per long rest at level twelve you can use it 7 times at level 17 you can use this feature a unlimited amount of time

Mental Potency

When you deal phycic damage if the target has resistance the damage still dose full

Readiness of the mind

You can't be surprised and you don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “spressed readiness.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that anyone does from 8 hours of sleep.

Tangible Mind

After every long rest you conjure a non magical object you have seen in the past it can only be touched by you. The hands of others go right through. it ain't cost more than 25 gold pieces

Physic Swelling

when dealing phycic damage you ignore immunity

Mental Guardian

You have immunity to psychic damage

Keen mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

Mental Perfection

When casting a first or second level spell it doesn't cost spell slots

Mental Connections

You find yourself attracted to certain uses of brain power to a point where it transcends the mental realm instead you can be the best strategist ever born or the ability to link souls.

Strategist

You have the uncanny ability to perform strategy

Beginner Strategy

1st level Strategist feature

If the first player in combat is friendly to you they get advantage on any attack or spell.

The Basics of Strategy

6th level Strategist feature

When combat starts if someone friendly starts they do an extra 2d6 damage and has advantage on all rolls

Pro level Strategy

9th level Strategist feature

When combat starts you and your allies get a surprise round

Complete Strategy

12th level Strategist feature

In combat you and your allies have advantage on everything

Better than the gods

15th level Strategist feature

While in combat double all modifiers this goes for your allies as well

Soul Holder

You've noticed the clear connection between the mind and soul even learning to blur the line

Healing Connections

1st level soul Holder feature

For 2 minutes 2 willing targets share healing you can use this feature once per long rest

Advantage Connections

6th level soul Holder feature

For 1 round 2 willing targets share advantage if one of them would have advantage so would the other

Longer Connections

9th level soul Holder feature

Every time you use one of the earlier features the duration is increased by 3 minutes

Bigger Connections

12th level soul Holder feature

All features now encapsulate 3 willing targets

Damage Connections

15th level soul Holder feature

3 willing targets are connected until the next dawn if one was dealt damage to so were the others

Credits

Writer: Miles Dalton owner of the Real Relics Emporum

Images: Tamriel Vault

 

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