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
Spell attack 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