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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
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##### 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 |
\pagebreakNum ### 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. \columnbreak ### 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 \pagebreakNum ## 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