The Mystic
Mystic
| level | Proficiency Bonus | Features | Psi Point | Psionic Talents |
|---|---|---|---|---|
| 1st | +2 | Psi Points, Psionic Talents, Mystic Order | 1 | 1 |
| 2nd | +2 | Telepathy | 2 | 2 |
| 3rd | +2 | — | 3 | 3 |
| 4th | +2 | Ability Score Improvement | 4 | 5 |
| 5th | +3 | Strength of Mind | 5 | 5 |
| 6th | +3 | Mystic Order feature | 6 | 5 |
| 7th | +3 | — | 7 | 6 |
| 8th | +3 | Ability Score Improvement, Potent Psionics | 8 | 6 |
| 9th | +4 | Mystic Order Feature | 9 | 7 |
| 10th | +4 | Consumptive Power | 10 | 7 |
| 11th | +4 | Mystical Recovery | 11 | 8 |
| 12th | +4 | Ability Score Improvement | 12 | 8 |
| 13th | +5 | Empowered Body | 13 | 9 |
| 14th | +5 | Mystic Order feature | 14 | 9 |
| 15th | +5 | Empowered Mind | 15 | 10 |
| 16th | +5 | Ability Score Improvement | 16 | 10 |
| 17th | +6 | Psychic Vision | 17 | 11 |
| 18th | +6 | Superior Sense | 18 | 11 |
| 19th | +6 | Ability Score Improvement | 19 | 12 |
| 20th | +6 | Psionic Body | 20 | 12 |
Class Features
As a Mystic you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Mystic level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic level after 1st
Proficiencies
- Saving Throws: Intelligence, Wisdom
- Skills (Choose 2): Arcana, History, Insight, Medicine, Nature, Perception, and Religion.
- Weapons: Simple Weapons and Shortsword.
- Tools: None
- Armor Training: light armor
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) Shortsword or (b) any simple weapon
(a) leather armor
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.
Psi Points
Starting at 1st level, you have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic talent describes effects you can create with it by spending a certain number of psi points.
The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table.
When you spend a Psi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended psi points back into yourself.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Talent save DC = 8 + your proficiency bonus + your Intelligence modifier
Talent attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Talents
At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 60 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Ability Score Improvement
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.
Strength of Mind
At 5th, you add your Intelligence modifier to any damage roll you make for a psionic talent.
Potent Psionics
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Whenever you hit a creature with a weapon or a unarmed strike, you can deal an extra 1d8 psychic damage to that target.
Consumptive Power
Starting at 10th level, whenever you would spend Psi Points, you can expend your hit points instead. When you do, reduce your current and maximum hit points by twice the number of Psi Points you'd normally spend. This reduction cannot be lessened in any way, but is restored after a long rest.
You can use this feature a number of time equal to your intelligence modifier (minimum of one) and regain all expended uses on a long rest.
Mystical Recovery
Beginning at 11th level, When you roll Initiative, you can regain all expended Psi Points.
Once you use this feature, you can't use it again until you finish a Long Rest.
Empowered Body
Starting at 13th level, at the start of your turn, you can expend 4 Psi Points to gain advantage on all saving throws and attack rolls until the start of your next turn.
Empowered Mind
At 15th level, the power of your psionic grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 psi point to reroll it with a bonus equal to your intelligence modifier (minimum of one) and take the second result.
Psychic Vision
At 17th level, you can sense the mind of the creatures. You gain blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Superior Sense
Beginning at 18th level, your sense empowered by your psichyc prevents you from attacks. No attack roll has advantage against you while you aren't incapacitated.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- At the start of your turn, if you have 0 psi point you gain 4 psi point.
Psionic Talents
Below are the Psionic Talents available to a Mystic. If a Talent has a prerequisite, like your Mystic level, you can learn it at the same time you meet the prerequisites.
Psychic Armor
Prerequisite: 1st level Mystic
When you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can benefit from this Talent if you are wielding a shield.
In addition, you can spend 2 psi point as a bonus action to gain a +2 bonus to your armor class until the start of your next turn.
Mental Bolt
Prerequisite: 1st level Mystic
As a action, you can fire a bolt of psychic energy within a range of 60 feet. You use your Psionic Ability modifier for the attack, the bolt deals 1d8 psychic damage.
If you spend psi point, you can generate an additional bolt equal to the psi point expended, up to a maximum of 3 psi points.
Mental Robbery
Prerequisite: 1st level Mystic
Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice. You mystically acquire these proficiencies by drawing them from the memory and the experiences of the minds of sleeping creatures, and you retain them until you finish your next long rest.
Mystic Hand
Prerequisite: 1st level Mystic
You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
Light Step
Prerequisite: 1st level Mystic
As a bonus action, you can spend 1 psi point to alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
Beacon
Prerequisite: 1st level Mystic
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
Blink Step
Prerequisite: 3rd level Mystic
As a bonus action you can spend 1 psi point to teleport up to 15 feet to an unoccupied space that you can see.
if you spend additional psi pint you can teleport an extra 5 feet per psi point spent, up to a maximum of 3 psi points.
Mystic Charm
Prerequisite: 3rd level Mystic
As an action, you can spend 1 psi point to beguile one humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.
Blind Spot
Prerequisite: 3rd level Mystic
As an action, you can spend 3 psi point to erase your image from the mind of one creature you can see within 60 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Delusion
Prerequisite: 3rd level Mystic
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
Psychic Hammer
Prerequisite: 3rd level Mystic
As an action, you can spend 3 psi point to try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 2d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.
Adaptive Shield
Prerequisite: 3rd level Mystic
When you take acid, cold, fire, lightning, or thunder damage, you can spend 1 psi point to use your reaction to gain resistance to damage of that type —including the triggering damage— until the end of your next turn.
Mind Thrust
Prerequisite: 5th level Mystic
As an action, you can spend 2 psi point to target one creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage and be stunned until the end of your next turn.
Celerity
Prerequisite: 5th level Mystic
As an action, you can spend 3 psi point to cast Haste spell without material component. Once used this talent, you can't use it again until you finish a short or long rest.
Environmental Adaptation
Prerequisite: 5th level Mystic
As an action, you can spend 2 psi point to touch a creature, that creature ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Psychic Focus
Prerequisite: 5th level Mystic
You don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Precognition
Prerequisite: 5th level Mystic
You cannot be surprised unless you are unconscious, asleep, or incapacitated, and you gain a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).
Inertial Armor
Prerequisite: 5th level Mystic
As an action, you can spend 3 psi point to sheathe yourself in an intangible field of magical force. For 1 hour, your base AC is 13 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Warp Armor
Prerequisite: 11th level Mystic
As an action, you can spend 3 psi point to choose a creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature's AC becomes 10 until the end of your next turn.
Radiant Beam
Prerequisite: 11th level Mystic
You can spend 5 psi point to cast the Sunbeam spell without material component. Once used this talent, you can't use it again until you finish a short or long rest.
Mind Strike
Prerequisite: 11th level Mystic
As a bonus action you touch a weapon and fill it with psychic energy, For 1 hour when you hit a creature with that weapon, the creature takes extra psychic damage equal to your intelligence modifier (minimum of 1).
Telekinetic Barrier
Prerequisite: 11th level Mystic
As an action, you can spend 4 psi point to cast the Wall of Force spell without material component. Once used this talent, you can't use it again until you finish a short or long rest.
Transposition
Prerequisite: 11th level Mystic
If you haven't moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space. Once used this talent, you can't use it again until you finish a short or long rest unless you spent 3 psi points.
Fears of the Mind
Prerequisite: 11th level Mystic
As an action, you can spend 4 psi point to cast Phantasmal Killer spell without material component. Once used this talent, you can't use it again until you finish a short or long rest.
Energy Immunity
Prerequisite: 16th level Mystic
As an action, you can spend 3 psi point to touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice) for 1 hour.
Mental Travel
Prerequisite: 16th level Mystic
You can spend 6 psi point to cast the Plane shift spell or Teleport spell (you choice) without material component. Once used this talent, you can't use it again until you finish a short or long rest.
Psychic Crush
Prerequisite: 16th level Mystic
As an action, you can spend 8 psi point to create a 10-foot cube of psychic energy within 60 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Incorporeal Movement
Prerequisite: 16th level Mystic
You can spend 3 psi point to gain flying speed equal to your speed and you can move through other creatures and objects as if they were difficult terrain, you take 5 (1d10) force damage if it ends its turn inside an object. This talent lasts 8 hours.
Third Eye
Prerequisite: 16th level Mystic
As a bonus action, you can spend 4 psi point to gain truesight with a radius of 15 feet, which lasts 1 minute.
Mystic Orders
Order of the Zerth
Zerths were especially adept githzerai monks who best followed the teachings of Zerthimon. Through rigid discipline and training, they were capable of remarkable psionic feats.
Zerth Talents
At 1st level, You learn certain Psionic Talents at the Mystic levels noted in the table below, but they do not count against your total number of Psionic Talents Known.
| Mystic Level | Psiocnic Talents |
|---|---|
| 1 | Psychic Armor |
| 5 | Celerity |
| 11 | Fears of the Mind |
| 17 | Mental Travel |
Martial Arts
At 1st level, your training your body as well your mind for the battle. While you aren't wearing armor or wielding a Shield, you gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons.
- You can roll a d8 in place of the normal damage of your unarmed strike or weapon.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Strikes
Starting at 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 14th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Order of the Soul Knife
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Soul Knife Talents
At 1st level, You learn certain Psionic Talents at the Mystic levels noted in the table below, but they do not count against your total number of Psionic Talents Known.
| Mystic Level | Psiocnic Talents |
|---|---|
| 1 | Mental Robbery |
| 5 | Precognition |
| 11 | Warp Armor |
| 17 | Incorporeal Movement |
Psychic Blades
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. This blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d8 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d6, instead of 1d8.
Hone the Blade
Starting at 6th level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.
| Psi Points | Attack and Damage Bonus |
|---|---|
| 2 | +1 |
| 4 | +2 |
| 6 | +3 |
Consumptive Knife
Starting at 6th level, when you reduce a hostile creature to 0 hit points with a Psychic Blades, you immediately regain 1 psi points.
Psychic Veil
At 14th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Order of the Psi Warrior
Awake to the psionic power within, a Psi Warrior is a Mystic who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.
Psi Warrior Talents
At 1st level, You learn certain Psionic Talents at the Mystic levels noted in the table below, but they do not count against your total number of Psionic Talents Known.
| Mystic Level | Psiocnic Talents |
|---|---|
| 1 | Mystic Hand |
| 5 | Mind Thrust |
| 11 | Telekinetic Barrier |
| 17 | Psychic Crush |
Martial Training
At 1st level, you gain proficiency with medium armor and martial weapons.
In addition, your hit point maximum increases by 1 and increases by 1 again whenever you gain a Mystic level.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Psionic Strike
At 9th level, you can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend 1 psi point, dealing additional psychic damage equal to 1d8 plus your Intelligence modifier.
In addition, for each additional psi point you spent you can add 1d8 to the damage to a maximum of 4d8.
Bulwark of Force
At 14th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend 2 psi point to take it again.
Order of the Enigmatic Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Spellcasting
Due to your psychic powers you are able to cast spells drawing power from other planes.
Cantrips. You learn two Cantrips of your choice from the Warlock spell list. Upon reaching 13th level in this class you learn one additional Warlock Cantrip of your choice.
Spell Slots. The Enigmatic Mind Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Warlock spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Enigmatic Mind Spellcasting table shows when you learn more Warlock spells of 1st-level or higher. Spells you choose must be of a level no higher than the level in the table's Slot Level column for your level.
Whenever you gain a Mystic level, you can choose one Warlock spell you know and replace it with another Witch Knight spell of a level for which you have spell slots.
Spellcasting Ability. You use Your Psionic Ability for your spellcasting ability.
Enigmatic Mind Spellcasting table
| Level | Spells Known | Spell Slots | Slot Level |
|---|---|---|---|
| 1st | 1 | 1 | 1st |
| 2nd | 1 | 2 | 1st |
| 3rd | 3 | 2 | 2nd |
| 4th | 4 | 2 | 2nd |
| 5th | 4 | 2 | 3rd |
| 6th | 4 | 2 | 3rd |
| 7th | 5 | 2 | 4th |
| 8th | 6 | 2 | 4th |
| 9th | 6 | 2 | 5th |
| 10th | 7 | 2 | 5th |
| 11th | 8 | 3 | 5th |
| 12th | 8 | 3 | 5th |
| 13th | 9 | 3 | 5th |
| 14th | 10 | 3 | 5th |
| 15th | 10 | 3 | 5th |
| 16th | 11 | 3 | 5th |
| 17th | 11 | 3 | 5th |
| 18th | 11 | 4 | 5th |
| 19th | 12 | 4 | 5th |
| 20th | 12 | 4 | 5th |
Psychic Defenses
At 1st level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Spells
Starting at 6th level, When you cast any spell of 1st level or higher from your Spellcasting feature, you can cast it by spending a number of psi points equal to the spell's level. If you cast the spell using psi points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
You can use this feature a number of time equal to your Intelligence modifier (minimum of one), and regain all expended uses when finish a long rest.
Potent Spellcasting
Starting at 9th level, you add your intelligence modifier to the damage you deal with any Warlock cantrip.
Unreadable Mind
At 14th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a intelligence (Deception) check contested by the mind reader's Wisdom (Insight) check.
Items
Amulet of the Psion +1
Wondrous item, uncommon (requires attunement by a Mystic)
While you wear the amulet, you gain a +1 bonus to talents attack rolls and the saving throw DCs of your Psionic Ability.
In addition, when you roll any Hit Dice to recover hit points while you are wearing the amulet, you can regain 5 psi points. This property of the amulet can't be used again until the next dawn.
Amulet of the Psion +2
Wondrous item, rare (requires attunement by a Mystic)
While you wear the amulet, you gain a +2 bonus to talents attack rolls and the saving throw DCs of your Psionic Ability.
In addition, when you roll any Hit Dice to recover hit points while you are wearing the amulet, you can regain 5 psi points. This property of the amulet can't be used again until the next dawn.
Amulet of the Psion +3
Wondrous item, very rare (requires attunement by a Mystic)
While you wear the amulet, you gain a +3 bonus to talents attack rolls and the saving throw DCs of your Psionic Ability.
In addition, when you roll any Hit Dice to recover hit points while you are wearing the amulet, you can regain 5 psi points. This property of the amulet can't be used again until the next dawn.