The Mystic

A halfling flys around the battlefield hitting enemies with his sword and flying away.He uses his powers to push his allied barbarian into a mob of angry goblins as he pushes the other goblins into the same mob. The barbarian swings his axe as the halfling darts around the battlefield pushing goblins.

A man in scarlet robes runs through the battlefield his longsword shining bright. He takes his sword and pulges it foward ,as it phases out of sight, killing the orc infront of him.

These heroes are mystics, trained in psionics, and they use their talents of mere thoughts to alter reality.

Hermits and Outcasts

Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.

In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.

When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.

Creating a Mystic

When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other
motivation?

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.


The Mystic
Level Proficiency Bonus Features Psi Points Psi Limit Spells Known Max Spell Level
1st +2 Psionics , Psion's Disipline 4 3 2 1st
2nd +2 Telepathy, Signature Talent 4 3 3 1st
3rd +2 Psion's Disipline Feature 8 3 4 1st
4th +2 Ability Score Improvement 8 3 5 1st
5th +3 12 4 6 2nd
6th +3 Psion's Disipline Feature 12 4 7 2nd
7th +3 Mental Interferance 16 4 8 2nd
8th +3 Ability Score Improvement 16 4 9 2nd
9th +4 20 6 10 3rd
10th +4 Psion's Disipline Feature 20 6 11 3rd
11th +4 Quickended Recovery 24 6 12 3rd
12th +4 Ability Score Improvement 24 6 12 3rd
13th +5 28 7 13 4th
14th +5 Ability Score Improvement 28 7 13 4th
15th +5 Psion's Disipline Feature 32 7 14 4th
16th +5 Ability Score Improvement 32 7 14 4th
17th +6 Psion's Disipline Feature 32 8 14 4th
18th +6 Psionic Discovery 40 8 15 4th
19th +6 Ability Score Improvement 40 8 15 4th
20th +6 Psion's Disipline Feature 40 8 15 4th

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose any three

Equipment

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

  • (a) any simple weapon or (b) any martial weapon (if proficient)
  • (a) Leather armor or (b) A breasteplate (if proficient)
  • Two daggers and an Explorers Pack
    
    

Psionics

You learn to master the art of using psionics to a certain extent. Starting at 1st level you can use psionics.

Psi Points

The well of psionic power you posses is represented by psi points.You can spend these points to cast spells. At 1st level you have 4 psi points this number increases as you progress as seen on the Mystic Class table. You regain all spent Psi points during a long rest.

Psi Limit

Using Psionics is hard on the mind therefore psionics can't be done in enourmous amounts. This fact is represented by your Psi Limit. You cannot use more Psi Points each round than your Psi Limit. At 1st level your Psi Limit is 2 this increases as you progress as seen on the Mystic Class table.

Spellcasting

You can cast spells by expending Psi Points. The amount of Psi Points compared to the level of the spell is listed on the table below. As usual you can't expend more Psi points than your Psi Limit each round. At 1st level you know 2 spells this number increases as seen on the Mystic Class table. You can't cast or learn a spell of higher level than your max spell level and once you learn a spell you cannot replace it. Additionally, do to the strange ways of psionics you require no components to cast spells.

Spell Level Psi Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Intelligence is your spellcasting ability for your Mystic spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Mystic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Disipline

You learn adisipline to harness your Psionic powers. At 1st level choose Soul Knife or Wu-jen both of which are detailed at the end of the class descrition . This choice gives you features at 1st level and again at 3rd, 6th, 10th, 15th,and 20th level .


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 120 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.

Mental Interferance

At 7th level you gain the ability to interfer others casting spells at you. When you have the option to make an Intelligence or Wisdom Saving throw to avoid an effect of a spell, the caster of said spell must first make an Intelligence saving throw against your Spell Save DC. On a fail the spell end prematurely and on a sucess you have advantage on the saving throw.

You can not use this feature if you can't see the caster of the spell or if the source of the spell isn't sentient

Surge of Power

At 11th level you can exert yourself in a surge of psionic power. As a bonus action on your turn you can make psionic energy flow through your body. For the remainder of your turn, you ignore your psi limit and don't need to spend psi points to activate features that would normally require you to. If you ignore spending psi points, all features that require you to expend more than a set cost of psi points, such as Hone the Blade are treated as if you didn't spend any psi points.

Psionic Discovery

At 18th level you gain the ability to push your limits farther than you previously thought possible. Choose one 5th level spell from the psion spell list. You can cast that spell once by expending 7 psi points. You regain the ability to do so during a long rest.

Optional Rule: Multiclassing

You can multiclass into or out of the Mystic class if your Intelligence score is at least 13 and your constitution score is at least 13.

You gain no proficiencies if you multiclass into the Mystic class. Additionally, the Mystic Class isn't elligable for the multiclassing spellcasting rule.

Disipline of the Soul Knife

Mystics who follow the Disipline of the Soul Knife enhance their weapons with psionics. They get their name from the eerie way their enhanced weapons effect the soul.

Martial Training

You trained with weapons and armor while learning this disipline. At 1st level you gain proficiency in Martial weapons and medium armor.

Signature Talent: Soul Knife

At 2nd level you gain the ability to enhance your weapons with psionic power. You can use your bonus action to expend 2 psi points and enhance a melee weapon you are wieldinng for one minute. While your weapon is enhanced it does psychic damage intstead of it's regular damage type. Additionally, an enhanced weapon counts as magical to overcome resistance and immunuity.

Parry

Starting at 3rd level, you can use your reaction to deflect a strike when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your mystic level.

Thirsting Blade

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn and are wielding an enhanced weapon.

Hone the Blade

Starting at 10th level you can use your bonus action to expend psi points. Your attack rolls and damage rolls gain a bonus as seen on the table below based on how many psi points you spent.

Psi Points Bonus
2 1d6
3 2d6
5 3d6
6 4d6
7 5d6

Consumtive Blade

Begining at 15th level, when you kill a creature with an enhanced weapon, you gain temperary hit points equal to your Mystic level.


Phantom Blade

At 17th level you gain the ability to phase out your enhanced weapon to get through defenses. As a bonus action you can spen 7 psi points and phase out an enhanced weapon you are wielding. Untill your next turn your attacks with the phased out weapon treat a creatures AC as 10.

Shattering Strikes

At 20th level, when you attack, you gain the ability to spend 7 psi points. If you do and the attack hits the creature must suceed a Constitution saving throw against your spell DC. If it fails the creature takes 10d10 force damage, if it suceeds the creature is stunned.

Art Credit: Fantasy Pics Inc

Disiplpine of the Wu-Jen

Mystics of the Disipline of the Wu-Jen learn to recreate the arcane with psionics.

Effertless Arcana

You trained even farther into psionics mastering basic spellcasting with your mind. At 1st level you gain 2 cantrips from any spell list. You gain an additional cantrip at 6th, 10th, 15th, and 17th level.

Signature Talent: Wu-Jen

At 2nd level you gain the ability to channel your psionic power through your spells. Whenever you cast a spell that does fire, cold, psychic, or force damage you can spend additional psi points when you cast it. For each psi point expended one die of the spell's damage is maximized ( counts as it's highest outcome ).

Arcane Defense

Starting at 3rd level, you can use your reaction to lessen damage you take when you are hit by a spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your mystic level.

Excess Arcana

Starting at 6th level, when you use your action to cast a spell or cantrip, you can double the psi point cost. When you do so you can target an additinoal creature with the spell or cantrip.

Influence Arcana

At 10th level you gain the ability to change the damage type of a spell. The damage types you can change a spell to are Fire, Acid, Cold, or Force damage.

You can do this a number of times equal to your intelligence modifier ( minimum of once) and regain all expended uses during a short rest.

Arcane Affinity

Additionally, at 10th level, choose one damage type from the Influence Arcana feature choices. Spells that do this damage type cost 1 less psi point to cast. This damage type is your affinity for Wu-Jen features.

Psionic Drain

Starting at 15th level, when you kill a creature with a spell you can regain 3 psi points.

You can use this feature a number of times equal to your Intelligence Score and regain all expended uses during a long rest.


Willpower

Starting at 15th level, when you cast a spell that requires a saving throw and it's damage type is your affinity, you can expend psi points. For each 3 psi point spent you can give disadvantage on the saving throw to a creature effected by the spell.

If the creature already has disadvantage, from a source other than this feature, on the saving throw it instead automatically fails.

Master Psion

At 20th level your Intelligence score and maximum increase by 4. Additionally, you can use your reaction to double your proficiency bonus when adding it to your spell save DC, if a creature suceeds on a Saving throw against a spell you cast.

Art Credit: u/eamonn6251

1st Level

  • Alarm
  • Burning Hands
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Floating Disk
  • Fog Cloud
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant

2nd level

  • Alter Self
  • Arcane Lock
  • Arcanist's Magic Aura
  • Blindness/Deafness
  • Blur
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Spider Climb
  • Suggestion

3rd level

  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tiny Hut
  • Tongues
  • Water Breathing

4th level

  • Arcane Eye
  • Banishment
  • Confusion
  • Control Water
  • Dimension Door
  • Fabricate
  • Faithful Hound
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Private Sanctum
  • Psionc Blast
  • Resilient Sphere
  • Secret Chest
  • Wall of Fire

5th level

  • Animate Objects
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Contact Other Plane
  • Creation
  • Destructive Wave
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Scrying
  • Seeming
  • Synaptic Strike
  • Steel Wind Strike
  • Telekinesis
  • Telepathic Bond
  • Teleportation Circle
  • Wall of Force