Mystic, 3rd Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

The Mystic, Revised

This class rework is meant to rebalance the classic Mystic. The Mystic is often considered to be one of the most powerful UA classes, and they often overstep their bounds. This rework incorporates new ideas from the revisited psionics UA to rebalance Mystics while still making them viable and fun to play.

Quick Build

You can make a mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Wisdom. Second, choose the Sage background. Third, choose the spear and the scholar's pack.

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

Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, Religion, Stealth, or Survival

Equipment

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

Table: The Mystic

Level Proficiency
Bonus
Features Talents Known Disciplines Known Psionic Power Die Max Power Rating
1st +2 Psionics, Psi Replenishment, Mystic Order 1 1 d4 2
2nd +2 Mystical Recovery, Telepathy 1 1 d4 2
3rd +2 Mystic Order feature 2 2 d4 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 d4 3
5th +3 2 3 d6 5
6th +3 Mystic Order feature 2 3 d6 5
7th +3 2 4 d6 6
8th +3 Ability Score Improvement, Potent Psionics (1d8) 2 4 d6 6
9th +4 2 5 d8 7
10th +4 Consumptive Power 3 5 d8 7
11th +4 Psionic Mastery (9) 3 5 d8 7
12th +4 Ability Score Improvement 3 6 d8 7
13th +5 Psionic Mastery (11) 3 6 d8 7
14th +5 Mystic Order feature, Potent Psionics (2d8) 3 6 d8 7
15th +5 Psionic Mastery (13) 3 7 d8 7
16th +5 Ability Score Improvement 3 7 d8 7
17th +6 Psionic Mastery (15) 4 7 d8 7
18th +6 4 8 d8 7
19th +6 Ability Score Improvement 4 8 d8 7
20th +6 Psionic Body 4 8 d8 7

Psionics

As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered. 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.

Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.

In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.

Psionic Power Die

You gain a psionic power die. At 1st level, this die is a d4. You can use this die to use psionic discipline abilities. Your die's value increases at certain levels of Mystic: 5th level (d6) and 9th level (d8), as shown on the Mystic table in the Psionic Power Die column.

Max Power Rating

Each ability of a psionic discipline has a power rating. (This is equal to its psi point cost from the original version of Mystic.) Whenever you attempt to use a psionic discipline ability, roll your psionic power die. If you roll a number higher than the power rating of the ability, you cast it as normal. If you roll a number equal to the power rating, the ability succeeds, but is subject to barring. If you roll a number lower than the power rating, the ability fails and is barred. When an ability is barred, you cannot use the abilities nor the psychic focus from that psionic discipline until you complete a long rest.

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.

  • Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Psionic attack modifier = your proficiency bonus + your Intelligence modifier

Psi Replenishment

Starting at 1st level, you can occasionally rebound from a lack of psionic energy. As a bonus action on your turn, you regain the ability to use a psionic discipline you know but have been barred from using due to failing to cast an ability from it. Once you have used this feature, you must complete a short or long rest before you can do so again.

Mystic Order

At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you use a psionic discipline, you can take a bonus action to regain hit points equal to the power rating of that psionic discipline.

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.

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.

Strength of Mind

Starting at 4th level, whenever you fail to use a psionic discipline ability, you can choose to add your proficiency bonus to the roll, possibly succeeding instead. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) between short or long rests.

Potent Psionics

At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.

In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Consumptive Power

Starting at 10th level, whenever you fail to use a psionic discipline ability, you can reduce your current hit points and hit point maximum by the ability's power rating to successfully use it instead. Your hit point maximum returns to its original value upon completing a long rest.

Psionic Mastery

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. You gain 9 psi points. Psi points can only be spent on disciplines that require an action or a bonus action to use. You can use a psi point to increase a psionic power die roll by 1 each. When you finish a long rest, you lose any of these special points that you haven't spent.

This feature provides additional psi points at 13th level (11), 15th level (13), and 17th level (15).

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.
  • Whenever you make a death saving throw and succeed, you can choose for your body to discorporate and disappear. It reappears (without any equipment or clothing) in the last place you took a long rest, or the nearest unoccupied space.

Order of the Avatar

Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.

Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Bonus Discipline

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Avatar disciplines.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, you and each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, you can use your reaction to cause an ally within 30 feet of you who can see to regain additional hit points equal to your Intelligence modifier (minimum of 0) whenever it regains hit points.

Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren't incapacitated, you and any ally within 30 feet of you who can see you can take the Dash action as a bonus action.

Order of the Awakened

Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.

The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Bonus Discipline

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Awakened disciplines.

Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Psionic Surge

Starting at 6th level, you can overload your psionic powers to batter down an opponent's defenses. Whenever you roll a 6 or higher on a psionic power die, you can reduce the number rolled by 2 to impose disadvantage on a target's saving throw against the psionic discipline ability you used.

Spectral Form

At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.

Once you use this feature, you can't use it again until you finish a long rest.

Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.

Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Bonus Discipline

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Immortal disciplines.

Immortal Mind

Starting at 1st level, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Surge of Health

Starting at 3rd level, whenever you use your mystical recovery feature, you also regain a number of hit points equal to your Intelligence modifier (minimum of 0).

Psionic Resilience

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.

You can't use this feature if you can't use your psychic focus.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can choose to roll your psionic power die. On a result of 6 or higher, you immediately regain a number of hit points equal to your mystic level + your Intelligence modifier. On a result of 5 or lower, you can't attempt to use this feature again until you regain at least 1 hit point.

Order of the Nomad

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.

Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Bonus Discipline

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Nomad disciplines.

Breadth of Knowledge

Starting at 1st level, whenever you use an ability from a nomad discipline, you can add a bonus equal to that ability's power rating to one ability check or skill check you make within the next 10 minutes.

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet).

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. When you do so, you teleport to an unoccupied space you can see.

Order of the Soul Knife

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Martial Training

At 1st level, you gain proficiency with medium armor and martial weapons.

Soul Knife

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.

For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d4 + your Intelligence modifier psychic damage on a hit. Additionally, you suffer no penalty when using two-weapon fighting with the soul knives.

As a reaction, you can use the blades to parry, rolling your psionics power die. Until the start of the next turn or until you are incapacitated, you gain a bonus to AC equal to the roll's result.

Hone the Blade

Starting at 3rd level, you can attempt to augment your soul knife's attack rolls and damage. Roll your psionics power die. You gain a bonus to attack and damage rolls with your soul knives depending on the number rolled, as shown on the table below. This bonus lasts for 10 minutes.

Power Die Result Attack and Damage Bonus
2-4 +1
5-6 +2
7 +3
8 +4

If you roll a 1 on the psionics power die, you cannot use this ability again until you finish a short or long rest.

Consumptive Knife

Starting at 6th level, whenever you kill a creature with a soul knife attack, you immediately gain the benefits of psi replenishment.

Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, unless it's AC was already lower. Creatures that add their Intelligence or Wisdom modifier to their AC still benefit from such a bonus.

Order of the Wu Jen

The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.

In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

Bonus Discipline

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Wu Jen disciplines.

Hermit's Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, whenever you finish a long rest, choose one damage type: acid, cold, fire, lightning, or thunder. You gain a +1 bonus to psionic power dice you roll made to use abilities that deal that damage type or interact with vulnerability, resistance, or immunity to that damage type.

Elemental Reprieve

Starting at 6th level, whenever you finish a long rest, choose one damage type: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type until you take another long rest.

Elemental Mastery

Starting at 14th level, you can change what damage types your elemental attunement and elemental reprieve features target whenever you finish a short or long rest.

Whenever you deal the damage type targeted by your elemental attunement feature with a psionic discipline ability or psionic talent, add your Intelligence modifier (minimum of 0) to the damage dealt.

Whenever you take the damage type targeted by your elemental reprieve feature, you can roll your psionic power die as a reaction. On a result of 2 or higher, you gain immunity to that damage type until the start of your next turn (including against the inciting source of damage). If you roll a 2, you cannot use this part of the feature again until you complete a short or long rest.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: