Mystic, 2nd Variant (5e Class)

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Mystic, Mastery Variant[edit]

There are few people as strange as a mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds in such ways. Be wary with them child, the tricks they play, the minds they break, the lives they save. New to their powers or ageless, much is the mystery about them, while little is mysterious to them. - Gulock, former knight and companion of a mystic.


A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.

A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him.

The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.

Madness, Brillance[edit]

Mystics hold a peculiar place in any society in which they hold residence. They have either returned home having spent years in seclusion mastering their mental practice or are some strange figure who has strolled into town. They are few and far between as their is little written knowledge on the subject, and a technique to gain enlightenment and unlock and latent psionic prowess won't work each time for everyone. So a 'mentor' isn't always able to impart their 'knowledge' on the subject to an apprentice in a manner that makes sense. Psionics have a lot more to do with a feeling than a book study like a wizard.

To make sure that the mystic is in the state of mind they need to be to practice their craft, they have developed some interesting habits. These quirks or ticks if you like are an integral part of their continued psionic practice. Harmless but peculiar these things may not ever come up but have a deep tie to the mystic themselves.

You may come up with your own quirks or roll on this handily provided table. Two is recommended so they have a better chance to come up naturally in play.

Mystic Quirks
D20 Quirk
1 You never cut your hair.
2 You refuse to wear anything of a specific color.
3 You never say your name.
4 You are always barefoot.
5 You always wear a mask.
6 You constantly dye your hair a color unnatural for your race.
7 You go by a new name each day.
8 You never willingly immerse yourself in water.
9 You sleep on bare earth.
10 You never drink alcohol.
11 You wear a veil to obscure your face.
12 You always wear the same outfit.
13 You refuse to light fires.
14 You don't write with words, instead you use pictographs.
15 You never use chairs preferring to stand or sit on the floor.
16 You never answer to any name but your own.
17 You write down the name of each creature you slay, and name ones that are unnamed.
18 You only consume water and uncooked vegetables.
19 You spend any money you earn within 1 week of obtaining it.
20 You often speak to an imaginary companion, acting only with its blessing.

Creating a Mystic, Mastery Variant[edit]

How did you come to realize you can do stuff with your mind? Did a hermit passing through town ignite the first spark in you without your knowledge? Were you full of ambition to conduct magic but lacked the arcane talent? How do your quirks tie into your background and how you got to where you start your adventure? Are you a balding man who runs a school from a wheelchair?

Quick Build

You can make a Mystic, Mastery Variant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Psychic background. Third, choose the quarterstaff, crossbow and explorer's pack.

Class Features

As a Mystic, Mastery Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mystic, Mastery Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic, Mastery Variant level after 1st

Proficiencies

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

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a melee weapon you are proficient with or (b) a light crossbow and 20 bolts
  • (a) a explorer's pack or (b) a scholar's pack
  • leather armor

Table: The Mystic, Mastery Variant

Level Proficiency
Bonus
Features Talents Known Disciplines Known Psi Points Psi Limit
1st +2 Psionics Mystic Order 1 2 4 2
2nd +2 Mystical Recovery Telepathy 1 2 8 3
3rd +2 Mystic Order Feature 2 3 16 4
4th +2 Ability Score Improvement, Strength of Mind 2 3 20 5
5th +3 2 4 26 6
6th +3 Mystic Order Feature 2 4 30 7
7th +3 2 5 36 7
8th +3 Ability Score Improvement, Minds Edge 2 5 40 7
9th +4 3 6 46 8
10th +4 Consumptive Power 3 6 50 8
11th +4 Psionic Mastery (1) 3 7 54 9
12th +4 Ability Score Improvement 3 7 58 9
13th +5 Psionic Mastery (2) 4 8 62 10
14th +5 Mystic Order Feature Minds Edge Improvement 4 8 66 10
15th +5 Psionic Mastery (3) 4 9 70 11
16th +5 Ability Score Improvement 4 9 74 11
17th +6 Psionic Mastery (4) 5 10 78 12
18th +6 Psionic Mastery (5) 5 10 84 12
19th +6 Ability Score Improvement 5 11 88 12
20th +6 Psionic Body 5 12 92 12

Psionics[edit]

As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.

Boundaries of Psionics

Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.

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 two 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. At Level 5, 7, 9 and 18 you can choose 1 discipline from a different order.

Psi Points

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 discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no 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. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 6 psi points on a discipline each time you use it, independently of how many psi points you have.

Psychic Focus

You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.

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.

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

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Order[edit]

At 1st level, you choose one of the Mystic Orders, each of which is detailed at the end of the class description. 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[edit]

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points that you spent. Once you use this feature, you must finish a short or long rest before you can use it again.

Telepathy[edit]

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you within 7920 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[edit]

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[edit]

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Mind's Edge[edit]

At 8th level, you are more competent with psionics, and infuse it with your mind power. 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 at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.

Consumptive Power[edit]

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.

Psionic Mastery[edit]

Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.

Psionic Body[edit]

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.

If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Mystic Orders[edit]

Order of the Avatar[edit]

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 Disciplines

At 1st level, you learn one additional psionic disciplines of your choice.

Martial Order

At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, 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, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.

Order of the Awakened[edit]

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 Disciplines

At 1st level, you learn one additional psionic disciplines of your choice.

Awakened Expertise

Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.

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.

Psychic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. 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.

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[edit]

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 Disciplines

At 1st level, you learn one additional psionic disciplines of your choice.

Durable Flesh

Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.

Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health

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 spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Order of the Nomad[edit]

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 Disciplines

At 1st level, you learn one additional psionic disciplines of your choice.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

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 10 feet.

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Order of the Soul Knife[edit]

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.

Battle Ready

At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

Hone the Blade

Starting at 3rd 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. You cannot stack these bonuses. This bonus lasts for 10 minutes.

Psi Points Attack and Damage Bonus
3 +1
6 +2
9 +3
12 +4
Consumptive Knife

Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.

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, regardless of the target’s actual AC.

Order of the Wu Jen[edit]

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 Disciplines

At 1st level, you learn one additional psionic disciplines of your choice.

Hermit's Studies

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, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.

Arcane Dabbler

At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.

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

The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

Psionic Disciplines[edit]

Psionic Disciplines.

Psionic Talents[edit]

Beacon

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 can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.

Blade Meld

As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

Blind Spot

As an action, you erase your image from the mind of one creature you can see within 120 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

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.

Energy Beam

As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Light Step

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .

Mind Meld

As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.

Mind Slam

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Thrust

As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mystic Charm

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute

Mystic Hand

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.

Psychic Hammer

As an action, you 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 1d6 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. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thought Spear

As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Sight

You can spend 1 minute opening your senses to the magic around you. When this minute ends, your senses are enhanced as if you cast the detect magic spell, expect that your vision can penetrate twice the thickness of material as normal and if you send the full 10-minute duration of the spell examining the aura of the magical item, you also learn its porpertise as if you had cast an identify spell on it.

Emotional Insight

You are skilled at pinpointing reasons and motivations behind deception, When you succeed on an Insight check to determine if a creature is lying, you learn a one-word summary of why the creature lied, such as greed, anger, fear.

An Eye For Trouble

When you find a trap or a secret door while investigating, you learn the following additional details about the trap door:

  • Approximately how long ago the trap was set or door was last used.
  • Likely requirements for resetting the trap or resealing the door behind you.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons



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