Mystic (5e Race)

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Mystic[edit]

They are a race of humanoids with a distinctive and imposing appearance. They have the ability to manipulate psychic energy through life force and inherited this ability from their mystical ancestors.

Physical Description[edit]

The Mystic are humanoid beings with a distinct and imposing appearance. The color of their skin ranges from a dark tone, like obsidian, to a pale tone, almost like snow. They have a muscular and well-defined body, the result of intense and rigorous training to develop their psychic abilities. The eyes of the Mystic are penetrating, with iris that shine in deep shades of violet and dark blue. When they use their psychic abilities, their eyes shine even more intensely and their skin becomes translucent, revealing the psychic power that flows through their veins. They emit an aura of energy that is both impressive and intimidating.

Their posture is always upright and confident, giving the impression that they are always ready to face any challenge. Despite their intimidating appearance, the Mystic possess a natural elegance in their movements, as if they were floating instead of walking.

History[edit]

The Mystic emerged in an ancient and magical world, where psychic energy flowed freely. They were born from the fusion between humans and a mystical race of psychic beings, who originated from a distant and unknown dimension. The Mystic inherited the ability to manipulate psychic energy from their ancestors, but their true strength came from their own will to train and improve their abilities. A group of scholars discovered that the human mind had enormous potential to manipulate the body's vital energy. They developed techniques to unlock this potential and create a new race of humanoids who could control their psychic energies. For centuries, they lived in seclusion, honing their skills and seeking the true nature of their existence.

Society[edit]

The Mystic are a secretive, reclusive, and mysterious society. They prefer to live in small communities, far from the outside world, where they can focus on their training and psychic abilities. The Mystic are governed by a council of elders, who are chosen by the Mystic themselves for their wisdom and leadership skills. They value discipline and self-control greatly, and are known to be peaceful but capable of acting with extreme efficiency when threatened. The Mystic are not well understood by other races, who often see them as arrogant and distant beings. However, those who manage to gain the trust of the Mystic can find powerful and loyal allies.

Mystic Traits[edit]

Design Note: This content refers to playtest material in Unearthed Arcana: The Mystic Class.

Mystics who use the power of the mind and the potential of their body to make them stronger.
Ability Score Increase. One ability score increases by 2 and other ability score increases by 1, of your choice or distribute 3 points between skills.
Age. Mystics reach adulthood in their late teens and generally do not live more than a century.
Alignment. Mystics tend toward no particular alignment. The best and the worst are found among them.
Size. Mystics average between five and six feet in height, though some may be slightly shorter or taller, and vary in build. Your size is Medium regardless of where you fall within those ranges.
Speed. Your walking speed is 30 feet.
Psychic Toughness. Due to your mystical nature and the frequent self-inflicted injuries in pursuit of greater power, your body has adapted to become more robust and resilient. Each time you gain a level, your maximum hit points increase by an additional 2 points.
Psychic Vitality. Your training and ancestry give you the following benefits:

  • You know a number of disciplines equal to twice your proficiency bonus and a number of talents equal to half your proficiency bonus rounded down. If any feature of a discipline or talent you use requires a creature to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier. If they require you to make an attack roll, the attack modifier equals your proficiency bonus plus your Intelligence modifier.
  • You can pay the psionic point cost with your hit points. There is no way to reduce this damage taken and it bypasses temporary hit points.
  • You can focus on one diciplines at a time.
    Languages. You can speak and understand Common and one extra language of your choice.
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