Mystic Fist (5e Class)
Mystic Fist[edit]
A mysterious figure walks through a derelict city ruins looking for something, anything that may hint as to what happed to this collapsed civilization.
Mystic fist users are those who both question and accept the world around themselves. They harness an ethereal power called chakra, with through willpower and training, can be used to manifest extraordinary powers. These powers vary widely between mystic fist users, often reflecting an individual's personal beliefs in how one should go about living as a sort of personal dharma.
How a mystic fist trains and what
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"Ghost monk" by HeeWonLee |
- Quick Build
You can make a mystic fist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the hermit background.
Class Features
As a mystic fist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per mystic fist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per mystic fist level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Nature, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dungeoneer's pack or (b) an explorer's pack
- An artisan's tool or one musical instrument (your choice) and a pouch containing 5 gp
Level | Proficiency Bonus |
Iron Fist | Features | Chakra Points | Dharmas Known |
---|---|---|---|---|---|
1st | +2 | 1d6 | Unarmored Defense, Iron Fist | — | — |
2nd | +2 | 1d6 | Chakra, Dharma, Dharma Magic (1st level) | 2 | 2 |
3rd | +2 | 1d6 | Mystic Fist Training | 3 | 2 |
4th | +2 | 1d6 | Ability Score Improvement | 4 | 2 |
5th | +3 | 2d6 | Dharma Magic (2nd level) | 5 | 3 |
6th | +3 | 2d6 | Mystic Fist Training feature | 6 | 3 |
7th | +3 | 2d6 | Stance of A Mountain | 7 | 4 |
8th | +3 | 2d6 | Ability Score Improvement | 8 | 4 |
9th | +4 | 3d6 | Dharma Magic (3rd level) | 9 | 5 |
10th | +4 | 3d6 | Mystic Fist Training feature | 10 | 5 |
11th | +4 | 3d6 | Cleansing Chakra | 11 | 6 |
12th | +4 | 3d6 | Ability Score Improvement | 12 | 6 |
13th | +5 | 4d6 | Dharma Magic (4th level) | 13 | 6 |
14th | +5 | 4d6 | Mystic Fist Training feature | 14 | 6 |
15th | +5 | 4d6 | Eternal Chakra | 15 | 7 |
16th | +5 | 4d6 | Ability Score Improvement | 16 | 7 |
17th | +6 | 5d6 | Dharma Magic (5th level) | 17 | 7 |
18th | +6 | 5d6 | Mystic Fist Training feature | 18 | 7 |
19th | +6 | 5d6 | Ability Score Improvement | 19 | 8 |
20th | +6 | 5d6 | Kundalini Chakra | 20 | 8 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Iron Fist[edit]
Also at 1st level, you practice a style of martial arts that focuses on one, bold hit that shatters everything in your path.
Once on each of your turn when you hit a creature with an unarmed strike using Strength, you can choose to deal an extra 1d6 damage with the attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Iron Fist column of the Mystic Fist table.
You must be unarmed and not wearing armor or shield to gain this benefit.
Chakra[edit]
Starting at 2nd level, you can channel the innate energy through strict trainings, which is harnessed through the mystic energy of chakra. Your access to this energy is represented by a number of chakra points. Your mystic fist level determines the number of points you have, as shown in the Chakra Points column of the Mystic Fist table.
You can spend these points to fuel various chakra features, such as Dharma Magic. You learn more chakra features as you gain levels in this class or as you gain dharmas as descripted below.
When you spend a chakra point, it is unavailable until you finish a short rest or long rest, at the end of which you draw all of your expended chakra back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chakra points.
Dharma[edit]
At 2nd level, you gain two dharmas of your choice from the dharma list at the end of the class description. When you gain certain mystic fist levels, you gain additional invocations of your choice, as shown in the Dharmas Known column of the Mystic Fist table.
Additionally, when you gain a level in this class, you can choose one of the dharmas you know and replace it with another dharma that you could learn at that level.
Dharma Magic[edit]
Also starting at 2nd level, you can channel your chakra to manifest a variety of magical power from your dharma.
- Dharma Spells and Dharma Spell Slots. Some mystic fist features and dharmas grants you a list of spells, which are hereafter referred as the dharma spells.
- To cast one of the spell of 1st level and higher from your dharma spell list, you must spend a number of chakra to temporarily create a spell slot of a given level, which is hereafter referred as the dharma spell slot, and then use that slot to cast a spell. When you cast a spell this way, you use its casting time and other rules, but you do not need to provide material components for it.
- The chakra cost of each spell slot is detailed on the table below. You must reach a certain level in this class to create a dharma spell slot of a certain level or higher.
Dharma Spell Slot Level Chakra Cost Level Prerequisite 1st 2 2nd and higher 2nd 3 5th and higher 3rd 4 9th and higher 4th 5 13th and higher 5th 6 17th and higher
- Spellcasting Ability. Wisdom is your spellcasting ability for dharma spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dharma spell you cast and when making an attack roll with one.
- Dharma spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Dharma spell attack modifier = your proficiency bonus + your Wisdom modifier
Mystic Fist Training[edit]
At 3rd level, you can choose the direction of your advanced training of your Mystic path: Training of Bodhi, Training of Naraka, or Training of Sunyata, all detailed at the end of the page. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.
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 you 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.
Stance Of A Mountain[edit]
Starting at 7th level, you cannot be shoved or knocked prone by creatures no more than one size larger than you, and you have advantages on Strength (Athletics) checks to avoid or escape being grappled.
Cleansing Chakra[edit]
When you reach 11th level, your body is cleansed by the flow of chakra within you. You are immune to diseases, have resistance to poison damage, and have advantage on saving throws against being poisoned.
Eternal Chakra[edit]
At 15th level, your chakra sustains you so that you suffer none of the frailty of old age, and you cannot be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Kundalini Chakra[edit]
At 20th level, you have full control of your kundalini, the coiled flow of chakra that flows within your body. When you roll for initiative and have no chakra remaining, you regain 4 chakra.
Mystic Fist Trainings[edit]
Training of Bodhi[edit]
Bodhi refers to a state of awakening of one's own soul to the ultimate truth, or the epiphany. A mystic fist trains oneself to pursue Bodhi by delving into the fundamental mysteries of life and death to find an answer to relieve oneself and all he or she cares from the mortal sufferings.
- Chakra Mandala
Starting at 3rd level, you start the training for the epiphany, which empowers your body with an immense amount of chakra flowing within you. Your hit point maximum is increased by 3, and again by 1 whenever you gain a level in this class.
Additionally, the following spells are added to the dharma spell list: bless, false life.
- Fists of Samsara
Starting at 6th level, you can harness your chakra that stems from your martial arts into a stream of healing energy for your allies.
Once on your turn when you hit a creature with an unarmed strike, you can use a bonus action to expend one dharma spell slot to choose one friendly creature that is within 10 feet of you. The chosen creature regains hit point by 2d6, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
- Lessons of Prajnaparamita
Starting at 10th level, your training enables you to resist harmful wizardry and witchcraft. While you are not wearing armor and not wielding a shield, you have resistance to damage from spells, and have advantage on all saving throws to resist the effects of spells.
- Improved Fists of Samsara
Starting at 14th level, you regain an additional expended use of your Fists of Samsara feature upon finishing a short rest, and all expended uses upon finishing a long rest.
- Epiphany of Bodhisattva
Starting at 18th level, you are fully ascended as a bodhisattva, the enlightened savant. Your soul is awakened to see what the world really is, without a glimpse of deception or misunderstanding.
You can see, out to 30 feet of you in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throw against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within 30 feet of you.
Training of Naraka[edit]
Naraka is a metaphor of mortal sufferings, representing contempt, doubt, lust, pain, torment, and other negative emotions and events. A mystic fist who decidedly steps into the eighth layer of Naraka is determined to embrace all pain and suffering they take and uses that pain and suffering to empower oneself.
- Descendant to Sanjiva
Starting at 3rd level, you step into Sanjiva, the first layer of Naraka. As you strike your foes, your tall compassion knows no bounds and allows you to reimburse your will to fight. Once on each of your turns when you hit a creature with an unarmed strike, you regain 1 chakra.
Additionally, the following spells are added to the dharma spell list: bane, inflict wounds.
- Black Thread of Kalasutra
Starting at 6th level, you descend into Kalasutra the second layer of Naraka. Your body is infested with black thread-like scars, which glows in an ominous red and black as your chakra flows through it.
Once on your turn when you hit a creature with an unarmed strike, you can use a bonus action to cast a spell from your dharma spell list, using your dharma spell slot. The spell must have a casting time of 1 action and must target only the creature you hit with an unarmed strike.
- Mind of Raurava
Starting at 10th level, you descend into Raurava, the fourth layer of Naraka. You have gone through an intense amount of mental torment to the point that your sense of pain becomes numb. You gain resistance to psychic damage, and you have advantage on the Wisdom saving throw to avoid or resist being charmed or frightened.
- Treachery of Tapana
Starting at 14th level, you descend into Tapana, the sixth layer of Naraka. You hesitate at none to utilize every chance you have to make the best of yourself. When you use an action to cast a spell from your dharma spell list, you can make one unarmed strike as a bonus action.
- Descendant to Avici
Starting at 18th level, you descend into Avici, the eighth and final layer of Naraka. You can withstand the suffering as you channel your chakra to the maximum capacity, manifesting great magical power at the cost of a portion of your life.
When you cast a spell from the dharma spell list, you can choose to cast it as a 5th-level spell, without expending a spell slot. If you do so, you take 10d12 necrotic damage immediately after you cast the spell. Each time you use this feature again before finishing a long rest, the necrotic damage you take is increased by 5d12. This damage ignores resistance and immunity.
Training of Sunyata[edit]
Sunyata refers to the ultimate nothingness that is the cause and conclusion of all existence in the multiverse. A mystic fist who seeks the true meaning and purpose of Sunyata trains his or her body and mind to their purest form, therefore filling the void within his or her soul with the unlimited chakra that stems from and consists the nothingness of the world.
- Rock-Shattering Fists
Starting at 3rd level, you can channel your chakra through your body, hardening your physical blows to the point that you can punch and kick through boulders and rocks.
Once on each of your turn when you hit a creature with an unarmed strike while you are unarmed and not wearing armor, you can expend one dharma spell slot to deal extra damage with the attack. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is a construct or an inanimate object.
- Unlimited Chakra
Starting at 6th level, you harness the immense amount of chakra you find from your surroundings. As an action, you can regain 3 chakra. Once you use this feature, you must finish a long rest before you can use it again.
- Body and Mind of Emptiness
Starting at 10th level, you fill the void within your body and mind with immense amount of chakra you channel from your surroundings. As long as you are not wearing armor and not wielding a shield, you have resistance to bludgeoning, piercing, and slashing damage.
- Improved Unlimited Chakra
Starting at 14th level, you now can use Unlimited Chakra 2 times before finishing a long rest. The number of uses increases to 3 at 20th level.
- Heaven-Piercing Fists
Starting at 18th level, your martial arts and control on your chakra are trained to the point that your punch and kicks can land effective blows on all that blocks your path. Your unarmed strikes ignore resistance to all damage types.
Dharmas[edit]
If a dharma has prerequisites, you must meet them to learn it. You can learn the dharma at the same time that you meet its prerequisites. A level prerequisites refers to your level in this class.
- Aether Steps
Prerequisite: 5th level.
The following spell is added to the dharma spell list: misty step.
- Apparition of Avalokiteshvara
Prerequisite: 13th level, Training of Bodhi.
The following spell is added to the dharma spell list: guardian of faith. Unless you gain this spell from another source, your guardian assumes the shape of avalokiteshvara, the enlightened savant.
- Aura of Fists
Prerequisite: 5th level.
When you make an unarmed strike, you can spend 1 chakra to increase your reach for that attack by 5 feet.
- Bane of Devaputra-Mara
Prerequisites: 17th level, Training of Naraka.
The following spell is added to the dharma spell list: contagion.
- Binding of Skandha-Mara
Prerequisites: 17th level, Training of Naraka.
The following spell is added to the dharma spell list: geas.
- Blessings of Manjushri
Prerequisite: 9th level, Training of Bodhi.
The following spell is added to the dharma spell list: beacon of hope.
- Blurry Steps
Prerequisites: 5th level.
The following spell is added to the dharma spell list: misty step.
- Breath of Vritra
Prerequisites: Training of Naraka.
The following spell is added to the dharma spell list: burning hands.
- Breeze Stride
Prerequisites: 5th level.
As long as you are not wearing armor or wielding a shield, your speed is increased by 10 feet.
- Chakra Fists
Prerequisite: 5th level.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Curse of Indrajit
Prerequisites: 9th level, Training of Naraka.
The following spell is added to the dharma spell list: bestow curse.
- Dazzling Punch
Prerequisite: Training of Sunyata.
When you expend a spell slot for your Rock-Shattering Fists feature, you can choose to deal radiant damage with the attack, instead of its original damage type. If you do so, you imbue a stream of chakra to the creature, which obscures its sight with blinding light. The creature must succeed on a Wisdom saving throw against your dharma spell saving throw DC or becomes blinded until the start of your next turn.
- Double Team
Prerequisites: 5th level.
The following spell is added to the dharma spell list: mirror image.
- Eclipse Phase
Prerequisite: 5th level.
The following spell is added to the dharma spell list: darkness.
- Elemental Punch
Prerequisite: 9th level, Training of Sunyata.
When you expend a spell slot of 3rd level or higher for your Rock-Shattering Fists feature, you can choose to deal cold, fire, or lightning damage (your choice) with the attack, instead of its original damage type.
- Grasp of Rahu
Prerequisites: 5th level, Training of Naraka.
The following spell is added to the dharma spell list: hold person.
- Guidance of Akashagarbha
Prerequisite: 17th level, Training of Bodhi.
The following spell is added to the dharma spell list: greater restoration. Additionally, when you expend a 5th-level spell slot for your Fist of Samsara feature, the chosen creature also gains benefit of the greater restoration spell.
- Hand of Kshtigarbha
Prerequisite: 17th level, Training of Bodhi.
The following spell is added to the dharma spell list: raise dead.
- Heavenly Steps
Prerequisite: 13th level, Training of Sunyata.
You can spend 2 chakra as a bonus action to gain a flying speed equal to your current walking speed until the end of the turn. This benefit works only in a short bursts; you fall if you end your turn in the air and nothing else holding you aloft.
- Laughter of Gandharva
You gain proficiency in the Intimidation skill. You add double your proficiency bonus to the check, instead of your normal proficiency bonus, whenever you make an Charisma (Intimidation) check.
- Null Punch
Prerequisite: 17th level, Training of Sunyata.
When you expend a 5th-level spell slot for your Rock-Shattering Fists feature, you can choose to deal force damage with the attack, instead of its original damage type.
- Summoning of Yaksha
Prerequisite: 13th level, Training of Naraka.
The following spell is added to the dharma spell list: conjure shadow demon. (UA)
- Thousand-Yard Leap
When you make a jump, you can spend 1 chakra to triple your jump distance for that jump.
- Touch of Samatabhadra
Prerequisite: 5th level, Training of Bodhi.
The following spell is added to the dharma spell list: lesser restoration. Additionally, when you expend a spell slot of 2nd level or higher for your Fist of Samsara feature, the chosen creature also gains benefit of the lesser restoration spell.
- Unchained to the Ground
Prerequisite: 13th level.
You are always under the effect of the feather fall spell.
- Unconquered Sun
Prerequisite: 9th level.
The following spell is added to the dharma spell list: daylight.
- Unflinching Walk
When you move, you can spend 1 chakra to walk in a determined strides that empowers those who dare attack you. Until you stop moving, whenever you provoke opportunity attacks from creatures by moving out of its reach, you impose disadvantage to the attack roll. Creatures that are immune to being frightened are unaffected by this dharma.
- Venomous Punch
Prerequisite: Training of Sunyata.
When you expend a spell slot for your Rock-Shattering Fists feature, you can choose to deal poison damage with the attack, instead of its original damage type. If you do so, you imbue poisonous chakra into the creature. The creature must succeed on a Constitution saving throw against your dharma spell saving throw DC or becomes poisoned for 1 hour. This dharma has no effect against constructs or undeads.
- Void Walk
Prerequisites: Training of Sunyata.
You can spend 1 chakra to take the Dash or Disengage action as a bonus action.
- Withering Punch
Prerequisite: 17th level, Training of Sunyata.
When you expend a 5th-level spell slot for your Rock-Shattering Fists feature, you can choose to deal necrotic damage with the attack, instead of its original damage type. If you do so, the creature must make a Constitution saving throw against your dharma spell saving throw DC. On a failed save, the creature's hit point maximum is reduced for 1 hour by an amount of damage it takes from the attack. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
- Water Walk
Prerequisite: 9th level.
When you move, you can spend 1 chakra to concentrate your chakra to your feet, enabling you to walk on water for a brief time. Until you stop moving, you can walk, jump, or slide over the surface of water as easily as you can over land.
- Whispers of Samatabhadra
Prerequisite: Training of Bodhi.
The following spell is added to the dharma spell list: healing word.
- Words of Chakra
Prerequisite: 13th level.
You are always under the effect of the comprehend languages spell.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into mystic fist, you must meet these prerequisites: Strength 13 and Wisdom 13.
Proficiencies. When you multiclass into mystic fist, you gain the following proficiencies: None.
Dharma Magic. If you have either the Spellcasting class feature and/or the Pact Magic feature from the warlock class, you can use the dharma spell slot to cast spells you know or have prepared from classes with either feature, and you can use the spell slots you gain from either feature to cast spells from the dharma spell list.
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