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Mystic Class - GM Binder
Mystic Class - GM Binder
A
Mystic uses their sheer mental power.
Mystic's are most often Kalistars, Githazeri,
Mind flayers or thri-kreen but the best
mystics are half elves and lizard folk. A
Mystic may set up a link between them and
their party but if any target can't think for
itself for example a construct or someone
with an intelligence of 1 or 2.
Class Features
As a Mystic, you gain the following class features
Hit Points
Hit Dice: 1d8 + intelligence per Mystic level
Hit Points at 1st Level: 8+ intelligence
Hit Points at Higher Levels: 1d8 + intelligence per
Mystic level above 1st
Proficiencies
Armor: none
Weapons: none
Tools: tinkers tools, artisans tools,
Saving Throws: Wisdom, intelligence
Skills: Choose two from this list Arcana, History,
Investigation, Insight, Medicine, perception, Deception,
Persuasion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
1
Class Name
Mental
Proficiency Cantrips Spells Intelligence Demolition
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th increase Damage
Spellcasting,
1st +2 Physic, Mental 2 2 3 — — — — — — — — — —
Connections
2nd +2 Mental linguist 2 2 3 — — — — — — — — — —
Inelegance
3rd +2 2 3 3 3 — — — — — — — +1 —
Increase
Mind over matter,
4rd +2 Distraction, Ability 3 3 3 3 — — — — — — — — —
score increase
5th +3 Mental Demolition 3 3 4 3 3 — — — — — — — 2d6
Mental
6th +3 3 4 4 3 3 — — — — — — +1 2d6
Connections
7th +3 Mental potency 3 4 4 3 3 2 — — — — — — 3d6
Ability score
8th +3 4 4 4 4 3 2 — — — — — — 3d6
increase
Mental
9th +3 4 5 4 4 3 2 1 — — — — +1 2d8
Connections
Readiness of The
10th +4 4 5 4 4 4 2 1 — — — — — 2d8
mind
11th +4 Tangible mind 4 5 5 4 4 2 1 1 — — — — 3d8
Mental
Connections,
12th +4 5 6 5 4 4 2 1 1 — — — +1 3d8
Ability score
increase
13th +4 Physic Swelling 5 6 5 4 4 3 1 1 1 — — — 2d10
14th +4 Mental Guardian 5 6 5 4 4 3 2 1 1 — — — 2d10
Mental
15th +5 5 7 5 4 4 3 2 1 1 1 — +1 3d10
Connections
Ability score
16th +5 6 7 5 5 4 3 2 2 1 1 — — 3d10
increase
17th +5 Keen mind 6 7 5 5 4 3 2 2 1 1 1 — 2d12
18th +5 ─ 6 8 5 5 4 3 2 2 1 1 1 +1 2d12
Ability score
19th +5 6 8 5 5 4 4 2 2 1 1 1 — 3d12
increase
20th +5 Mental perfection 7 9 5 5 4 4 3 2 2 2 1 +3 4d20
2
Spellcasting Ability score increase
you can cast spells from your mind giving you a few When you reach 4th level, and again at 8th, 12th, 16th, and
advantages such as your spells can't be interrupted, you 19th level, you can increase one ability score of your
don't need a spellcasting focus and your spells don't choice by 2, or you can increase two ability scores of your
require material components choice by 1. As normal, you can't increase an ability score
above 20 using this feature unless its intelligence
Cantrips
You can cast cantrips or 0 level spells for no cost to you Mental demolition
but you only know as many as seen in the cantrips known
collum of the class table as an action you can do as much psychic damage as seen
on the Mental Demolition column you can use this feature
Spell Slots 5 times per long rest at level twelve you can use it 7 times
the collum stating a spells level shows how many spell at level 17 you can use this feature a unlimited amount of
slots you have of that level each time you cast a spell of time
that level you lose one spell slot you regain all spell slots
after a long rest Mental Potency
Spellcasting Ability When you deal phycic damage if the target has resistance
you cast spells using your intelligence modifier the damage still dose full
You can make one target forget who they are attacking Mental Perfection
and be momentarily distracted. They must roll intelligence
against your spell save DC if they fail they can't attack this When casting a first or second level spell it doesn't cost
round. spell slots
3
Bigger Connections
Mental Connections
12th level soul Holder feature
You find yourself attracted to certain uses of brain power
All features now encapsulate 3 willing targets
to a point where it transcends the mental realm instead
you can be the best strategist ever born or the ability to
link souls. Damage Connections
15th level soul Holder feature
Strategist 3 willing targets are connected until the next dawn if one
was dealt damage to so were the others
You have the uncanny ability to perform strategy
Complete Strategy
12th level Strategist feature
In combat you and your allies have advantage on
everything
Soul Holder
You've noticed the clear connection between the mind and
soul even learning to blur the line
Healing Connections
1st level soul Holder feature
For 2 minutes 2 willing targets share healing you can use
this feature once per long rest
Advantage Connections
6th level soul Holder feature
For 1 round 2 willing targets share advantage if one of
them would have advantage so would the other
Longer Connections
9th level soul Holder feature
Every time you use one of the earlier features the
duration is increased by 3 minutes
This document was lovingly created
using GM Binder.