Mystic

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where they feel most at home.

Mystic Selecting Quirks


A human clad in simple robes walks along a forest path. A To add some texture to your mystic, consider the quirks your
gang of goblins emerges from the brush, arrows trained on character has acquired. These behaviors have no game effect,
him, their smiles wide at their good fortune of finding such but your character might become irritated or upset if forced to
easy prey for the legion's slave pens. Their smiles turn to break them. They're a great roleplaying tool to add character
shrieks of terror as the traveler grows to giant size and leaps to the game. You can roll on or pick from the table below, or
at them, his staff now a deadly cudgel. create your own quirks. Aim to create two quirks, to give them
The militia forms in ranks to prepare for the orcs' charge. more of a chance to come into play. Finally, consider why your
The growling brutes howl their battle cries and surge forward. character chose these behaviors. What do they say about your
To their surprise, the human rabble holds its ground and character’s personality or background? Are they based on a
fights with surprising ferocity. Suddenly, mindless fear clings specific incident or a belief?
to the orcs' minds and they, despite facing a far inferior foe,
turn and run, never noticing the calm half-elf standing amid Mystic Quirks
the militia and directing its efforts. d20 Quirk
Baron von Ludwig was always proud of his grand library.
Little did he know that each evening, a gnome laden with 1 You never cut your hair.
blank scrolls slipped past his guards each night and dutifully 2 You refuse to wear clothes of a specific color.
copied his most heavily guarded archives. When the duke’s
men arrived to arrest him for dealing with demons, he never 3 You never say your name.
guessed that the gnome scribe traveling with them had spent 4 You never wear footwear.
more time in his keep than he had over the past year. 5 You always wear a mask.
These heroes are all mystics, followers of a strange and
mysterious form of power. Mystics shun the world to turn their 6 You dye your hair bright blue or green.
eyes inward, mastering the full potential of their minds and 7 You pick a new name each day.
exploring their psyches before turning to face the world.
Mystics are incredibly rare, and most prefer to keep the 8 You never immerse yourself in water.
nature of their abilities secret. Using their inner, psychic 9 You sleep on bare earth.
strength, they can read minds, fade into invisibility, transform
their bodies into living iron, and seize control of the physical 10 You never consume alcohol.
world and bend it to their will. 11 You wear a veil to conceal your face.
Hermits and Outcasts 12 You always wear a specific piece of clothing.
Mystics are loners. Most discover the secrets of their power 13 You refuse to light fires.
through vague references in tomes of lore or by ingratiating You refuse to write things down, instead using
themselves to a master of the power. 14
pictograms.
In order to master their power, mystics must first master You never sit on a chair, preferring to stand or sit on
themselves. They spend months and years in quiet 15
the floor.
contemplation, exploring their minds and leaving nothing
uncovered. During this time, they shun society and typically 16 You never answer to any name but your own.
live as hermits at the edge of society. A mystic who studied You write down the name of each creature you slay,
under a master worked as a virtual slave, toiling away at 17
and name ones that are unnamed.
mundane tasks in return for the occasional lesson or cryptic
insight. 18 You consume only water and raw vegetables.
When mystics finally master their power, they return to the You spend any money you earn within 1 week of
world to broaden their horizons and practice their craft. Some 19
gaining it.
mystics prefer to remain isolated, but those who become
adventurers aren't content to remain on the fringe of the 20
You often speak to an imaginary companion, and act
only with its blessing.
world.
Eccentric Minds Creating a Mystic
In order to maintain the strict discipline and intense self- When creating a mystic, consider your character’s
knowledge needed to tap into their power, mystics develop a background. How did you become a mystic? What first drew
variety of practices to keep their focus sharp. you to this practice? Are you self-taught, or did you have a
These practices are reflected in taboos and quirks, strange master? If you had a master, what is that relationship like?
little behaviors that govern a mystic’s actions. These quirks Consider also why you returned to the world from your
are oaths or behavioral tics that help keep mystics in the hermitage. Did you leave someone or something behind when
proper frame of mind while maintaining perfect control over you took up your studies? Are you driven by revenge or some
their minds and bodies. other motivation?
While these taboos are harmless, they help cast mystics as
outsiders. Few feel accepted by society, and fewer still care to Quick Build
become integrated with it. To mystics, the life of the mind is You can make a mystic quickly by following these

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Mystic
Level Proficiency Bonus Features Cantrips Known Spells Known Psi Points Psi Limit
1st +2 Psionics, Mystic Order 4 2 2 1
2nd +2 Mystical Recovery, Telepathy 4 3 3 1
3rd +2 Psychic Focus 4 4 8 2
4th +2 Ability Score Improvement 5 5 10 2
5th +3 ─ 5 6 16 3
6th +3 Mystic Order feature 5 7 19 3
7th +3 Strength of Mind 5 8 23 4
8th +3 Ability Score Improvement 5 9 27 4
9th +4 ─ 5 10 36 5
10th +4 Consumptive Power 6 11 41 5
11th +4 Psionic Mastery (6th level) 6 12 41 5
12th +4 Ability Score Improvement 6 12 41 5
13th +5 Psionic Mastery (7th level) 6 13 41 5
14th +5 Mystic Order feature 6 13 41 5
15th +5 Psionic Mastery (8th level) 6 14 41 5
16th +5 Ability Score Improvement 6 14 41 5
17th +6 Psionic Mastery (9th level) 6 15 41 5
18th +6 Psychic Focus (2) 6 15 46 5
19th +6 Ability Score Improvement 6 15 46 5
20th +6 Psionic Body 6 15 46 5

suggestions. First, make Intelligence your highest ability (a) a spear or (b) a mace
score, followed by Dexterity or Constitution. Second, choose (a) a light crossbow and 20 bolts or (b) any simple weapon
the hermit background. (a) a scholar's pack or (b) an explorer's pack
Leather armor and two daggers
Class Features Psionics
As a mystic, you gain the following class features. As a student of psionics, you can fuel your spells with the
Hit Points power of your mind.
Hit Dice: 1d8 per mystic level Cantrips
Hit Points at 1st Level: 8 + your Constitution modifier At 1st level, you know four cantrips of your choice from the
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution mystic spell list. You learn additional mystic cantrips of your
modifier per mystic level after 1st choice at higher levels, as shown in the Cantrips Known
Proficiencies column of the Mystic table.
Armor: Light armor Psi Points and Psi Limit
Weapons: Simple weapons The Mystic table shows how many psi points you have to cast
Tools: None your spells of 1st level and higher. To cast one of these mystic
Saving Throws: Intelligence, Wisdom spells, you must expend a number of psi points equal to or
Skills: Choose two from Arcana, History, Insight, Medicine, greater than the spell's level. If the spell has an effect when
Nature, Perception, and Religion cast at a higher level, it is cast at a level equal to the number of
Equipment psi points spent. You regain all expended psi points when you
You start with the following equipment, in addition to the finish a long rest.
equipment granted by your background: You cannot spend more psi points on a spell than your psi
limit. At 1st level, your psi limit is 1, and it increases as you

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
gain levels in this class as shown in the Psi Limit column of Immediately after you spend psi points on a spell, you can
the Mystic table. take a bonus action to regain hit points equal to the number of
For example, if you know the 1st-level spell magic missile psi points you spent.
and have 8 psi points and a psi limit of 2, you can cast magic
missile by spending 1 or 2 psi points. Telepathy
Spells Known of 1st Level and Higher At 2nd level, your mind awakens to the ability to communicate
You know two 1st-level spells of your choice from the mystic via telepathy. You can telepathically speak to any creature you
spell list. can see within 120 feet of you in this manner. You don't need
The Spells Known column of the Mystic table shows when to share a language with the creature for it to understand your
you learn more mystic spells of your choice. Each of these telepathic messages, but the creature must be able to
spells must be of a level equal to or lower than your psi limit. understand at least one language or be telepathic itself.
For instance, when you reach 3rd level in this class, you can Psychic Focus
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can Starting at 3rd level, you can focus psionic energy on a simple
choose one of the mystic spells you know and replace it with spell or concept to draw ongoing benefits from it. As a bonus
another spell from the mystic spell list, which also must be of action, you can choose one of your mystic cantrips and gain its
a level for which you have spell slots. psychic focus benefit, which is detailed at the end of the class
description. Alternatively, you can gain the psychic focus
Spellcasting Ability benefit of your mystic order, detailed in the order description.
Intelligence is your spellcasting ability for your mystic spells, The benefit lasts until you are incapacitated or until you use
since your magic comes from the power of your mind. You use another bonus action to choose a different focus benefit.
your Intelligence whenever a spell refers to your spellcasting You can have only one psychic focus benefit at a time, and
ability. In addition, you use your Intelligence modifier when using the psychic focus of one cantrip doesn't limit your ability
setting the saving throw DC for a mystic spell you cast and to use other cantrips.
when making an attack roll with one. Starting at 18th level, you can have two psychic focus
benefits at a time. When you end a psychic focus or choose a
Spell Save DC = 8 + your proficiency bonus + new one, you choose which active focus to end.
your Intelligence modifier Ability Score Improvement
Spell attack modifier = your proficiency bonus + When you reach 4th level, and again at 8th, 12th, 16th, and
your Intelligence modifier 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
Self Focus normal, you can't increase an ability score above 20 using this
When you cast spells that require a material component, you feature.
can ignore that component unless it has a value, such as the
pearl worth at least 100 gp required for the identify spell, in Strength of Mind
which case the components are required. If you do so, you Even the simplest psionic technique requires a deep
must provide a somatic component for the spell even if it does understanding of how psionic energy can augment mind and
not normally require one. body. This understanding allows you to alter your defenses to
Mystic Order better deal with threats.
Starting at 7th level, you can replace your proficiency in
At 1st level, you choose a Mystic Order: the Order of the Wisdom saving throws whenever you finish a short or long
Avatar, the Order of the Awakened, the Order of the Immortal, rest. To do so, choose Strength, Dexterity, Constitution, or
the Order of the Nomad, or the Order of the Wu Jen, each of Charisma. You gain proficiency in saves using that ability,
which is detailed at the end of the class description. Each instead of Wisdom. This change lasts until you finish your
order specializes in a specific approach to psionics. next short or long rest.
Your order gives you features when you choose it at 1st
level. It also grants you additional ways to use your Psychic Consumptive Power
Focus when you gain that feature at 3rd level, and additional At 10th level, you gain the ability to sacrifice your physical
features at 6th and 14th level. durability in exchange for psionic power. When casting a
Order Spells psionic spell, you can pay its psi point cost with your hit
Each order has a list of spells─its order spells─that you gain points, instead of using any psi points. Your current hit points
at the mystic levels noted in the order description. Your order and hit point maximum are both reduced by the number of hit
spells do not count against the number of mystic spells you points you spend. This reduction can't be lessened in any way,
know, and you cannot replace them with different spells when and the reduction to your hit point maximum lasts until you
you gain a mystic level. finish a long rest.
Once you use this feature, you can't use it again until you
Mystical Recovery finish a long rest.
Starting at 2nd level, you can draw vigor from the psi energy
you use to power your spells.

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Psionic Mastery Avatar Spells
Beginning at 11th level, your mastery of psionic energy allows Mystic Level Spells
you to push your mind beyond its normal limits. Choose one 1st bane
6th-level spell from the mystic spell list as a mastery spell.
You can cast your mastery spell once without expending a 3rd calm emotions
spell slot or psi points. You must finish a long rest before you 5th crusader's mantle
can do so again.
At higher levels, you gain more mystic spells of your choice 7th aura of purity
that can be cast in this way: one 7th-level spell at 13th level, 9th circle of power
one 8th-level spell at 15th level, and one 9th-level spell at 17th
level. You regain all uses of your Psionic Mastery when you Armor Training
finish a long rest. At 1st level, you gain proficiency with medium armor and
Psionic Body shields.
At 20th level, your mastery of psionic power causes your mind Avatar of Battle
to transcend the body. Your physical form is infused with Starting at 1st level, you project an inspiring aura. While you
psionic energy. You gain the following benefits: aren't incapacitated, each ally within 30 feet of you who can
see you gains a +2 bonus to initiative rolls.
You gain resistance to bludgeoning, piercing, and slashing
damage. Psychic Focus: Avatar
You no longer age. Starting at 3rd level, you can focus on the Order of the Avatar
You are immune to disease, poison damage, and the as a psychic focus, gaining the following benefits:
poisoned condition. You can bring out awe, fear, and joy in others. You gain a
If you die, roll a d20. On a 10 or higher, you discorporate bonus to Charisma checks equal to half your Intelligence
with 0 hit points, instead of dying, and you fall modifier, rounded up (minimum of +1).
unconscious. You and your gear disappear. You appear at a
spot of your choice 1d4 days later on the plane of existence Avatar of Healing
where you died, having gained the benefits of one long rest. Beginning at 6th level, you project an aura of resilience. While
you aren't incapacitated, each ally within 30 feet of you who
Mystic Orders can see you gains temporary hit points equal to your
Psionics is a mysterious form of power within most D&D Intelligence modifier (minimum of 1) whenever you target
worlds. Secretive orders study its origins and applications, them with a mystic spell of 1st level or higher.
while pushing the boundaries of what psionic power can Avatar of Speed
achieve. Starting at 14th level, you project an aura of speed. While you
Each of these orders pursues a specific goal for psionic aren't incapacitated, any ally within 30 feet of you who can see
power. That goal shapes how the members of an order you can take the Dash action as a bonus action.
understand psionics.
Order of the Awakened
Order of the Avatar
Mystics dedicated to the Order of the Awakened seek to
Mystics of the Order of the Avatar delve into the world of unlock the full potential of the mind. By transcending the
emotion, mastering their inner life to such an extent that they physical, the Awakened hope to attain a state of being focused
can manipulate and amplify the emotions of others with the on pure intellect and mental energy.
same ease that an artist shapes clay. Known as Avatars, these The Awakened are skilled at bending minds and unleashing
mystics vary from tyrants to inspiring leaders who are loved devastating psionic attacks, and they can read the secrets of
by their followers. the world through psionic energy. Awakened mystics who take
Avatars can bring out extreme emotions in the people to adventuring excel at unraveling mysteries, solving puzzles,
around them. For their allies, they can lend hope, ferocity, and and defeating monsters by turning them into unwilling pawns.
courage, transforming a fighting band into a deadly, unified
force. For their enemies, they bring fear, disgust, and Order Spells
trepidation that can make even the most hardened veteran act As an Awakened, you gain the following order spells at the
like a shaky rookie. mystic levels listed. If an order spell does not appear on the
Order Spells
mystic spell list, it is nonetheless a mystic spell for you.
As an Avatar, you gain the following order spells at the mystic Awakened Spells
levels listed. If an order spell does not appear on the mystic Mystic Level Spells
spell list, it is nonetheless a mystic spell for you.
1st id insinuation MYSTIC
3rd detect thoughts

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Mystic Level Spells Once you use this feature, you can't use it again until you
5th clairvoyance
finish a long rest.
7th hallucinatory terrain Order of the Immortal
9th intellect fortress MYSTIC
The Order of the Immortal uses psionic energy to augment
and modify the physical form. Followers of this order are
Awakened Talent known as Immortals. They use psionic energy to modify their
At 1st level, you gain the mage hand cantrip if you do not bodies, strengthening them against attack and turning
already know it. Whenever you cast this spell, the conjured themselves into living weapons.
hand is invisible. Their mastery of the physical form grants them their name,
for Immortals are notoriously difficult to kill.
Psionic Investigation
Also at 1st level, you can focus your mind to read the psionic Order Spells
imprint left on an object. If you hold an object and concentrate As an Immortal, you gain the following order spells at the
on it for 10 minutes (as if concentrating on a psionic mystic levels listed. If an order spell does not appear on the
discipline), you learn a few basic facts about it. You gain a mystic spell list, it is nonetheless a mystic spell for you.
mental image from the object’s point of view, showing the last Immortal Spells
creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 Mystic Level Spells
feet of the object within the past hour. The events you perceive 1st false life
unfold from the object's perspective. You see and hear such
events as if you were there, but can't use other senses. 3rd enlarge/reduce
Additionally, you can embed an intangible psionic sensor 5th feign death
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 7th stoneskin
direction) and to look at the object's surroundings from its 9th antilife shell
point of view as if you were there. This perception lasts until
the start of your next turn. Immortal Durability
Once you use this feature, you can't use it again until you At 1st level, your hit point maximum increases by 1 and
finish a short or long rest. increases by 1 again whenever you gain a level in this class.
Psychic Focus: Awakened In addition, while you aren't wearing armor or wielding a
Starting at 3rd level, you can focus on the Order of the shield, your base AC equals 13 + your Dexterity modifier.
Awakened as a psychic focus, gaining the following benefits: Psychic Focus: Immortal
You can maintain a barrier of psychic energy around your Starting at 3rd level, you can focus on the Order of the
mind indefinitely. You gain resistance to psychic damage. Immortal as a psychic focus, gaining the following benefits:
Psionic Surge Your psionic energy grants you extraordinary fortitude. At
Starting at 6th level, you can overload your psychic focus to the start of each of your turns, you gain 3 temporary hit
batter down an opponent’s defenses. You can impose points, which last until the start of your next turn.
disadvantage on a target's saving throw against a discipline or Surge of Health
talent you use, but at the cost of using your psychic focus. Your Starting at 6th level, you can draw on your psychic focus to
psychic focus immediately ends if it's active, and you can't use escape death's grasp. As a reaction when you take damage,
it until you finish a short or long rest. you can halve that damage against you. Your psychic focus
You can't use this feature if you can't use your psychic focus. immediately ends if it's active, and you can't use it until you
At 18th level, you only end one psychic focus of your choice, finish a short or long rest.
and cannot regain a second psychic focus until you finish a You can't use this feature if you can't use your psychic focus.
short or long rest. However, you still maintain your other At 18th level, you only end one psychic focus of your choice,
psychic focus, and can change it as normal. If you use this and cannot regain a second psychic focus until you finish a
feature again, you end that psychic focus as well, and cannot short or long rest. However, you still maintain your other
use your psychic focus until you finish a short or long rest. psychic focus, and can change it as normal. If you use this
Spectral Form feature again, you end that psychic focus as well, and cannot
At 14th level, you gain the ability to become a ghostly figure of use your psychic focus until you finish a short or long rest.
psionic energy. As an action, you can transform into a Immortal Will
transparent, ghostly version of yourself. While in this form, Starting at 14th level, you can draw on your reserves of
you have resistance to all damage, move at half speed, and can psionic power to survive beyond death. When you make a
pass through objects and creatures while moving but can't death saving throw, you can spend psi points to gain a +1
willingly end your movement in their spaces. The form lasts bonus to the roll for each psi point spent. You succeed if the
for 10 minutes or until you use an action to end it. total of the roll is 11 or higher, and regain 1 hit point if the
total is 20 or higher.

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Order of the Nomad body. Once on each of your turns, you can forfeit up to 30 feet
of your movement to teleport the distance you forfeited. You
Mystics of the Order of the Nomad keep their minds in a must teleport to an unoccupied space you can see.
strange, rarified state. They seek to accumulate as much
knowledge as possible, as they quest to unravel the mysteries Order of the Wu Jen
of the multiverse and seek the underlying structure of all The Order of the Wu Jen features some of the most devoted
things. At the same time, they perceive a bizarre, living web of mystics. These mystics seek to lock themselves away from the
knowledge they call the noosphere. world, denying the limits of the physical world and replacing it
Nomads, as their name indicates, delight in travel, with a reality that they create for themselves. Known as wu
exploration, and discovery. They desire to accumulate as jens, these mystics cast their minds into the world, seize
much knowledge as possible, and the pursuit of secrets and control of its fundamental principles, and rebuild it.
hidden lore can become an obsession for them. In practical terms, wu jens excel at controlling the forces of
Order Spells the natural world. They can hurl objects with their minds,
As a Nomad, you gain the following order spells at the mystic control the four elements, and alter reality to fit their desires.
levels listed. If an order spell does not appear on the mystic Order Spells
spell list, it is nonetheless a mystic spell for you. As a Wu Jen, you gain the following order spells at the mystic
Nomad Spells levels listed. If an order spell does not appear on the mystic
Mystic Level Spells
spell list, it is nonetheless a mystic spell for you.
1st expeditious retreat Wu Jen Spells
Mystic Level Spells
3rd misty step
1st absorb elements
5th speak with dead
3rd dragon's breath XGE
7th arcane eye
5th elemental weapon
9th contact other plane
7th elemental bane
Breadth of Knowledge 9th conjure elemental
At 1st level, you gain the ability to extend your knowledge.
When you finish a long rest, you gain one skill proficiency, one Elemental Talent
tool proficiency, or the ability to speak, read, and write one At 1st level, you gain one of the following cantrips of your
language of your choice. This benefit lasts until you finish a choice: fire bolt, ray of frost, or shocking grasp.
long rest.
Elemental Attunement
Memory of One Thousand Steps Also at 1st level, when a creature's resistance reduces the
Also at 1st level, you gain the ability to use psionics to recall damage dealt by a mystic spell of yours, you can spend 1 psi
your steps. As a reaction when you are hit by an attack, you point to cause that casting of the spell to ignore the creature's
can teleport to an unoccupied space that you occupied since resistance. You can't spend this point if doing so would
the start of your last turn, and the attack misses you. Once you increase the spell's cost above your psi limit.
use this feature, you can't use it again until you finish a short
or long rest. Psychic Focus: Wu Jen
Psychic Focus: Nomad Starting at 3rd level, you can focus on the Order of the Wu Jen
Starting at 3rd level, you can focus on the Order of the Nomad as a psychic focus, gaining the following benefits:
as a psychic focus, gaining the following benefits: You can channel your psionic energy more effectively into
You gain a deeper connection to the knowledge you draw elemental effects. You add your Intelligence modifier to the
upon. Your proficiency bonus is doubled for any ability check damage rolls of mystic spells you cast that deal cold, fire, or
you make that uses the proficiency granted by your Breadth of lightning damage. In addition, you gain resistance to a
Knowledge feature. If you gained the ability to speak, read, damage type based on the cantrip you chose for your
and write a language with that feature, you instead gain the Elemental Talent: cold damage for ray of frost, fire damage for
ability to speak, read, and write a second language of your fire bolt, or lightning damage for shocking grasp.
choice. You cannot change this language by choosing this Arcane Dabbler
focus again until you finish a short or long rest. At 6th level, you learn three wizard spells of your choice,
Superior Teleportation which must be of 1st, 2nd, or 3rd level. These count as mystic
At 6th level, you gain a superior talent for teleportation. When spells for you and do not count against the number of mystic
you use a mystic spell to teleport any distance, you can spells you know. When you gain a level in this class, you can
increase that distance by up to 10 feet. replace one of these three spells with a different wizard spell
of 1st, 2nd, or 3rd level.
Effortless Journey
Starting at 14th level, your mind can mystically move your

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Elemental Mastery Message
Starting at 14th level, if you have resistance to a type of By channeling psionic power, you can expand the range of
damage, you can spend 2 psi points as a reaction when you your mind. You gain the ability to use your Telepathy class
take damage of that type to ignore that damage; you gain feature with up to six creatures at once.
immunity to that damage type until the end of your next turn. In addition, when you cast the spell message, you can spend
psi points up to your psi limit to increase its range to 300 feet
Psychic Focus (1 point), 1,000 feet (2 points), 1 mile (3 points), 3 miles (4
points), or 10 miles (5 points). If you do so, you do not need to
Each psychic focus option presented here is tied to a mystic know where the target is to cast the spell, although the spell
cantrip, and you cannot gain the psychic focus benefit of a fails if the target is outside its range.
cantrip you do not know.
Mind Sliver
Energy Beam You wield your mind like a weapon. You add your Intelligence
You can weave the elements to avoid the worst of their effects. modifier to damage rolls with psionic spells that deal psychic
You gain resistance to cold, fire, or lightning damage (your damage.
choice when you choose this focus). Once you make this In addition, when you cast the spell mind sliver, you can
choice, you always gain resistance to that same damage type spend psi points up to your psi limit to deal an additional die
when you choose this focus again until you finish a long rest. of damage (1d6) for each psi point spent.
In addition, when you cast the spell energy beam, you can
spend psi points up to your psi limit to deal an additional die Minor Illusion
of damage (1d8) for each psi point spent. You reach out with your psionics to suppress signs of your
power. When you cast a spell, you can ignore any verbal
Enhance Pain component it has. If you do so, you must perform a somatic
You can augment your weapon attacks with psionic strikes. component even if the spell would not normally require it.
Once on your turn, you can deal an additional 1d8 psychic In addition, when you cast the spell minor illusion, you can
damage when you hit a target with a melee weapon attack. spend psi points up to your psi limit to increase the DC of the
In addition, when you cast the spell enhance pain, you can Intelligence (Investigation) check to discern the illusion by +1
spend psi points up to your psi limit to deal an additional die for each psi point spent.
of damage (1d8 or 1d12) for each psi point spent.
Rift Step
Friends You move more quickly, almost slipping between spaces. Your
You better understand the desires of others. You have walking speed increases by 10 feet.
advantage on all Wisdom (Insight) checks. In addition, when you cast the spell rift step, you can spend
In addition, when you cast the spell friends, you can spend psi points up to your psi limit to deal an additional die of
psi points up to your psi limit to affect one additional creature damage (1d8) for each psi point spent.
for each psi point spent. If you do so, these creatures do not
always become hostile when the spell ends. Thaumaturgy
You draw on simple, unformed psionic energy to sustain
Guidance yourself. You don't need to eat, breathe, or sleep. To gain the
You can draw on psychic energy to enhance a skill. Choose benefits of a long rest, you can spend 8 hours engaged in light
one skill or tool; you have advantage on all ability checks activity, rather than sleeping.
made with it. Once you make this choice, you always gain In addition, when you cast the spell thaumaturgy, you can
advantage with that same skill or tool when you choose this spend psi points up to your psi limit to increase the amount of
focus again until you finish a long rest. 1-minute effects you can have active at a time (+3 for each psi
In addition, when you cast the spell guidance, you can point spent).
spend psi points up to your psi limit to roll dice of a larger size
for each psi point spent: 1d6 (1 point), 1d8 (2 points), 1d10 (3 True Strike
points), or 1d12 (4 points). You infuse yourself with psionic energy, sharpening your
intuitions in combat. Any attack roll you make ignores
Mage Hand disadvantage. If disadvantage would normally apply to the roll,
You augment your ability to push, pull, and lift with psionic it can't benefit from advantage.
power. You have advantage on Strength checks, and you count In addition, when you cast the spell true strike, you can
as one size larger when determining your carrying capacity spend psi points up to your psi limit to increase the duration
and the weight you can push, drag, or lift. and number of attack rolls it benefits. For each psi point
In addition, when you cast the spell mage hand, you can spent, the spell's maximum duration increases by one round
spend psi points up to your psi limit to increase the maximum and you gain advantage on one more attack roll while the spell
weight the hand can carry: 25 lbs (1 point), 50 lbs (2 points), lasts.
250 lbs (3 points), 500 lbs (4 points), or 1,000 lbs (5 points). If
you do so, the hand becomes invisible.

7
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mystic Spells
mind spike XGE intellect fortress MYSTIC telepathy
Cantrips (0 Level) mind thrust MYSTIC legend lore
energy beam MYSTIC mirror image mislead
9th Level
enhance pain MYSTIC misty step modify memory astral projection
friends phantasmal force Rary's telepathic bond foresight
guidance see invisibility scrying gate
mage hand suggestion seeming imprisonment
message thought shield MYSTIC skill empowerment XGE psychic scream XGE
mind sliver MYSTIC zone of truth synaptic static XGE weird
minor illusion telekinesis
rift step MYSTIC 3rd Level teleportation circle
thaumaturgy beacon of hope wall of force
true strike bestow curse
blink 6th Level
1st Level catnap XGE arcane gate
alarm clairvoyance Drawmij's instant summons
bane enemies abound XGE eyebite
catapult fear find the path
cause fear XGE fly globe of invulnerability
charm person haste magic jar
command hypnotic pattern mass suggestion
compelled duel major image mental prison XGE
comprehend languages nondetection move earth
disguise self psionic blast MYSTIC Otto's irresistible dance
dissonant whispers sending programmed illusion
heroism speak with dead psychic crush MYSTIC
hex tongues scatter XGE
id insinuation MYSTIC true seeing
identify 4th Level
inflict wounds arcane eye 7th Level
magic missile charm monster XGE etherealness
sanctuary compulsion forcecage
silent image confusion mirage arcane
sleep dimension door plane shift
Tasha's hideous laughter dominate beast power word pain XGE
unseen servant ego whip MYSTIC project image
wrathful smite greater invisibility reverse gravity
hallucinatory terrain sequester
2nd Level locate creature teleport
augury Otiluke's resilient sphere
blindness/deafness phantasmal killer 8th Level
blur antipathy/sympathy
crown of madness 5th Level demiplane
detect thoughts Bigby's hand dominate monster
enthrall contact other plane feeblemind
hold person dominate person glibness
invisibility dream illusory dragon XGE
levitate far step XGE maddening darkness XGE
locate object geas mind blank
mental barrier MYSTIC hold monster power word stun

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ego Whip Intellect Fortress
4th-level enchantment 5th-level abjuration
Classes: Bard, Mystic, Sorcerer, Warlock, Wizard Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You lash the mind of one creature you can see within range, You create a faintly shimmering barrier of protective psychic
filling it with despair. The target must succeed on an power around you. For the duration, you have advantage on all
Intelligence saving throw or suffer disadvantage on attack saving throws.
rolls, ability checks, and saving throws, and it can't cast spells. When another creature that you can see within 30 feet of
At the end of each of its turns, the target can make another you fails a saving throw, you can use your reaction to allow
Intelligence saving throw. On a success, the spell ends on the them to reroll the save. They must use the new roll.
target.
Mental Barrier
Energy Beam 2nd-level abjuration
Evocation cantrip Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
Classes: Mystic Casting Time: 1 reaction, which you take when you are
Casting Time: 1 action forced to make an Intelligence, Wisdom, or Charisma
Range: 90 feet saving throw
Components: V, S Range: Self
Duration: Instantaneous Components: V
You launch a beam of elemental energy at a creature you can Duration: 1 round
see within range. Make a ranged spell attack against the You protect your mind with a wall of looping, repetitive
target. On a hit, the creature takes 1d8 cold, fire, or lightning thought. Until the start of your next turn, you have advantage
damage (your choice when you cast the spell). on Intelligence, Wisdom, and Charisma saving throws, and
The spell's damage increases by 1d8 when you reach 5th you have resistance to psychic damage.
level (2d8), 11th level (3d8), and 17th level (4d8).
Mind Sliver
Enhance Pain Enchantment cantrip
Enchantment cantrip Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
Classes: Bard, Mystic, Sorcerer, Warlock, Wizard Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 15 feet Components: V
Components: V, S Duration: 1 round
Duration: 1 round You drive a disorienting spike of psychic energy into the mind
You momentarily heighten a creature's sense of pain. The of one creature you can see within range. The target must
target makes an Intelligence saving throw. On a failed save, make an Intelligence saving throw. Unless the saving throw is
the target takes 1d8 psychic damage the next time it takes successful, the target takes 1d6 psychic damage, and the first
damage before the spell ends. If the triggering damage is time it makes a saving throw before the end of your next turn,
psychic damage, it instead takes 1d12 psychic damage. it must roll a d4 and subtract the number rolled from the save.
The spell's damage increases by one die when you reach This spell's damage increases by 1d6 when you reach
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th certain levels: 5th level (2d6), 11th level (3d6), and 17th level
level (4d8 or 4d12). (4d6).
Id Insinuation Mind Thrust
1st-level enchantment 2nd-level enchantment
Classes: Bard, Mystic, Sorcerer, Warlock, Wizard Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
You unleash a torrent of conflicting desires in the mind of one You propel a lance of psionic disruption into the mind of one
creature you can see within range, impairing its ability to creature you can see within range. The target must make an
make decisions. The target must succeed on a Wisdom saving Intelligence saving throw. On a failed save, the target takes
throw or be incapacitated. At the end of each of its turns, it 3d6 psychic damage, and it can use its action only to Dash or
takes 1d12 psychic damage, and it can then make another Disengage on its next turn. On a successful save, the target
Wisdom saving throw. On a success, the spell ends on the takes half as much damage, and this spell doesn't limit its
target. action options.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell Thought Shield
slot of 3rd level or higher, you can target one additional 2nd-level abjuration
creature for each slot level above 2nd. The creatures must be
within 30 feet of each other when you target them. Classes: Bard, Mystic, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Psionic Blast Range: Touch
3rd-level evocation Components: V, S
Classes: Bard, Mystic, Sorcerer, Warlock, Wizard Duration: 8 hours
Casting Time: 1 action You weave a clouding veil over the mind of one creature you
Range: Self (30-foot cone) touch. For the duration, the target's mind can't be read or
Components: V detected, creatures can't telepathically communicate with the
Duration: Instantaneous target unless the target allows it, and the target has advantage
You unleash a destructive wave of mental power in a 30-foot on saving throws against any effect that would determine
cone. Each creature in the area must make a Dexterity saving whether it is telling the truth.
throw. On a failed save, a target takes 5d8 force damage, is
pushed 20 feet directly away from you, and is knocked prone. Multiclassing
On a successful save, a target takes half as much damage and In order to multiclass as a mystic, you must have an
isn't pushed or knocked prone. Intelligence of at least 13, in addition to the prerequisites of
At Higher Levels. When you cast this spell using a spell any other classes you have levels in.
slot of 4th level or higher, the damage increases by 1d8 for When you gain your first mystic level while having levels in
each slot level above 3rd. another class, you gain proficiency with light armor and
Psychic Crush simple weapons.
6th-level enchantment Your Psionics feature is considered separate from
Spellcasting and Pact Magic. You can spend psi points to cast
Classes: Bard, Mystic, Sorcerer, Warlock, Wizard spells gained by those features, as well as spend spell slots
Casting Time: 1 action from those features to cast your mystic spells.
Range: 60 feet
Components: V, S
Duration: 1 minute
You overload the mind of one creature you can see within Credits
range, filling its psyche with discordant emotions. The target
must make an Intelligence saving throw. On a failed save, the Mystic class (revised) by /u/MobiusFlip
target takes 12d6 psychic damage and is stunned for 1 Original class by Wizards of the Coast (Unearthed
minute. On a successful save, the target takes half as much Arcana: The Mystic Class, 3/13/2017)
Mystic spell list created with inspiration from
damage and isn’t stunned. Wizards of the Coast (Unearthed Arcana: Fighter,
The stunned target can make an Intelligence saving throw Rogue, and Wizard, 11/25/2019), the psionic
at the end of each of its turns. On a successful save, the spell spell list from /u/SwordMeow's Sorcerer,
ends on the target. Tweaked, and the psion spell list from
/u/KibblesTasty's Psion
Rift Step New spells (except energy beam, enhance pain, and
Conjuration cantrip rift step) from Wizards of the Coast (Unearthed
Classes: Mystic Arcana: Fighter, Rogue, and Wizard,
11/25/2019)
Casting Time: 1 action Energy beam adapted from the psionic talent of the
Range: Self (10-foot line) same name from Wizards of the Coast
Components: V, S (Unearthed Arcana: The Mystic Class,
Duration: Instantaneous 3/13/2017)
You warp space around yourself, teleporting up to 10 feet to Enhance pain from /u/SwordMeow's Sorcerer,
an unoccupied space you can see and leaving a dimensional Tweaked
rift behind. Each creature in a 5 foot wide line between your Rift step adapted from /u/KibblesTasty's Psion's
Phase Rift ability
positions immediately before and after you use this spell is
caught in the rift, and must make a Dexterity saving throw,
taking 1d8 force damage on a failed save. The rift then closes.
The spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).

10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Changed Breadth of Knowledge to grant only one extra
Changelog proficiency or language, which can be enhanced with the
Changed Psionics to a psi-point-based spellcasting Nomad psychic focus.
feature. Awakened Talent now grants an extra cantrip instead of
Removed Psychic Focus from the new Psionics feature, to skill proficiencies, and Hermit's Study has been replaced
account for the nonexistence of disciplines with this with Elemental Talent, which does the same.
benefit. Psychic Focus is now a 3rd-level class feature with Changed Psionic Surge and Surge of Health to specify
a specific focus for each mystic cantrip and order. Most what happens if the mystic can have two psychic focus
Psychic Focus benefits are taken from previously existing benefits.
ones in psionic disciplines, but not all of these are available Changed Immortal Will to no longer be a get-out-of-death-
to this mystic. free ability, instead granting a bonus to death saves at the
Added a feature to most Psychic Focus benefits to allow cost of psi points.
enhancing cantrips. I liked the original mystic's low-level Simplified Arcane Dabbler to not require creating spell
discipline effects which ranged from 1-7 psi, dealing a die slots, since mystics already cast spells with psi points.
of damage per psi point spent; this is my attempt at Replaced disciplines and talents with a mystic spell list,
recreating those in a more traditional spellcasting with spells taken mostly from the spell lists presented with
framework. the UA Psionics wizard and the psionic spell list from
Changed the psi point progression to use a 1:1 /u/SwordMeow's tweaked sorcerer.
point:slot ratio, rather than spell points, in order to Added two new cantrips to stand in for psionic abilities
better fit with cantrip enhancement. At 1st level, a 1- with no previous cantrip equivalent: energy beam and rift
point enhanced cantrip (worth 2 spell points) deals step, which are unique to the mystic.
2 dice of damage; at 9th level, a 5-point enhanced
cantrip (worth 7 spell points) deals 7 dice of
damage.
Moved most 3rd-level Mystic Order features to 1st level to
account for the subclass-specific Psychic Focus at 3rd level.
Most 1st-level features consisted of extra disciplines (here,
an expanded spell list) and bonus proficiencies, some of
which I have made a bit less powerful, and most 3rd-level
features could be added there without feeling like
overloading the mystic's 1st level.
The Order of the Immortal is an exception; it had
very powerful 1st- and 3rd-level features, which I
have toned down somewhat. Dex + Con unarmored
defense was replaced with an alternate 13 + Dex
AC, similar to a Draconic Bloodline sorcerer.
Temporary hit points equal to your Intelligence
modifier were replaced with a flat 3 per round.
Did not significantly change Mystical Recovery, although
it is slightly less powerful due to the reduced number of psi
points.
Strength of Mind moved to the previously-featureless 7th
level, instead of stacking with an ability score improvement
at 4th level.
Removed Potent Psionics, as it filled two already-
occupied levels and was not necessary for the class. Lesser
versions of it are still available in the Psychic Focus
benefits for enhance pain and mind sliver.
Did not significantly change Consumptive Power, but
similarly to Mystical Recovery, it is slightly more powerful
due to the reduced psi point cost for spells.
Changed Psionic Mastery to work like a warlock's Mystic
Arcanum.
Added an 18th-level feature allowing the use of two
Psychic Focus options at a time, to account for the lack of
a class feature at this level and the lack of an extra 6th or
7th level spell at later levels.
Changed Psionic Body so the mystic reappears 1d4 days
later rather than 1d3, since the difference doesn't matter
much and d4s are simpler.
Removed the Order of the Soul Knife, as it was the most
unbalanced and abnormal Order and I prefer that
archetype as a monk or rogue subclass.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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