The Mystic is a master of the mind, wielding psychic abilities to communicate telepathically, project illusions, and explore the depths of the mental realm. They tap into their innate psychic potential, enabling them to use Thaumaturgy as a psionic ability regardless of anti-magic effects. With psi points at their disposal, Mystics develop Psionic Talents, unique abilities that grant them unparalleled versatility. They specialize further by choosing one of four Mystic Ascendances: Biokherist, Kinetics Master, Medium, or Untamed, each offering distinct psionic powers.
Mystics are enigmatic figures known for their mastery over the mental realm. They forge silent connections through telepathy, project illusions with hallucination projection, and gain insights into distant places through clairvoyance. As they progress, their immunity to psychic damage and newfound abilities, such as becoming a Psionic Warrior, set them apart as formidable forces. Mystics are defined by their insatiable curiosity, seeking to unlock the potential hidden within the realm of thought and the mysteries of the mind.
hit dice:
d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier
armor proficiencies:
Light Armor
weapon proficiencies:
Simple weapons, longswords, shortswords
tools:
One gaming set of your choice
saving throws:
Wisdom, Intelligence
skills:
Choose three skills from Insight, Perception, Persuasion, Deception, Investigation, Survival, or Sleight of Hand.
starting equipment:
- (a) a shortsword or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer's pack
- Leather armor, a gaming set of your choice, and a belt pouch containing 10 gp
spellcasting:
class features:
Mystic
Level | Features | Psionic Talents |
1 |
Telepathy, Psionic Potential |
- |
2 |
Psi Points, Psionic Talents |
1 |
3 |
Mystic Ascendance |
1 |
4 |
Ability Score Increase, Detection |
1 |
5 |
Psychic Resilience |
2 |
6 |
Extra Attack |
2 |
7 |
- |
2 |
8 |
Ability Score Increase, Ascendance Feature |
2 |
9 |
Hallucination Projection |
3 |
10 |
Psionic Resistance |
3 |
11 |
Hypnosis |
3 |
12 |
Ability Score Increase, Ascendance Feature |
3 |
13 |
Clairvoyance |
4 |
14 |
- |
4 |
15 |
Psionic Immunity |
4 |
16 |
Ability Score Increase, Ascendance Feature |
4 |
17 |
Telepathic Master |
5 |
18 |
Clairvoyant Seer |
5 |
19 |
Ability Score Increase, Psychic Warrior |
5 |
20 |
Psychic Mastery |
5 |
Telepathy
At 1st level, you gain the ability to communicate telepathically with other creatures that can speak at least one language within 60 feet of you. You can send and receive thoughts, allowing for silent and hidden communication.
Psionic Potential
At 1st level, your latent psychic potential begins to awaken. You can use Thaumaturgy at will as a psionic ability, bypassing anti-magic effects.
Psi Points
At 2nd level, your growing mastery over your psychic abilities allows you to harness psionic energy. You gain a pool of psi points equal to your Mystic level, which can be used to fuel your psionic talents.
Psionic Talents
At 2nd level, your burgeoning psychic powers grant you access to Psionic Talents. Choose one Psionic Talent from the Psionic Talents List. Your Psionic Talent represents a unique psychic ability or aspect of your mental prowess that you can develop. You'll gain additional talents as you advance in level, as detailed in the Psionic Talents section of the Mystic table. Any time you gain a level in this class, you can change one of your chosen Psionic Talents.
Mystic Ascendance
At 3rd level, you choose one of four Mystic Ascendances: Biokherist, Kinetics Master, Medium, or Untamed. This choice grants you unique psionic abilities and shapes your Mystic path.
Ability Score Improvement
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.
Psionic Resiliance
Starting at 5th level, your psionic defenses grow, granting you advatnage on saving throws against psychic damage and psionic effects.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hallucination Projection
Starting at 9th level, you gain the power to project illusions and hallucinations into the minds of others, affecting their perception of reality. Using this feature, you can target a number of creatures equal to your Wisdom modifier, placing them under the effects of a Major Image as a psionic ability, bypassing anti-magic effects.
You cannot use this feature again until you complete a short or long rest.
Psionic Resistance
Starting at 10th level, you gain resistance to psychic damage.
Hypnosis
Beginning at 11th level, your mastery over the mind allows you to hypnotize and control the thoughts of others, potentially influencing their actions. Target up to 4 creatures, which must make a Wisdom saving throw against a DC equal to 8 + your Proficiency bonus + your Intelligence modifier. On a failed saving throw, the creatures are placed under the effects of a control monster spell for 10 minutes. On a successful saving throw, a creature is dazed for 1 round.
You cannot use this ability again until you complete a long rest.
Clairvoyance
Starting at 13th level, you learn to cast Scrying as a psionic ability, bypassing anti-magic effects. Creatures you use this ability to percieve are unaware you've done this unless they are either telepathic, or otherwise capable of psionics. Creatures in these two categories make a Wisdom saving throw against a DC equal to 8 + your Proficiency bonus + your Intelligence modifier. On a failed saving throw, the creature has no knowledge of your spying. On a successful saving throw, the creature knows they are being watched. On a critical success, the creature knows that you are the entity watching them and where you are.
You cannot use this feature again until you complete a short or long rest.
Psionic Immunity
Starting at 15th level, you become immune to psychic damage.
Telepathic Master
Starting at 17th level, you can create a permanent psionic link between you and up to 6 other creatures. You and any of these creatures chosen can communicate telepathically as long as you are both on the same plane of existence. This connection is instantly formed if the creature is within 60 feet of you, and takes a bonus action if they are further than this distance. This link can only be severed by you, at your discression.
Clairvoyant Seer
Starting at 18th level, your Clairvoyance feature can be used on any creature or location, regardless of whether or not it is on the same plane as you.
Psionic Warrior
Starting at 19th level, your mastery of psionics allows you to become a versatile combatant, enhancing your physical and psychic abilities. As a Psionic Warrior, you can spend a Psi Point to gain one of the following benefits for a duration of 1 minute:
- Psionic Augmentation: You enhance your physical prowess, gaining temporary hit points equal to your Mystic level plus your Intelligence modifier (minimum of 1). These temporary hit points last for 1 minute or until depleted, and you can't regain them until they are fully depleted.
- Psionic Fury: You infuse your attacks with potent psionic energy. When you make a weapon attack or use a melee spell attack, you deal an additional 1d10 psychic damage. Additionally, the target of your attack must make an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or become stunned until the end of their next turn.
- Psionic Reflection: You bolster your defenses with a condensed layer of psionic energy, reflecting half of all damage taken from any spells or psionic effects that target you back upon the source for the next 1 minute.
Psychic Mastery
At 20th level, you reach the pinnacle of your psionic powers. As a free action, you can expend a psi point to use a feature gained by this class or your chosen Ascendancy, even if you have expended all uses for that feature. In addition, choose one Psionic Warror benefit to gain permanently. You may still expend a psi point to choose the selected benefit, gaining the effects a second time for the normal duration. Finally, you also may choose any Psionic Talents upon achieving 20th level, disregarding requirements.