Mystic
Hit Points
Hit Dice: d8 per Mystic level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
Overview & Creation
A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel. The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.
Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling
with them had spent more time in his keep than he had over the past year. These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.
Class Features
Psionics
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that
number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level
mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Mystic Order
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Mystical Recovery
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one
language or be telepathic itself.
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.
Strength of Mind
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Potent Psionics
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This
reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again
until you finish a long rest.
Psionic Mastery
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points,
the disciplines end that you’re concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. Yougain the following benefits:
• You gain resistance to bludgeoning, piercing, and slashing damage.
• You no longer age.
• You are immune to disease, poison damage, and the poisoned condition.
• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Mystic Orders
Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a spear or (b) a mace
• (a) leather armor or (b) studded leather armor
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
Subclass Options
Order of the Avatar
Mystics of the Order of the Avatar delve into the
world of emotion, mastering their inner life to
such an extent that they can manipulate and
amplify the emotions of others with the same
ease that an artist shapes clay. Known as
Avatars, these mystics vary from tyrants to
inspiring leaders who are loved by their
followers.
Avatars can bring out extreme emotions in the
people around them. For their allies, they can
lend hope, ferocity, and courage, transforming a
fighting band into a deadly, unified force. For
their enemies, they bring fear, disgust, and
trepidation that can make even the most
hardened veteran act like a shaky rookie.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Avatar disciplines.
Armor Training
At 1st level, you gain proficiency with medium
armor and shields.
Avatar of Battle
Starting at 3rd level, you project an inspiring
aura. While you aren’t incapacitated, each ally
within 30 feet of you who can see you gains a +2
bonus to initiative rolls.
Avatar of Healing
Beginning at 6th level, you project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0) whenever
they regain hit points from a psionic discipline.
Avatar of Speed
Starting at 14th level, you project an aura of
speed. While you aren’t incapacitated, any ally
within 30 feet of you who can see you can take
the Dash action as a bonus action.
Order of the Awakened
Mystics dedicated to the Order of the Awakened
seek to unlock the full potential of the mind. By
transcending the physical, the Awakened hope to
attain a state of being focused on pure intellect
and mental energy.
The Awakened are skilled at bending minds
and unleashing devastating psionic attacks, and
they can read the secrets of the world through
psionic energy. Awakened mystics who take to
adventuring excel at unraveling mysteries,
solving puzzles, and defeating monsters by
turning them into unwilling pawns.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Awakened disciplines.
Awakened Talent
At 1st level, you gain proficiency with two of the
following skills of your choice: Animal Handling,
Deception, Insight, Intimidation, Investigation,
Perception, and Persuasion.
Psionic Investigation
Starting at 3rd level, you can focus your mind to
read the psionic imprint left on an object. If you
hold an object and concentrate on it for 10
minutes (as if concentrating on a psionic
discipline), you learn a few basic facts about it.
You gain a mental image from the object’s point
of view, showing the last creature to hold the
object within the past 24 hours.
You also learn of any events that have
occurred within 20 feet of the object within the
past hour. The events you perceive unfold from
the object’s perspective. You see and hear such
events as if you were there, but can’t use other
senses.
Additionally, you can embed an intangible
psionic sensor 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
direction) and to look at the object’s
surroundings from its point of view as if you
were there. This perception lasts until the start
of your next turn.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Psionic Surge
Starting at 6th level, you can overload your
psychic focus to batter down an opponent’s
defenses. You can impose disadvantage on a
target’s saving throw against a discipline or
talent you use, but at the cost of using your
psychic focus. Your psychic focus immediately
ends if it’s active, and you can’t use it until you
finish a short or long rest.
You can’t use this feature if you can’t use your
psychic focus.
Spectral Form
At 14th level, you gain the ability to become a
ghostly figure of psionic energy. As an action,
you can transform into a transparent, ghostly
version of yourself. While in this form, you have
resistance to all damage, move at half speed, and
can pass through objects and creatures while
moving but can’t willingly end your movement in
their spaces. The form lasts for 10 minutes or
until you use an action to end it.
Once you use this feature, you can’t use it again
until you finish a long rest.
Order of the Immortal
The Order of the Immortal uses psionic energy to
augment and modify the physical form.
Followers of this order are known as Immortals.
They use psionic energy to modify their bodies,
strengthening them against attack and turning
themselves into living weapons.
Their mastery of the physical form grants
them their name, for Immortals are notoriously
difficult to kill.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Immortal disciplines.
Immortal Durability
Starting at 1st level, your hit point maximum
increases by 1 per mystic level.
In addition, while you aren’t wearing armor or
wielding a shield, your base AC equals 10 + your
Dexterity modifier + your Constitution modifier.
Psionic Resilience
Starting at 3rd level, your psionic energy grants
you extraordinary fortitude. At the start of each
of your turns, you gain temporary hit points
equal to your Intelligence modifier (minimum of
0) if you have at least 1 hit point.
Surge of Health
Starting at 6th level, you can draw on your
psychic focus to escape death’s grasp. As a
reaction when you take damage, you can halve
that damage against you. Your psychic focus
immediately ends if it’s active, and you can’t use
it until you finish a short or long rest.
You can’t use this feature if you can’t use your
psychic focus.
Immortal Will
Starting at 14th level, you can draw on your
reserves of psionic power to survive beyond
death. At the end of your turn while at 0 hit
points, you can spend 5 psi points to
immediately regain a number of hit points equal
to your mystic level + your Constitution
modifier.
Order of the Nomad
Mystics of the Order of the Nomad keep their
minds in a strange, rarified state. They seek to
accumulate as much knowledge as possible, as
they quest to unravel the mysteries of the
multiverse and seek the underlying structure of
all things. At the same time, they perceive a
bizarre, living web of knowledge they call the
noosphere.
Nomads, as their name indicates, delight in
travel, exploration, and discovery. They desire to
accumulate as much knowledge as possible, and
the pursuit of secrets and hidden lore can
become an obsession for them.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Nomad disciplines.
Breadth of Knowledge
At 1st level, you gain the ability to extend your
knowledge. When you finish a long rest, you gain
two proficiencies of your choice: two tools, two
skills, or one of each. You can replace one or both
of these selections with languages. This benefit
lasts until you finish a long rest.
Memory of One Thousand Steps
At 3rd level, you gain the ability to use psionics
to recall your steps. As a reaction when you are
hit by an attack, you can teleport to an
unoccupied space that you occupied since the
start of your last turn, and the attack misses you.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Superior Teleportation
At 6th level, you gain a superior talent for
teleportation. When you use a psionic discipline
to teleport any distance, you can increase that
distance by up to 10 feet.
Effortless Journey
Starting at 14th level, your mind can mystically
move your body. Once on each of your turns, you
can forfeit up to 30 feet of your movement to
teleport the distance you forfeited. You must
teleport to an unoccupied space you can see.
Order of the Soul Knife
The Order of the Soul Knife sacrifices the
breadth of knowledge other mystics gain to
focus on a specific psionic technique. These
mystics learn to manifest a deadly weapon of
pure psychic energy that they can use to cleave
through foes.
Soul knives vary widely in their approach to
this path. Some follow it out of a desire to
achieve martial perfection. Others are ruthless
assassins who seek to become the perfect killer.
Martial Training
At 1st level, you gain proficiency with medium
armor and martial weapons.
Soul Knife
Starting at 1st level, you gain the ability to
manifest a blade of psychic energy. As a bonus
action, you create scintillating knives of energy
that project from both of your fists. You can’t
hold anything in your hands while manifesting
these blades. You can dismiss them as a bonus
action.
For you, a soul knife is a martial melee weapon
with the light and finesse properties. It deals 1d8
psychic damage on a hit.
As a bonus action, you can prepare to use the
blades to parry; you gain a +2 bonus to AC until
the start of your next turn or until you are
incapacitated.
Hone the Blade
Starting at 3rd level, you can spend psi points to
augment your soul knife’s attack rolls and
damage. You gain a bonus to attack and damage
rolls with your soul knives depending on the
number of psi points spent, as shown on the
table below. This bonus lasts for 10 minutes.
Psi Points: 2, 5, 7
Attack and Damage Bonus: +1, +2, +4
Consumptive Knife
Starting at 6th level, whenever you slay an
enemy creature with a soul knife attack, you
immediately regain 2 psi points.
Phantom Knife
Starting at 14th level, you can make an attack
that phases through most defenses. As an action,
you can make one attack with your soul knife.
Treat the target’s AC as 10 against this attack,
regardless of the target’s actual AC.
Order of the Wu Jen
The Order of the Wu Jen features some of the
most devoted mystics. These mystics seek to
lock themselves away from the world, denying
the limits of the physical world and replacing it
with a reality that they create for themselves.
Known as wu jens, these mystics cast their
minds into the world, seize control of its
fundamental principles, and rebuild it.
In practical terms, wu jens excel at controlling
the forces of the natural world. They can hurl
objects with their minds, control the four
elements, and alter reality to fit their desires.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Wu Jen disciplines.
Hermit’s Study
At 1st level, you gain proficiency with two of the
following skills of your choice: Animal Handling,
Arcana, History, Insight, Medicine, Nature,
Perception, Religion, or Survival.
Elemental Attunement
Starting at 3rd level, when a creature’s
resistance reduces the damage dealt by a psionic
discipline of yours, you can spend 1 psi point to
cause that use of the discipline to ignore the
creature’s resistance. You can’t spend this point
if doing so would increase the discipline’s cost
above your psi limit.
Arcane Dabbler
At 6th level, you learn three wizard spells of your
choice and always have them prepared. The
spells must be of 1st through 3rd level.
As a bonus action, you can spend psi points to
create spell slots that you can use to cast these
spells, as well as other spells you are capable of
casting. The psi-point cost of each spell slot is
detailed on the table below.
Spell Slot Level Psi Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
The spell slot remains until you use it or finish a
long rest. You must observe your psi limit when
spending psi points to create a spell slot.
Whenever you gain a level in this class, you can
replace one of the chosen wizard spells with a
different wizard spell of 1st through 3rd level.
Elemental Mastery
Starting at 14th level, if you have resistance to a
type of damage, you can spend 2 psi points as a
reaction when you take damage of that type to
ignore that damage; you gain immunity to that
damage type until the end of your next turn.