+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Quarterstaff 1 hand | 1d20+2 | 1d6 |
---|---|---|
Quarterstaff 2 hand | 1d20+2 | 1d8 |
Short bow 80/320 | 1d20+7 | 1d6+5 |
Dagger 20/60 | 1d20+7 | 1d4+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
The statblocks of your class features
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.
Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.
In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.
When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.
In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp.
These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic’s actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies. While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.
To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?
Mystic Quirks d20 - QuirkWhen creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?
Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?
You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.
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,orthe 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.
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. You can use this feature a number of times equal to your intelligence modifier. You recover all uses of this feature after a long rest.
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.
When you reach 4th level, and again at 8th, 12th, 16th, and 19thlevel, 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.
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.
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.
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 currenthit pointsand hit point maximum are bothreducedby the number of hit points you spend.This reduction can’t be lessened in any way, andthe reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’tuse it again until you finisha long rest.
At 20th level, your mastery of psionic power causes your mind to transcend thebody. Your physical form is infused withpsionicenergy. You gain the following benefits:
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know onepsionictalent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic tableshows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
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. The Disciplines you know have to be from your mystic order.
In addition, whenever you gain a level in this class,you can replace one discipline you know with a different one of your choice.
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.
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.
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.
Intelligence is your psionic ability for your psionicdisciplines. You use your Intelligence modifier when setting the saving throw DC for a psionicdiscipline or when making an attack roll with one.
Psionics is a mysterious form of power within most D&Dworlds. 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.
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they canmanipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiringleaderswho 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 makeeven the most hardened veteran act like a shaky rookie.
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 objectwithin 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 eventsas if you were there, but can’tuse 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’tuse it again untilyou finisha short or long rest.
Psi points - Attack Damage Bonus
2 - +1
5 - +2
7 - +4
Spell slot level - psi cost
1st - 2
2nd - 3
3rd - 5
4th - 6
5th - 7
Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit | |
---|---|---|---|---|---|---|---|
1st | +2 | Psionics, Mystic Order | 1 | 1 | 4 | 2 | |
2nd | +2 | Mystical Recovery, Telepathy | 1 | 1 | 6 | 2 | |
3rd | +2 | Mystic Order feature | 2 | 1 | 8 | 3 | |
4th | +2 | ASI, Strength of Mind | 2 | 1 | 10 | 3 | |
5th | +3 | - | 2 | 2 | 13 | 5 | |
6th | +3 | Mystic Order feature | 2 | 2 | 16 | 5 | |
7th | +3 | - | 2 | 2 | 19 | 6 | |
8th | +3 | ASI, Potent Psionics(1d8) | 2 | 2 | 22 | 6 | |
9th | +4 | - | 2 | 3 | 25 | 7 | |
10th | +4 | Consumptive Power | 3 | 3 | 29 | 7 | |
11th | +4 | - | 3 | 3 | 33 | 7 | |
12th | +4 | ASI | 3 | 3 | 37 | 7 | |
13th | +5 | - | 3 | 4 | 41 | 7 | |
14th | +5 | Mystic Order feature, Potent Psionics (2d8) | 3 | 4 | 45 | 7 | |
15th | +5 | - | 3 | 4 | 49 | 7 | |
16th | +5 | ASI | 3 | 4 | 53 | 7 | |
17th | +6 | - | 4 | 4 | 60 | 7 | |
18th | +6 | - | 4 | 5 | 67 | 7 | |
19th | +6 | ASI | 4 | 5 | 74 | 7 | |
20th | +6 | Psionic Body | 4 | 5 | 81 | 7 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.