Remove these ads. Join the Worldbuilders Guild

Mystic

You have learned how to unlock and harness the mystical potential of the mind. This mystical power manifests as a third eye, through which you can unleash psionic abilities.

Third Eye

3rd-Level Mystic Feature
A mystical eye appears on your forehead. This eye can take the form of a stylized tattoo, an eye-shaped scar, or it could be an actual eye. The eye opens whenever you use one of your mystic powers. Otherwise, it remains closed. Your third eye unlocks psionic enerty from deep within, represented by a pool of psionic points. The number of psionic points you have is equal to your theurge level + your proficiency bonus. You regain all spent psionic points when you finish a long rest. When you reach 9th level, you regain all spent psionic points when you finish a short or long rest.
As an action, you can expend one or more psionic points to fuel the mystical powers of your third eye (see below). Each power has a duration of 1 hour. You can only have one such power active at a time:
  • You can detect the presence of secret or concealed doors or compartments within 30 feet of you.
  • Cost: 1 psionic point
  • You can see invisible creatures and objects within 30 feet of you as if they were visible.
  • Cost: 2 psionic points
  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
  • Cost: 3 psionic points
  • You can detect visual illusions within 30 feet of you, and you automatically succeed on saving throws against them. You can also perceive the original form of a shapechanger or a creature transformed by magic.
  • Cost: 4 psionic points

    Psychic Blast

    6th-Level Mystic Feature
    You can fire a blast of psychic energy from your third eye by expending one or more psionic points. As a bonus action, make a ranged spell attack against one creature you can see within 60 feet of you. On a hit, the target takes 1d8 psychic damage per psionic point spent, up to a maximum number of points equal to your proficiency bonus.
    Psychic blasts are sometimes difficult to control and have the potential to deal significant psychic damage. If you roll an 8 on an individual damage die when you deal damage with your psychic blast, you can roll another d8 and add the result to the total. For example, if you roll 2d8 and the roll resulted in a 3 and an 8, you can roll one additional die (because you rolled one 8) and add the result to the current total of 11. When a damage die results in an 8, it is called a psionic surge.
    If you roll an 8 again, you can roll the damage die again and add the result to the total, further increasing the psychic blast damage. Any damage dice for a psychic blast, including extra dice from a critical hit, can have a psionic surge and result in a reroll. For each psychic blast attack you make, the maximum number of psionic surge dice you can reroll is equal to your proficiency bonus, regardless of how many damage dice result in an 8. The additional damage dice rolled due to psionic surges do not cost additional psionic points.
    For example, a 6th-level theurge mystic unleases a psychic blast and scores a critical hit. The character spends 3 psionic points spent plus rolls 6d8 damage (3d8 for the 3 psionic points spent plus 3d8 for the critical hit damage) which results in a 1, 3, 5, 8, 8, and another 8. The character then rerolls each 8, resulting in a 1, 3, and an 8. The character adds those results to the current damage total for a final damage of 45. Since the character's proficiency bonus is +3, the character can't reroll the new 8, ending the psionic surge for that psychic blast attack. When that character makes another attack with psychic blast, this process begins anew.
    Beginning at 11th level, a target hit by your psychic blast must also succeed on an Intelligence saving throw against your spell save DC or be stunned until the start of your next turn.
     

    Psychic Shield

    10th-Level Mystic Feature
    You gain resistance to psychic damage. As a bonus action, you can temporarily gain resistance to additional damage types by spending 1 psionic point per additional resistance. You can select resistance to damage types from the following list: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. These additional resistances remain until the start of your next turn. You can keep, add, or remove these temporary resistances each new round by expending the appropriate number of additional psionic points. For example, as a bonus action, you could add resistance to force, radiant, and thunder damage by expending 3 psionic points. At the start of your next turn, you could use a new bonus action to keep resistance to force, radiant and thunder damage, as well as add resistances to slashing damage, by expending 4 additional psionic points.
    You can choose to extend your resistances to psychic damage, plus any additional temporary resistances, to friendly creatures within 10 feet of you. At 14th level, the range of your Psychic Shield increases to 15 feet, and at 18th level, it increases to 20 feet.
     

    Psychic Storm

    14th-Level Mystic Feature
    As an action, you can spend 5 psionic points to release a storm of psychic energy. Each creature within a 30-foot radius of you must make an Intelligence saving throw against your spell save DC. Creatures that fail the save take 5d8 psychic damage and have disadvantage on attacks until the beginning of your next turn. Creatures that succeed on the save take half as much damage and do not have disadvantage on their attacks. You can increase the damage by 1d8 per each additional psionic point spent beyond the inital 5 points. Beginning at 18th level, you can use Psychic Storm as a bonus action.


    Created by

    ColTigh128.

    Statblock Type

    Feat

    Link/Embed