Mystic Class

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The Mystic

Mystic

An elf cracks bones in a fire and carefully reads their portents, his method perfected over hundreds of years of practice. Even so, as he completes the ritual his eyes roll back into his head and violent shaking begins, signaling to his allies that something has gone awry.

A human woman wears a skull-shaped mask to scare away evil entities. As she cuts across the half-orc barbarian’s chest with a jagged knife, the evil glare fades from her friend’s eyes and the ghost flees. She then drops the blade and knits together the wound in seconds.

A corrupt nobleman goes to see a diviner for a tarot card reading, but little does he know that the halfling hiding in the shadows of the tent is controlling all of the false fortune-tellers actions.

Mystics, also sometimes called spirit walkers, both heed the call of spirits and protect the mortal world from them. They see spirits in everything: nature and its elements, the dead, the planes, the Weave itself; and they use this understanding to wield mystical and arcane powers.

Of Two Worlds

Mystics tread the line between the mortal realm and the spirit world. The spirit world is not a defined place, even in the cosmology of the multiverse. Rather, it is the binding essence of mystical forces such as the Weave. Some mystics interpret the spirit world as a higher power, a deity above even the gods. Mystics tap into the energies of the spirit world in order to transcend physical capabilities, perform feats of magic, uncover forgotten knowledge, and sometimes even tug on the threads of fate.

Occasionally, a mystic might be called upon by a vision quest or omen to leave their communities or isolation and undertake the life of an adventurer. One cannot always rest in a single place as spirits around the world are restless and in need of the mystic’s assistance.

Many Callings

The concept of spirits and the spirit world is prevalent in every culture, so those that bridge the gap appear in a multitude of forms. One might first be inclined to assume that all mystics are shamanistic in nature, but fortune-tellers, exorcists, voodoo men, witches, soothsayers, mountaintop sages, and more all also claim the powers of the mystic. Cultures that do not worship gods or other divine figures often use mystics as religious leaders rather than clerics. Meanwhile, cultures that are devoted to their pantheons might view mystics as insane heretics.

Creating a Mystic

As you build your mystic, consider your relationship with spirits and how you first came into contact with the spirit world. Is the worship of spirits a central part of your culture? Did you have a mentor that taught you how to examine the world from a new perspective, or were you entirely self-taught? Perhaps you have been able to communicate with spirits from a young age as a blessing or curse. Do you see spirits as a natural part of the world that should be respected, or as a source of power yours to manipulate?

Was there a point in your life such as an impactful omen or vision quest that forced you to leave your old life behind? Do you get along with members of other religious organizations, such as clerics and druids? What is your relationship with the gods? Before you began adventuring, were you a significant part of your community, or a secluded hermit? Do you believe you are tasked with completing a goal on behalf of the spirit world?

The Mystic
---Spell Slots per Level---
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Ancestral Guidance, Invoke Possesion
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Third Eye, Alter Consciousness 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Heightened Mind 4 2
7th +3 Third Eye Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Invoke Possession improvement 4 3 2
10th +4 Voice of the Ancients 4 3 2
11th +4 Third Eye Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Ancestral Guidance improvement 4 3 3 1
14th +5 Spirit Cloak 4 3 3 1
15th +5 Third Eye Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Invoke Possession improvement 4 3 3 3 1
18th +6 Ethereal Form 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Entreat the Fates 4 3 3 3 2

Quick Build

You can make a mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the hermit background.

Class Features

As a mystic, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mystic level

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Herbalism Kit

Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) hide armor or (b) a blowgun and 50 needles
  • (a) any simple weapon and a shield or (b) any martial weapon
  • (a) an arcane focus or (b) a component pouch
  • (a) an explorer’s pack or (b) a scholar’s pack
  • Two daggers

Ancestral Guidance

You can call upon the knowledge of your ancestors to grant you skills that ordinarily take years of training. When you finish a long rest, you gain proficiency in a skill, tool, or language. This benefit lasts until you finish a long rest. When you reach 13th level, you gain two proficiencies from using this feature.

Invoke Possession

By spending 1 minute to complete a special ritual, you can open a passageway from the spirit world directly into your mind, allowing spirits to enter your body and unlock magic that would normally be beyond your capabilities. This maneuver comes with risks, though, as evil spirits can attempt to harm you while this passageway is open.

You may attempt to cast a spell you have access to on the list, and then make an Intelligence saving throw. The DC is equal to 12 + the level of spell you attempt to cast. On a success, you can use an action on your turn to cast that spell once up to 10 minutes after using this feature. You cannot use this feature again during that time.

You do not expend a spell slot or material components when casting this way. On a failed save, the spell you attempt to cast fails, you take 1d4 psychic damage per mystic level, and you gain 1 level of exhaustion. Once you use this feature, you must finish a long rest before you can use it again. You may only cast basic (3rd and 4th-level) spells on the list until you reach the appropriate levels.

When you reach 9th level, you may use this feature 2 times before needing to take a long rest, and you gain access to the advanced (5th and 6th-level) spells on the list. When you reach 17th level, you may use this feature 3 times before needing to take a long rest, and you gain access to the enlightened (7th and 8th-level) spells on the list.

Invoke Possession: Cosmic Spirit

Basic: Dispel Magic, Spirit Guardians
Advanced: Commune, True Seeing
Enlightened: Etherealness, Antimagic Field

Fighting Style

At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if you
later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have learned to tap into arcane magic through careful studies as a wizard does.

Preparing and Casting Spells

The Mystic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of mystic spells for you to cast. To do so, choose a number of mystic spells you have memorized equal to your Intelligence modifier + half your mystic level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level mystic, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell magic missile, you can cast it using a 1st or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mystic spells requires time spent communing with the spirit world: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your mystic spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spirit walker spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a mystic spell as a ritual if that spell has the ritual tag and you have the spell memorized. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your mystic spells. Mystics might use comparable, but different arcane focuses to their wizard counterparts, such as a small totem, talisman, or prayer beads.

Learning Spells of 1st level and higher

At 2nd level, you can choose six 1st-level spells to memorize from the mystic spell list. Each time you gain a mystic level thereafter, you can add one new mystic spell of your choice to your spell list for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mystic table. On your adventures, you might find other spells that you can add to your spell list.

Memorizing Spells

Unlike wizards, mystics to not carry spellbooks to record their vast repertoire of spells. Instead, they use supernatural energies to memorize and store the information deep within the trenches of their minds. They then call upon the spirit world to decide what knowledge should come forth on a given day. Such rituals might involve cracking bones in fire, reading the constellations in the stars, or utilizing rare herbs and substances to enter a mystical trance. Because of the nature of this process, spirit walkers can learn a surprisingly large number of spells, but replacing prepared spells is a much more time-consuming process.
Committing a Spell to Memory. When you find a mystic spell of 1st level or higher, you can learn it if it is of a spell level you can prepare and if you can spare the time to decipher and learn it. Memorizing that spell involves reproducing the basic form of the spell, then trapping the knowledge within the vaults of your mind using spiritual concentration. For each level of the spell, the process takes 4 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other spells.

Third Eye

Upon reaching 3rd level, your spiritual energies are concentrated into what is called your “third eye”, the specialized method of how you can perceive and interact with the spirit world: Eye of the Soul Reaver , Eye of the Skin Changer, Eye of the Oracle, Eye of the Wanderer, Eye of the Witch Doctor, Eye of the Puppet Master, Eye of the Earthspeaker, Eye of the Gatekeeper. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Eye Spells

Each eye has a list of associated spells. You memorize these spells at the levels specified in the eye description. Once you gain access to an eye spell, you always have it prepared. Eye spells don’t count against the number of spells you can prepare each day.

Alter Consciousness

Starting at 3rd level, during a short rest you may enter a trance. You are aware of your surroundings in this state, but taking any actions or interrupting the trance so that it does not last for the entirety of the short rest removes any benefit you would receive. If you remain in the trance for the full duration, you may choose one of the following benefits: remove 1 level of exhaustion from yourself, remove the poisoned or paralyzed condition from yourself, regain 1d8 hit points without expending a Hit Die, recover a spell slot of your lowest expended level, or give yourself a 1d8 inspiration die which you can add to one ability check, attack roll, or saving throw you make before your next short rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Heightened Mind

Starting at 6th level, your enlightened psyche resists attempts to control your emotions. When you make a Wisdom or Charisma saving throw, you can add your Intelligence modifier to the total.

Voice of the Ancients

From 10th level, you have no trouble communicating with intelligent creatures. You are permanently under the effects of the Tongues spell.

Phantom Cloak

Beginning at 14th level, you can surround yourself with malevolent or benevolent spirits. As an action on your turn, all hostile creatures within 30 feet of you must make a Wisdom saving throw or be frightened or charmed (your choice) by you for 1 minute. At the end of an affected creature’s turn, it can repeat the saving throw with a success ending the effect. Once you use this feature, you can’t use it again until you finish a short or long rest.

Ethereal Form

Starting from 18th level, you can assume a form akin to that of a spirit as an action on your turn. When you do this, you gain a flying speed of 30 feet, you can pass through other creatures and objects as if they were difficult terrain, and you are resistant to all types of nonmagical damage except force and psychic damage. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Entreat the Fates

At 20th level, when you or an ally within 30 feet of you fails an attack roll, ability check, or saving throw, you or that ally may reroll (keeping advantage or disadvantage if the original roll was affected by that). Alternatively, you or an ally within 30 feet of you may reroll all of the dice for damage or healing from a spell, attack, or ability. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.

Third Eyes

All mystics require a basic knowledge of the spirit world and the energies that result of it in order to manipulate reality in magical ways, however as rituals become more complex, it benefits a mystic to undertake a specific area of knowledge. At 3rd level, a mystic seeks enlightenment by unlocking their Third Eye, and gains access to the knowledge of the spirits that come to it.

Eye of the Soul Reaver

Mystics under the Eye of the Soul Reaver are powerful martial warriors able to create weapons out of pure magical energy. While wielding these magically crafted weapons, they are able to employ tactics ordinary warriors find impossible to contend with. An invading soldier bleeds when the soul reaver’s sword has not even touched him, while another’s mind is torn asunder by the phantom blade. Wizards are surprised to find their fireballs thrown back at them as the flames wrap around the soul reaver’s weapon.

Soul Reaver Spells
Mystic Level Spells
3rd Hex
5th Spiritual Weapon
9th Haste
13th Staggering Smite
17th Steel Wind Strike

Invoke Possession: Warrior Spirit

Basic: Phantom Steed, Stoneskin
Advanced: Banishing Smite, Tenser's Transformation
Enlightened: Mordenkainen's Sword, Holy Aura

Spirit Weapon

Starting when you choose this archetype at 3rd level, you can use a bonus action to create a magical, ethereal weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it, and you are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and does force damage instead of its normal damage type.

This weapon disappears if it is more than 5 feet away from you. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you drop to 0 hit points. If your weapon has the thrown property, you can throw it past the normal allotted distance and it disappears immediately after it hits or misses.

Unnatural Enhancement

Beginning at 7th level, you can augment your spirit weapon with supernatural abilities. As an action when you have a spirit weapon in your hand, you can choose one of the following boons. The boon lasts for 1 minute or until you lose your spirit weapon. Once you use this feature, you must finish a short or long rest before you can use it again.

Far-Reaching Boon: Your weapon gains the reach property to a range of 30 feet.

Forceful Boon: When you hit an enemy with your spirit weapon, if it is Large or smaller, it must make a Strength saving throw against your spell save DC or be knocked prone or be pushed back 10 feet (your choice).

Discerning Boon: When you hit an enemy with your spirit weapon, it must make a Charisma saving throw against your spell save DC or be marked by your weapon. You know where the marked creature is as long as it is on the same plane of existence as you, and you can see it even if it is invisible, hiding, or behind cover. Only one creature can be marked in this way at a time.

Maddening Boon: When you hit an enemy with your spirit weapon, it deals additional psychic damage equal to half your mystic level.

Defensive Boon: When you hit an enemy with your spirit weapon, it has disadvantage on its next attack roll against you.

Absorb Energy

Starting at 11th level, you can channel the energies that harm you into your weapon. When you are hit by an attack or spell that deals acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage, you can use your reaction to charge your spirit weapon with that damage type. While the weapon is charged its damage type changes from force to the absorbed type, and it deals an extra 1d8 damage of the absorbed type.

Additionally, you can release the energy in a focused burst, targeting a single enemy you can see within 60 feet of you. The target of your attack must make a Dexterity saving throw, taking 4d8 damage of the charged type on a failed save, or half as much on a success. Your spirit weapon loses its charge after 1 minute, if you use this feature again, or if you release the energy in a burst.

Improved Unnatural Enhancement

When you reach 15th level, your mystical boons become even more powerful. Each boon receives an improvement when you use it. Alternatively, you can forgo the improvement and instead use 2 boons in their original state at once.

Far-Reaching Boon: Your weapon’s reach property extends to a range of 60 feet.

Forceful Boon: When you hit an enemy with your spirit weapon, if it is Huge or smaller, it must make a Strength saving throw against your spell save DC or be knocked prone or be pushed back 20 feet (your choice). You also deal additional damage to that creature equal to 1 of your spirit weapon’s damage die.

Discerning Boon: You have advantage on attack rolls against the marked creature with your spirit weapon.

Maddening Boon: In addition to the extra damage, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for the duration of this feature.

Defensive Boon: You have resistance to the damage type of your spirit weapon as well as nonmagical bludgeoning, piercing, and slashing damage.

Eye of the Skin Changer

Mystics that utilize the Eye of the Skin Changer are often mistrusted, labeled deceivers and unholy half-beasts, but not all use their shapeshifting powers for evil. They can mold their own physical form, and sometimes the forms of others, into numerous other shapes. In populated areas they steal the faces of other humanoids, exchanging them like masks, while in the wilds they prowl as terrible and unsightly monsters.

Skin Changer Spells
Mystic Level Spells
3rd Disguise Self
5th Alter Self
9th Gaseous Form
13th Polymorph
17th Seeming

Invoke Possession: Bestial Spirit

Basic: Waterbreathing, Guardian of Nature
Advanced: Commune with Nature, Wind Walk
Enlightened: Mirage Arcane, Animal Shapes

Myriad of Masks

Starting from 3rd level, whenever you cast disguise self the illusion is tactile as well as visual; it holds up to physical inspection. It does not change your ability scores, armor class, etc. You can cast it once without expending a spell slot. Then, you must finish a short or long rest before you can cast it this way again.

Monstrous Shapes

Starting from 7th level, you can transform yourself into terrible beasts. Choose 3 of the following monsters: basilisk, displacer beast, hook horror, leucrotta, owlbear, phase spider, trapper, winter wolf. With your DM's permission, you can use another monster of comparable statistics. As an action you can transform yourself into one of these creatures. Once you use do this, you must finish a short or long rest before you can transform again. Starting at 15th level, you can transform twice before needing to take a short or long rest.

You can stay in your monstrous form for a number of hours equal to half your spirit walker level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the monster, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
  • If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • When you transform, you assume the monster’s hit points and hit dice. Dropping to 0 hit points causes you to revert to your normal form.
  • If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in monster form and only have 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You retain your own languages and do not gain any languages the monster you transform into may have. You cannot speak in this form.
  • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Your attacks in monster form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deceiver’s Vision

Starting at 11th level, you have an affinity for revealing the truth. You have advantage on checks to see through illusions and determine whether a creature is in its natural form. When a transformed or magically disguised creature hits you with a melee attack you can use your reaction to force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature reverts back into its true form.

Greater Monstrous Shapes

At 15th level, you can morph your physicality into that of an even more intimidating monster. Choose 3 of the following monsters: bulette, catoblepas, gorgon, otyugh, peryton, sea lion*, shambling mound, umber hulk. You follow the same rules as the monstrous shapes feature. This feature shares uses with the monstrous shapes feature.
*found in Tales of the Yawning Portal: White Plume Mountain

Eye of the Oracle

Mystics that see through the Eye of the Oracle are revered as prophets, able to make scarily accurate predictions. They can gaze into the future as easily as remembering the past, but their powers aren’t limited to merely seeing through time. An oracle can look through the eyes of another person, read their thoughts, and spy from afar. In a fight, the oracle knows what move their opponent will make before they do, easily sidestepping any attack.

Oracle Spells
Mystic Level Spells
3rd Identify
5th Detect Thoughts
9th Clairvoyance
13th Arcane Eye
17th Scrying

Invoke Possession: Prophetic Spirit

Basic: Nondetection, Divination
Advanced: Legend Lore, Find the Path
Enlightened: Sequester, Mind Blank

Supernatural Foresight

Starting when you choose this archetype at 3rd level, you can sense danger moments before it occurs. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. Alternatively, when you are forced to make a Dexterity saving throw, you can use your reaction to give yourself advantage on it. Once you use this feature, you must finish a short or long rest before you can use it again.

Wandering Perceptions

At 7th level, you gain the ability to spy through the eyes of another being. As an action, you can target a humanoid creature you can see. If the creature is unwilling or unaware, it must make an Intelligence saving throw against your spell save DC. On a failed save, you can perceive through that creature’s senses and you benefit from any special senses possessed by that creature (such as darkvision), though you are blinded and deafened to your own surroundings. While you are using another creature’s senses, you can target another humanoid you can see and force that creature to make the saving throw, transferring your vision on a failed save. This feature lasts up to one hour and uses your concentration. Once you use this feature, you must finish a long rest before you can use it again.

Three Steps Ahead

Starting at 11th level, as long as you are conscious you can’t be surprised and you have advantage on initiative rolls. All creatures you choose within 15 feet of you can add your Intelligence modifier to their initiative rolls.

Precognition

Beginning at 15th level, you know ahead of time if an attempt you make won’t be successful. When you fail an ability check or attack roll, you may treat the roll as if it never happened. You cannot repeat the roll, but you can try something different, such as attacking a different creature, casting a different spell, using a persuasion check instead of deception, etc. Once you use this feature, you must finish a short or long rest before you can use it again.

Eye of the Wanderer

Mystics of the Eye of the Wanderer study the secret travel of fey creatures. They see hidden pathways through space and are able to move across rooms in a single step. In battle a wanderer confuses their foes by teleporting around and behind them, making their strikes unpredictable and sporadic. They also utilize telepathic communication to speak with their allies from afar, making them elusive spies and tricksters even out of combat.

Wanderer Spells
Mystic Level Spells
3rd Sanctuary
5th Misty Step
9th Sending
13th Dimension Door
17th Far Step

Invoke Possession: Spatial Spirit

Basic: Thunder Step, Freedom of Movement
Advanced: Teleportation Circle, Arcane Gate
Enlightened: Teleport, Telepathy

Hidden Doorways

Starting when you choose this archetype at 3rd level, you can use a bonus action on your turn to teleport up to 10 feet to a space you can see. You can use this feature to escape from being grappled, restrained, or prone.

Misdirection

At 7th level, if you teleport behind a creature and hit it with a weapon attack, that attack deals an extra 1d8 force damage. When you reach 15th level in this class, the extra damage increases to 2d8.

Bonding Strike

Starting at 11th level, when you are hit with an attack, you can use your reaction to teleport up to 60 feet to a space adjacent to the attacker. You can then immediately make an attack against that creature.

Omnipresence

At 15th level, you can use an action on your turn to exchange any amount of your movement for teleportation. You can break up the teleportation as you can with normal movement. You can also take one willing creature that you are touching with you. If you are grappling a creature, that creature can make an Intelligence saving throw. If it fails, it travels with you. If it succeeds, you can travel without it or forfeit your teleportation and movement.

Eye of the Witch Doctor

Witch doctors are medicine men that treat natural disease and baleful curses alike. With their vast knowledge of sicknesses they not only serve as healers, but also afflict enemies with vile illnesses. While their spiritual healing may not be as comforting as a cleric’s holy light, none can deny a witch doctor’s expertise.

Witch Doctor Spells
Mystic Level Spells
3rd Cure Wounds
5th Lesser Restoration
9th Life Transference
13th Aura of Life
17th Mass Cure Wounds

Invoke Possession: Medicinal Spirit

Basic: Feign Death, Sickening Radiance
Advanced: Greater Restoration, Heal
Enlightened: Regenerate, Abi-Dalzim’s Horrid Wilting

Herbal Remedies

When you choose this archetype at 3rd level, you become immune to disease. When you use your alter consciousness feature, you can forgo the benefit to yourself and instead give it to another creature you are with.

Transfer Illness

Starting at 7th level, you can direct the spiritual energies of health and sickness into other bodies. Whenever you restore hit points to a single friendly creature, you can inflict that much damage to a single enemy within 30 feet of ou. Also, when you remove a disease or the blinded, deafened, paralyzed, or poisoned condition from a friendly creature, you can force an enemy within 30 feet of you to make a Constitution saving throw against your spell save DC. If it fails, you apply that same condition to the enemy for 1 minute. At the end of each of its turns, it can repeat the saving throw with a success ending the effect. This feature has no effect on constructs or undead.

Bad Juju

Beginning at 11th level, you can redirect the bad energy of your opponents against themselves. When a creature does a total of 30 or more damage to you and any friendly creatures within 30 feet of you, you can use your reaction or an action on your turn to cast bestow curse as a 3rd level spell on it without expending a spell slot. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). Once you finish a long rest, you regain all expended uses.

Hazardous Medicine

At 15th level, you have become a master of treating and spreading vile sickness. You can cast greater restoration or contagion once without expending a spell slot. Once you use this feature, you must finish a long rest before you can use it again.

Eye of the Puppet Master

Puppet masters are mystics that perfect the manipulation of people, objects, and beasts. Getting caught in the gaze of a puppet master might turn you into their unwilling slave, but you’ll be all the worse off if you become the victim of their magic ragdoll. Through nightmarish magic, the puppet master can harm their dolls to inflict pain on the people they represent.

Puppet Master Spells
Mystic Level Spells
3rd Command
5th Crown of Madness
9th Catnap
13th Compulsion
17th Dominate Person

Invoke Possession: Trickster Spirit

Basic: Tiny Servant, Dominate Beast
Advanced: Animate Objects, Mass Suggestion
Enlightened: Project Image, Glibness

Cursed Doll

Starting at 3rd level, you can craft a tiny doll of rags and scraps. As an action, you can force a humanoid creature within 30 feet of you to make a Charisma saving throw against your spell save DC. The creature makes this saving throw with disadvantage if attached to the doll is a piece of the target, such as a lock of hair, a bit of nail, etc. If it succeeds, it is immune to this effect for 24 hours. If it fails, it is magically linked to the doll. You can only have one creature linked to the doll at a time. The link breaks if the creature is on a different plane of existence from the doll.

You can use an action on your turn to stick a pin into the doll. A pin deals 1d6 psychic damage to the creature linked to the doll and has another effect based on where you use it until the end of your next turn. After each time you harm the target using the doll, the target can repeat the saving throw. If your doll is lost or destroyed, you can spend 100 gold pieces and 8 hours to fashion a new one.

Head: Target immediately loses concentration on a spell.

Leg: Target’s speed is reduced by 15 feet.

Arm: Target has disadvantage on attack rolls.

Stomach: Target loses its next reaction.

Heart: Target takes an additional 1d6 psychic damage.

Strange Voodoo

At 7th level, you gain more control over your cursed doll. You can speak to a creature linked to your doll telepathically. Creatures linked to your doll have disadvantage on saving throws against enchantment spells you use to control them. You can also cast such a spell on the doll, affecting the creature the doll is linked to. The target does not have disadvantage on the saving throw if you cast a spell this way.

Sacrificial Rite

Beginning at 11th level, you can destroy the doll as an action on your turn to harm the target.

Burning: Setting fire to the doll deals 4d6 fire damage at the start of each of the target’s turns until the fire is put out or the link breaks. The fire automatically goes out after 1 minute.

Drowning: Submerging the doll underwater chokes the target (p. 183 PHB). It can repeat the saving throw on each of its turns until it drops to 0 hit points.

Acid: Submerging the doll in acid forces the target to make a Constitution saving throw. The target takes 10d10 acid damage on a failed save or half as much on a success.

Physical: Slashing, tearing, or beating the doll deals 6d6 slashing or bludgeoning damage (your choice) to the target and causes the “leg” or “arm” effects which last for 1 hour.

Freakish Doll

Starting at 15th level, you can craft new dolls that affect other types of creatures. You can link beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, and undead creatures with a doll as long as the doll is crafted in the likeness of the target.

Also, when you use an action to stick a pin in the doll, you can add your Intelligence modifer to the damage rolled.

Eye of the Earthspeaker

Mystics of the Eye of the Earthspeaker communicate with the spirits of the land, sea, and sky. They can summon storms, cause the ground to shake, and shape the elements to their will. An earthspeaker often takes a druidic approach to life, at peace amongst the valleys and mountains. In their communities they lead rain dances and interpret weather patterns for omens, but they can be fierce protectors of their lands with whipping winds, strikes of lightning, and more.

Earthspeaker Spells
Mystic Level Spells
3rd Earth Tremor
5th Warding Wind
9th Call Lightning
13th Ice Storm
17th Control Winds

Invoke Possession: Elemental Spirit

Basic: Protection from Energy, Control Water
Advanced: Conjure Elemental, Move Earth
Enlightened: Whirlwind, Control Weather

Elemental Affinity

Starting when you choose this archetype at 3rd level, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Dancing Spirits

Also at 3rd level, you can encourage the spirits of nature to move as you desire. Choose 2 of the following cantrips: control flames, create bonfire, frostbite, gust, mold earth, shape water, shocking grasp, and thunderclap. You can cast them at will. When you reach 11th level, you may choose 2 more.

Whispers of the Land

Starting at 7th level, you can speak with the elements themselves and attune to the land around you. You can spend one minute communing with the elements and touching the ground. If you do, you can discern any or all of the following information: the terrain within 1 mile (including bodies of water and natural or constructed structures), any prevalent creatures that reside in that area, any magical anomalies in the area, and the weather within the next 24 hours. This feature does not work within or reveal information about areas that have no magic (such as an antimagic field) or are protected from magical scrying. Once you use this feature, you must finish a short or long rest before you can use it again.

Elemental Strike

Starting at 11th level, you can put the force of the elements into your weapon strikes. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal acid, cold, fire, lightning, or thunder damage, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each level higher than 1st, to a maximum of 5d8.

Armor of Elements

When you reach 15th level, you can cloak yourself with the physicality of the elements. You can cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind once for free. When the spell ends, you gain one level of exhaustion. Once you use this feature, you must finish a long rest before you can use it again.

Eye of the Gatekeeper

Mystics that follow the Eye of the Gatekeeper guard the ultimate passageway: that between life and death. They represent an intermediary between the worlds of the living and the dead, speaking with ancestors for guidance and putting troubled souls to rest. Experienced gatekeepers can guide already passed souls back to their bodies and draw power from the Shadowfell to raise corpses under their command.

Gatekeeper Spells
Mystic Level Spells
3rd Cause Fear
5th Gentle Repose
9th Speak with Dead
13th Death Ward
17th Raise Dead

Invoke Possession: Ancestral Spirit

Basic: Animate Dead, Greater Invisibility
Advanced: Danse Macabre, Soul Cage
Enlightened: Resurrection, Illusory Dragon

Messenger of the Afterlife

Starting when you choose this archetype at 3rd level, your connection to the spirit world makes you better suited to speak with souls of the departed. You have advantage on saving throws against possession, horrifying visage, drain life, and similar features of incorporeal undead such as ghosts, specters, and wraiths. You have advantage on Charisma checks to interact with undead creatures.

Reaper’s Will

When you choose this archetype at 3rd level, you can hasten or halt a creature’s ultimate demise. You learn the Spare the Dying and Toll the Dead cantrips and can cast them at will.

Tether Soul

Starting at 7th level, when a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to immediately stabilize that creature. Alternatively, when an enemy you can see dies within 30 feet of you, you can use your reaction to grant a creature within 30 feet of you temporary hit points equal to your Intelligence modifier + your mystic level (minimum of 1).

Haunted Watchman’s Sight

Beginning at 11th level, you can use an action on your turn to see and trap hidden spectral creatures. Within 60 feet, you have darkvision if you don’t already have it, you can see into the ethereal plane, and you can see invisible creatures. Additionally, creatures within your sight cannot use their Incorporeal Movement feature. This special sight lasts for 1 minute or until you use a bonus action to end it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Siphon Strength

When you reach 15th level, you gain the ability to steal a dying creature’s vengeful energy before sending it to the afterlife. Whenever you kill an enemy, your next attack that hits within 1 minute deals an extra 2d8 necrotic damage.

Mystic Spells

1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Ceremony
  • Charm Person
  • Chaos Bolt
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Find Familiar
  • Fog Cloud
  • Hex
  • Identify
  • Illusory Script
  • Protection from Evil and Good
  • Sleep
  • Speak with Animals
2nd Level
  • Animal Messenger
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Darkvision
  • Enhance Ability
  • Gentle Repose
  • Gust of Wind
  • Healing Spirit
  • Invisibility
  • Misty Step
  • Moonbeam
  • Phantasmal Force
  • Pyrotechnics
  • See Invisibility
  • Silence
  • Skywrite
  • Suggestion
3rd Level
  • Bestow Curse
  • Blink
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Feign Death
  • Leomund’s Tiny Hut
  • Magic Circle
  • Meld into Stone
  • Plant Growth
  • Remove Curse
  • Spirit Guardians
  • Tongues
  • Vampiric Touch
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Divination
  • Freedom of Movement
  • Guardian of Nature
  • Phantasmal Killer
  • Shadow of Moil
  • Stone Shape
5th Level
  • Awaken
  • Commune
  • Destructive Wave
  • Dispel Evil and Good
  • Dream
  • Hallow
  • Reincarnate
  • Scrying
  • Tree Stride
Multiclassing as a Mystic

Multiclassing Prerequisites:
Strength or Dexterity 13, and Intelligence 13
Multiclassing Proficiencies:
Light Armor, medium armor, simple weapons, herbalism kit

Thanks For

Reading

Art Credits (in order of appearance):

The Witch Doctor by andreiaugrai
Landscape - Fantasy by Sinate
Voivodul by Marko-Djurdjevic
Swamp by TWPictures
Censer of the Last Breath by Wayne England
Cliffside Ritual by entroz
Daily 309 by Takeda11
Daily 343 by Takeda11
Shaman by JandrewArt
voodoo doll by Lelyk777
The Soul Summoner Monk by Bryan Roper
Witch Doctor by Andantonius

Special thanks to r/UnearthedArcana, the Discord of Many Things, and GM Binder. This work was created by r/DungeonRacer. Feedback is appreciated! You can find my other homebrews here.

 

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