College of Mystics

by TotallyNotEvilDM

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College of Mystics

They say that seven gods live in one grain of rice and that a house is full of countless spirits, gods and other creatures. A Bard from the College of Mystics learns how to attune himself to the mysteries of the mundane and how to connect to the myriad of creatures that surrounds the mundane world. For a Bard from the College of Mystics, everyday life is just as interesting as a dungeon full of treasure or the ruins of a ancient city.

College of Mystics Features

Level Feature
3rd Mystical Trinkets, Whispers Of The Mundane
6th Commune With The Mundane
14th Powerful Trinkets

Mystical Trinkets

Starting at 3rd level, you can imbue a mundane trinket with mystical magic. As a bonus action on your turn, you can spend one use of your bardic inspiration to imbue a mundane trinket and gift it to anyone, including yourself, within 60 feet.

The trinket lasts until your next long rest, only the creature that the trinket was gifted to can use it and a creature can only be gifted one trinket per long rest.

When a creature uses the trinket, it can choose a semblance which the trinket represents. The trinket has an effect based on it’s semblance. The trinket can be used as a free action.

  • Hope: When you drop to 0 hit point, you can regain 1 hit point. When you gain this hit point you can use your reaction to move up to your speed without provoking opportunity attacks.

  • Rage: If you roll a 19 on an attack roll, treat that roll as a natural 20.

  • Perseverance: If you fail an ability check or saving throw, you can roll a second d20 and keep the result.

Whispers Of The Mundane

At 3rd level, you are in tune with the the mystical creatures that exist in all things and they can help you understand the world around you. As a result, whenever you make a Wisdom check, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).

Commune With The Mundane

At 6th level, you learn how to commune with the small spirits, gods and creatures that live and hide in between the mundane world.

After performing a 1 hour ritual, you can call forth a Mystical Creature of the mundane. The creature can be a Emissary of a Tiny God, a Playful Trickster or a Mundane Spirit. The DM determines what type of creature will come forth after the ritual. The mystical creature can understand a language you speak, but it can’t talk. The Mystical Creature is tied to an object in the place or region where you performed the ritual and it is friendly to you and your companions.

The Mystical Creature vanishes if it’s Hit Points reaches 0, if it is more than 300 ft away from the object the spirit is tied to or if the object is destroyed. You can only summon one spirit at a time; if you perform the ritual again and already have a Mystical Creature summoned, the first one vanishes.

You can use this feature twice per long rest

Powerful Trinkets

At 14th level, the trinkets you create with your Mystical Trinkets feature are now more powerful. Each semblance now have a more powerful effect.

  • Hope: When you drop to 0 hit point, you can regain 1 hit point. When you gain this hit point you can use your reaction to move up to your speed without provoking opportunity attacks, as part of this reaction you can take one additional action.

  • Rage: If you roll a 15 on an attack roll, treat that roll as a natural 20.

  • Perseverance: If you fail an ability check or saving throw, you can choose to succeed instead.

Mystical Creatures

Mystical Creatures are magical beings that inhabit the mundane world and they are responsible for the magic and wonder of everyday life. A Mystical Creature is extremely attached to it's environment. For a Mystical Creature, that environment is his whole world. Even if they are friendly towards the player and his companions the creature still has his own goals and desires. Chwingas are a good example of how a Mystical Creatures may interact with people and the world.



Mystical Creature

Tiny Celestial(Emissary), Fey (Trickster) or Elemental (Spirit), Lawful Neutral


  • Armor Class 15
  • Hit Points 5 + five times you bard level
  • Speed 30 ft, climb 30ft, swim 30ft

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 10 (+0) 12 (+1) 12 (+1) 12 (+1)

  • Saving Throws Wis (Emissary), Int (Spirit), Cha (Trickster)
  • Skills Perception +5, Religion +5 (Emissary), Persuasion +5 (Trickster), Arcana +5 (Spirit)
  • Senses Blindsight 60ft, passive Perception 15
  • Languages Understands one language you speak, but can't talk
  • Challenge - Proficiency Bonus equals yours

Unusual Nature The Mystical Creature doesn't require air, food, or drink. When it dies, it disappears in a manner proper to it's nature. For example a Emissary may explode into tiny lights, a Mundane Spirit may turn into flowers and a Playful Trickster may puff out of thin air.

Increase Ability Score The Mystical Creature gains a bonus to it's Ability Scores according to it's type equal to your PB. Wisdom for Emissary, Charisma for Trickster and Intelligence for Spirits

Innate Spellcasting(Emissary) The Emissary of a Tiny God can cast Aid once per day. It uses Wisdom as his spellcasting ability

Innate Spellcasting(Trickster) The Playful Trickster can cast Phantasmal Force once per day with a DC 15. It uses Charisma as his spellcasting ability

Innate Spellcasting(Spirit) The Mundane Spirit can cast Pass Without a Trace once per day. It uses Intelligence as his spellcasting ability.

Actions

Mystical Gift(1/day) The Mystical Creature targets a creature it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.

Unusual Home The Mystical Creature magically takes shelter inside a object it is tied to. The Mystical Creature can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the Mundane Spirit's blindsight. The Mystical Creature can use it's action to emerge from a shelter. If its shelter is destroyed, the Mystical Creature vanishes.

Force-Empowered Strike. Ranged Weapon Attack: your spell attack modifier to hit, reach 60 ft., one target you can see. Hit: 1d8 + PB force damage.

Art By

Tiffani Trogi, The Art Of Animation

 

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