Mystic (5e Homebrew Class/Revision) - By SpaceWestern

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Mystic

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 plants around them twist and writhe, and the traveler vanishes into the nearby brush to continue his journey.

A lone figure strides forward, cleaving through a horde of enemies with ease. As they reach the commander, their sword appears to pass through the armored figure, but the figure collapses before them. They turn and silently walk away, a strange shimmer around their blade.

An elf walks into the bar, her face mostly hidden in her cloak. As some ruffians approach her, she begins to glow, and a spectral beast suddenly appears next to her, slamming one of them to the ground. She continues walking, paying them no mind, as the beast snarls at them behind her.

These heroes are all mystics, seekers of forbidden truths and inner purpose. Mystics don't usually gain their power from another source, but rather pull it from their own spirit. For some, this realization may come naturally, but for others it can take months or even years of reflection and training. They are able to cast spells often to even greater effect than most others, but their abilities are also a curse, thrusting many hardships upon them almost like a cruel test to prove that they are worthy of using them.

Hermits and Outcasts

Mystics are often loners. Some have to go on long and arduous journeys of self-discovery to unlock their full potential, but even those that don't are frequently driven away from society due to their unstable abilities. They can provide great power to their allies, but they also put them at constant risk due to the curses that follow them. Some try to rid themselves of their curses, but they are often met with even greater misfortune in the process. True mystics learn to harness their curse and master it, and those that manage this feat are truly a force to be feared.

While most mystics learn their abilities without the aid of others, mentors attempting to train mystics are not unheard of. Sometimes the mentors are not even mystics themselves, but simply figures trying to guide others down the proper path to embrace their true nature. Mystics mentoring new generations are in fact quite rare, and in the cases where it does occur they will usually only ever take one pupil, as the path of the mystic is one that must ultimately be discovered by oneself.

Creating a Mystic

As you create your mystic, keep in mind how your character discovered their abilities. Did they come upon them naturally? Did they discover them as part of some personal journey? Or were they taught by another mystic, and if so what is their relationship like?

Consider also why you have decided to return from your hermitage. Did you leave someone or something behind? Are you driven by revenge or some other motivation? Or do you believe that you are destined for a new path that you are now desperately trying to follow?

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. If you want to make a Dedication of the Blade mystic, instead make Strength or Dexterity your highest ability score, depending on the type of weapon you'd like to use, then make Intelligence your second highest, and Constitution your third. Second, choose the hermit background.

Mystic Multiclassing

Should you wish to multiclass with a mystic, the prerequisites and proficiencies gained are listed below.

Mystic Multiclass Prerequisites

Ability Score Minimum: Intelligence 13

Mystic Multiclassing Proficiencies

Proficiencies Gained: One of Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Survival

The Mystic
Level Proficiency Bonus Features Cantrips Known Spells Known Soul Points Soul Limit Maximum Spell Level
1st +2 Mystic Dedication, Soul Points, Spellcasting 3 4 4 2 1st
2nd +2 Strain, Mend Body 3 5 6 2 1st
3rd +2 3 6 14 3 2nd
4th +2 Ability Score Improvement, Cantrip Versatility 4 7 17 3 2nd
5th +3 4 8 27 5 3rd
6th +3 Dedication Feature 4 9 32 5 3rd
7th +3 4 10 38 6 4th
8th +3 Ability Score Improvement 4 11 44 6 4th
9th +4 4 12 57 7 5th
10th +4 Dedication Feature 5 13 64 7 5th
11th +4 Lesser Revelation, Consumptive Power 5 14 64 7 6th*
12th +4 Ability Score Improvement 5 14 64 7 6th*
13th +5 Greater Revelation 5 15 64 7 7th*
14th +5 Resilient Spirit 5 15 64 7 7th*
15th +5 Major Revelation 5 16 64 7 8th*
16th +5 Ability Score Improvement 5 16 64 7 8th*
17th +6 True Revelation 5 17 64 7 9th*
18th +6 Dedication Feature 5 17 71 7 9th*
19th +6 Ability Score Improvement 5 17 71 7 9th*
20th +6 Transcendence 5 17 71 7 9th*

*— You can learn spells of 6th level and higher at the levels shown in the table for use with the Revelation features, even though your Soul Limit is not high enough to cast them normally.

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 after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a martial weapon (if proficient) or (b) a simple weapon or (c) a light crossbow and 20 bolts
  • (a) an explorer's pack or (b) a scholar’s pack
  • Leather armor, any simple weapon, and a druidic focus

Alternatively, you may start with 3d4 x 10 gp to buy your own equipment.

Mystic Dedication

Choose a Mystic Dedication, an idea or concept that you have strived to embody during your time studying the world.
Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 18th level.

Soul Points

You have learned over time to siphon a portion of your own essence to produce powerful magical effects. Your ability to do this is represented by a number of soul points. Your mystic level determines the number of points you have, as shown in the Soul Points column of the Mystic table.

You can spend these points to fuel various mystic features, though the primary use is for spellcasting, which is detailed below. When you spend a soul point, it is unavailable until you finish a long rest, at the end of which you regain all expended soul points.

Some of your mystic features may require your target to make a saving throw to resist the feature's effects. You use your mystic spell save DC as the DC for all mystic features.

Spellcasting

Your time exploring the world has taught you to shape fragments of your essence to create powerful spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the mystic spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the mystic spell list. You learn additional mystic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the druid table.

Casting Spells

Unlike most other classes, you do not cast your spells from spell slots. Instead, you cast spells by expending a number of soul points depending on the spell level you are casting the spell at. The soul point cost for each spell level is as follows:

Casting Spells
Spell Level Soul Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the mystic spell list.

You learn an additional mystic spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level you can cast, which is displayed in the Maximum Spell Level column. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the mystic spells you know and replace it with another spell from the mystic list, which also must be of a level which you can cast.

Spellcasting Ability

Intelligence is your spellcasting ability for your mystic spells, so 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 mystic spell 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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your mystic spells.

Strain

Starting at 2nd level, though you can accomplish great miracles with your abilities, it can sometimes come at a price. Immediately after you spend a number of points equal to your soul limit on one feature or spell, you gain 1 point of Strain. This occurs after the effects of the spell or feature. Any strain you have is reduced to 1 at the end of a short rest, or 0 at the end of a long rest. When you reach 5 points of strain, you become Overwhelmed in addition to the normal effects of your curse. While overwhelmed, your soul limit becomes 2 and you no longer gain additional strain when spending points equal to your soul limit. This condition cannot be removed or reduced in any way, except by taking a long rest, which removes it. While overwhelmed, you can still take a short rest to reduce your strain to 1, but you continue to remain overwhelmed until the end of your next long rest.

Strain affects your curse, which is determined by your mystic dedication. This curse is permanent and can never be removed. The current stage of your curse is equal to your current strain value.

Mend Body

At 2nd level, you've learned to gather fragments of your essence to recover your own vitality. As an action, you can expend a number of soul points, regaining hit points equal to your Intelligence modifier times the number of points expended.

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.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the mystic spell list.

Lesser Revelation

At 11th level, you have discovered a way to temporarily surpass your limits, allowing you to perform even grander feats than before. As an action, you gain 9 special soul points that you can spend only on spells and mystic features that require an action or bonus action to cast or use. You can use all 9 points on one spell or feature, or spread them across multiple distinct spells or features, and you do not gain any strain from this, regardless of how many soul points you spend on any given feature. You can't also spend your normal soul points on any of these features; you can spend only the special points gained from this feature, and any of these special points dissipate immediately after the action if unused. Once you use this feature, you must finish a long rest before you can do so again.

You can cast multiple spells with this action, bypassing the usual restriction against casting multiple spells on one turn, though if you do so this still counts as casting a spell with your action, preventing you from casting a spell with your bonus action on the same turn. If you use this to cast multiple spells and more than one spell requires concentration, you pick one of the spells to maintain concentration on. Any immediate effects of the other spells occur, but they do not gain any other benefits, as if you had stopped concentrating on them immediately after casting.

Consumptive Power

Starting at 11th level, you can delay the onset of your curse at the cost of your vitality. When you would gain a point of strain, you can instead choose to not gain the point of strain, and lower your current and hit point maximum by an amount equal to your soul limit. This hit point reduction lasts until the end of your next long rest, and once you use this feature, you must finish a long rest before you can do so again.

Greater Revelation

At 13th level, you have learned to push further past your limits. As an action, you gain 10 special soul points, which function in the same way as the soul points granted by your Lesser Revelation feature.

Resilient Spirit

You gain a bonus to all saving throws equal to your Intelligence modifier. Additionally, you can no longer be aged magically, and you only age 1 year for every 10 years that pass

Major Revelation

At 15th level, you have learned to push even further past your limits. As an action, you gain 11 special soul points, which function in the same way as the soul points granted by your Lesser Revelation feature.

True Revelation

At 17th level, you have learned to shatter your limits. As an action, you gain 13 special soul points, which function in the same way as the soul points granted by your Lesser Revelation feature.

Transcendence

At 20th level, you have gained complete mastery over your abilities and the curses they incur. You can no longer be overwhelmed, you no longer gain strain, and you can freely choose what stages of your curse affect you at any given time. In combat, you can only change this on your turn (no action required).

Mystic Dedications

Mystics are divided by the ideal they choose to devote themselves to along their journeys. Some are taught these ideals by a mentor while others may discover it for themselves. Regardless of how they come upon it, the concept that drives them will forever shape their powers and what they are capable of.

Dedication of the Awakened

The Awakened are an enchanting breed. Capable of molding minds as though they were clay in the hands of an artist, they can both bewitch and terrorize their opponents. Once they gain a foothold in the minds of their enemies, their constant psychic assault is difficult to resist.

Constantly manipulating the minds of others, the Awakened run the risk of having fairly fragile minds themselves. The more they stretch their influence and ego, the harder it is for them to maintain focus and control their abilities. If they aren't careful, their minds can shatter, leaving them subject to the same forces they wield against their foes.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a mystic spell for you, but it doesn't count against the number of mystic spells you know. At 1st level, you also learn the Friends or Mind Sliver cantrip (your choice), which doesn't count against the number of mystic cantrips you know.

Whenever you gain a mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the mystic, warlock, or wizard spell list.

Mystic Level Spells
1st Command, Dissonant Whispers
3rd Enthrall, Phantasmal Force
5th Enemies Abound, Hypnotic Pattern
7th Charm Monster, Compulsion
9th Dominate Person, Modify Memory

Alluring Presence

1st-Level Dedication of the Awakened feature
While a creature is charmed by you, it cannot willingly move more than 30 feet away from you. If a creature charmed by you starts its turn more than 30 feet away from you, it must use its movement to move to a space within at least 30 feet of you. The creature does not have to move into obvious danger.

If a creature would no longer be charmed by you due to receiving damage or other harmful effects from you or your allies, it can reattempt the saving throw against the effect causing it to be charmed. On a success, it ends the effect, and on a failure, it continues to be charmed but takes no other negative effects due to failing the saving throw.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Detect Sentiment

1st-Level Dedication of the Awakened feature
You can expend 1 soul point as a bonus action to learn a creature’s emotional state and an indication of what is causing it.

Telepathy

1st-Level Dedication of the Awakened feature
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Intelligence modifier (minimum of 1 mile). You do not need to share a language with the creature to communicate, but unless the creature is capable of understanding at least one language you can only communicate through simple ideas and feelings.

The telepathic connection lasts for a number of minutes equal to your mystic level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Deflect Emotions

6th-Level Dedication of the Awakened feature
You gain resistance to psychic damage, and you have advantage saving throws you make to avoid or end charmed or frightened conditions on yourself.

Additionally, if a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw or be charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Captivating Dread

10th-Level Dedication of the Awakened feature
As an action, designate one creature you can see within 120 feet of you. The creature must succeed on a Wisdom saving throw or be charmed or frightened by you (your choice) for 1 minute. The creature may repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. You can also spend 2 soul points to perform this action.

Additionally, while a creature is charmed by you, you can use your action to see through that creature’s eyes until the start of your next turn, gaining the benefits of any special senses the creature has.

Telepathic Spellcasting

10th-Level Dedication of the Awakened feature
Your mystic spells require no verbal or somatic components, and when casting a mystic spell you can ignore any material components of the spell, unless they have a listed cost or are consumed by the spell.

Absolute Domination

18th-Level Dedication of the Awakened feature
You can use your action to touch a creature currently charmed or frightened by you, forcing it to make a Wisdom saving throw, which it makes with disadvantage unless you and your companions are fighting it. If it fails, it suffers the effects of Dominate Monster, but the effect does not require concentration and lasts until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again, instead of the normal duration.

Curse of Paranoia

Dedication of the Awakened feature
Stage 1: Whenever you deal psychic damage to another creature, increase the psychic damage dealt by your proficiency bonus.
Stage 2: You have a -1 penalty to your AC, and creatures charmed or frightened by you have a -1 penalty to their AC.
Stage 3: Whenever you force a creature to make a saving throw against being charmed or frightened, they must roll a d4 and subtract the number rolled from their saving throw, and whenever you are forced to make a saving throw against being charmed or frightened, roll a d4 and subtract the result from your saving throw.
Stage 4: You have disadvantage on Constitution saving throws made to maintain concentration on a spell.
Stage 5: At the start of each of your turns you must succeed on a DC 15 Wisdom saving throw or be frightened of the nearest creature until the start of your next turn. You don't gain any of the benefits of the Deflect Emotions feature for this saving throw.

Dedication of the Prodigy

The Dedication of the Prodigy is more often a case of being chosen, and not choosing to follow it. Prodigies are the ultimate masters of the arcane arts, capable of even reshaping their own spells. Their mastery over spells rivals the greatest of sages, and to witness one at work is a true marvel.

Though their own spellcraft is extraordinary, they often look down on other spellcasters, leaving themselves vulnerable as a result. In truth, their overwhelming power can prove difficult for them to manage, and can bring great harm to those around them if they grow overconfident. The stress of their failures often weighs heavily on their minds.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a mystic spell for you, but it doesn't count against the number of mystic spells you know. At 1st level, you also learn the Fire Bolt or Prestidigitation cantrip (your choice), which doesn't count against the number of mystic cantrips you know.

Whenever you gain a mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the mystic, sorcerer, or wizard spell list.

Mystic Level Spells
1st Chromatic Orb, Magic Missile
3rd Melf's Acid Arrow, Scorching Ray
5th Counterspell, Fireball
7th Dimension Door, Polymorph
9th Bigby's Hand, Teleportation Circle

Spiritual Recovery

1st-Level Dedication of the Prodigy feature
When you finish a short rest, you can choose to regain a number of soul points equal to your Mystic level. Once you use this feature, you must finish a long rest before you can do so again.

Metamagic

1st-Level Dedication of the Prodigy feature
You've learned through your experiences to twist and alter spells to better suit your needs. You gain two of the following Metamagic options of your choice, and you gain a third option at 10th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 soul point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 soul point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 soul point to make the range of the spell 30 feet.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 soul point to double its duration, to a maximum duration of 24 hours.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 soul points to change the casting time to 1 bonus action for this casting.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of soul points equal to the spell's level to target a second creature in range with the same spell (1 soul point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but chromatic orb and dragon's breath are.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 soul points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Everlasting Memory

6th-Level Dedication of the Prodigy feature
You've discovered a knack for performing rituals and rites, and your impeccable memory serves as an archive for them. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells are embedded into your memory and don't count against the number of spells you know. You can't cast these spells except as rituals, unless you've learned them by some other means. You can also cast a mystic spell you know as a ritual if it has the ritual tag.

On your adventures, you can learn other ritual spells. When you find such a spell, you can learn it if the spell's level is equal to or less than half your mystic level (rounded up) and if you can spare the time to memorize the spell. For each level, the process takes 2 hours and costs 50gp for the rare inks and incenses used to aid in your focus.

Additionally, you can accurately recall anything you have seen or heard within the past month, plus an additional number of months equal to your Intelligence modifier (minimum of 1).

Spiritual Potency

10th-Level Dedication of the Prodigy feature
You can add your Intelligence modifier to one damage roll of any mystic spell you cast, and you learn one additional metamagic option of your choice.

Perfected Metamagic

18th-Level Dedication of the Prodigy feature
Whenever you use a metamagic option on a spell, you may use one other metamagic option of the same cost or lower on the same spell for free (bypassing the normal restriction of only being able to use one option per spell).

Home is Where the Mind is

18th-Level Dedication of the Prodigy feature
You learn the spell Mordenkainen’s Magnificent Mansion. It counts as a mystic spell for you, but it doesn't count against your number of spells you know.

Curse of the Perfectionist

Dedication of the Prodigy feature
Stage 1: Whenever you roll damage for a spell, you may reroll a number of the damage dice up to your Intelligence modifier.
Stage 2: If a creature succeeds on a saving throw against one of your cantrips or if you miss with a spell attack roll, the creature takes half the damage it would have normally (if any) but suffers no additional effects. When you miss with a spell attack roll or a creature succeeds on a saving throw against one of your spells, you take psychic damage equal to the spell’s level (you take no damage if the spell is a cantrip), which can’t be reduced in any way. You can only take this damage once per spell cast.
Stage 3: When you cast a spell and deal damage with it, the nearest creature to the target or area of the spell not affected by the spell must make a Dexterity saving throw. On a failure, they take half of the spell’s damage, but suffer no additional effects. On a success, the creature takes no damage.
Stage 4: You have disadvantage on saving throws against spells and the saving throw required by stage 3 of this curse (if it targets you).
Stage 5: Whenever you cast a cantrip or expend soul points as part of casting a spell (including metamagics), you must succeed on an ability check using your spellcasting ability, with a DC of 12 + the number of soul points expended (including any soul points expended on metamagics applying to the spell), or the spell fails and has no effect.

Dedication of the Blade

The Dedication of the Blade focuses on using one's weapon as an extension of their spirit. Through rigorous practice and exercise, they have honed their senses to be just as sharp as the blade they carry with them. Mystics of the Blade wield their spirit as an augment to their physical prowess, using it to protect themselves and strike at their enemies' weak points.

If too drunk on their power, their mind dulls and they become gruesome warriors. Using all of their techniques and training, they endlessly slaughter anything set in front of them. With all reason thrown to the wayside, they will even go so far as to impale themselves on the blade of their enemy if it means leaving one last cut on their foe.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a mystic spell for you, but it doesn't count against the number of mystic spells you know. At 1st level, you also learn the Booming Blade or Green-Flame Blade cantrip (your choice), which doesn't count against the number of mystic cantrips you know.

Whenever you gain a mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the mystic, paladin, or warlock spell list.

Mystic Level Spells
1st Armor of Agathys, Wrathful Smite
3rd Branding Smite, Shadow Blade
5th Blinding Smite, Spirit Shroud
7th Shadow of Moil, Staggering Smite
9th Banishing Smite, Steel Wind Strike

Bonus Proficiencies

1st-Level Dedication of the Blade feature
You gain proficiency with medium armor, shields, and martial weapons.

Soulbound Weapon

1st-Level Dedication of the Blade feature
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the end of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Your bonded weapon can be used as a spellcasting focus for your mystic spells.

Spiritual Parry

1st-Level Dedication of the Blade feature
As a bonus action, you can spend up to three soul points, gaining a bonus to your AC equal to double the number of points spent until the start of your next turn. You must be wielding your bonded weapon and not wielding a shield to use this feature, and the bonus to AC immediately ends if either of these conditions are no longer met.

Extra Attack

6th-Level Dedication of the Blade feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Strike Spirit

10th-Level Dedication of the Blade feature
Before making an attack roll with your bonded weapon, you can choose to strike the target's spirit instead of their physical form. For the attack you treat the target's AC as 10 + the target's Dexterity modifier, and if the attack hits, all damage dealt by the attack is converted to force damage. Once you use this feature, you must finish a long rest before you can do so again, unless you expend 5 soul points to use it again.

Rend Soul

18th-Level Dedication of the Blade feature
You can attack three times whenever you take the attack action on your turn (you can still cast a cantrip in place of one of these attacks), and if you make all of your attacks with your bonded weapon, you target the same creature for all of them, and you deal damage with at least one of them, you can expend 3 soul points to have the creature make a Charisma saving throw against your spell DC or be stunned until the end of your next turn.

Curse of Brutality

Dedication of the Blade feature
Stage 1: When you damage a creature with a melee weapon attack, increase the damage dealt by your proficiency bonus.
Stage 2: You gain advantage on melee weapon attack rolls, and other creatures have advantage on melee weapon attack rolls against you and melee spell attack rolls if you are within their reach.
Stage 3: When another creature attacks you on its turn, you can use your reaction to make a melee weapon attack against that creature. You may instead cast Booming Blade or Green Flame Blade if you know them, and you must target the attacker with the attack made as part of the spell. When you attack a creature on your turn, that creature can use its reaction to make one melee weapon attack against you.
Stage 4: Whenever you take damage from a melee weapon attack, increase the damage you take by 1d6.
Stage 5: Your AC maximum becomes 10, and this cannot be increased in any way.

Dedication of the Nomad

Those dedicated to the Nomad are most at home in the wilderness, using their abilities to adapt to even the most hostile environments. They have an almost uncanny connection to the beasts and plants around them, who seem to feel some sort of kinship with the Nomads, as if accepting them as a part of the environment itself.

Nomads, as their name indicates, delight in travel, exploration, and discovery. Unfortunately, this joy can prove troublesome to those around them, with them sometimes getting antsy after remaining in one place, or getting distracted and wandering off the safer trails while traveling.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a mystic spell for you, but it doesn't count against the number of mystic spells you know. At 1st level, you also learn the Druidcraft or Primal Savagery cantrip (your choice), which doesn't count against the number of mystic cantrips you know.

Whenever you gain a mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the mystic, druid, or wizard spell list.

Mystic Level Spells
1st Entangle, Expeditious Retreat
3rd Misty Step, Pass without Trace
5th Plant Growth, Water Walk
7th Grasping Vine, Guardian of Nature
9th Far Step, Wrath of Nature

Bonus Proficiencies

1st-Level Dedication of the Nomad feature
You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. If you are already proficient in all of these skills, you may instead choose any other skill to gain proficiency in.

Speech of the Woods

1st-Level Dedication of the Nomad feature
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Traveler's Adaptation

1st-Level Dedication of the Nomad feature
At the end of a long rest, you gain one of the following adaptations based on the terrain you’re in. You may spend 2 soul points as an action to change your adaptation, and the change lasts until you finish another long rest or change your adaptation again. If multiple terrains would apply to your current location, you choose which one affects you.

  • Frigid: You are immune to the effects of extreme cold.
  • Aquatic: You gain a swimming speed equal to your walking speed.
  • Scorching: You are immune to the effects of extreme heat.
  • Overgrown: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena.
  • Open: Your walking speed increases by 5 feet.
  • Elevated: You gain a climbing speed equal to your walking speed, and are acclimated to high altitudes, including elevations above 20,000 feet.
  • Gloom: You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Land's Stride

6th-Level Dedication of the Nomad feature
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Improved Adaptation

6th-Level Dedication of the Nomad feature
While affected by your Traveler’s Adaptation feature, you can use an action to spend additional points to gain a second benefit, with the cost and effect dependent on your active adaptation. If you change your active adaptation, this benefit ends immediately.

  • Frigid (3 points): You gain resistance to cold damage for 10 minutes.
  • Aquatic (2 points): You can breathe both air and water for 1 hour.
  • Scorching (3 points): You gain resistance to fire damage for 10 minutes.
  • Overgrown (3 points): You gain resistance to poison damage for 10 minutes.
  • Open (5 points): You gain a flying speed equal to your walking speed for 10 minutes.
  • Elevated (3 points): You gain resistance to lightning and thunder damage for 10 minutes.
  • Gloom (3 points): For 10 minutes, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Mystical Transportation

10th-Level Dedication of the Nomad feature
You learn the spell Transport via Plants. It counts as a mystic spell for you, but it doesn't count against the number of spells you know. You can also cast it once without expending soul points, and you regain the ability to do so when you finish a long rest.

Memory of One Thousand Steps

10th-Level Dedication of the Nomad feature
When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. Immediately after the attack finishes, you teleport to the space you occupied at the start of your last turn, or the nearest unoccupied space of your choice if it is currently occupied. You cannot use this reaction if you are currently occupying the space where you started your last turn. Once you use this reaction, you must finish a long rest before you can use it again, unless you expend 3 soul points to use it again.

Unfettered Form

18th-Level Dedication of the Nomad feature
Your walking speed increases by 10 feet, and you are now constantly affected by the all adaptations from the Traveler's Adaptation feature simultaneously. You can have multiple different effects from your Improved Adaptation feature active at a time as well, though you must still spend the soul points to activate them as normal.

Curse of Wanderlust

Dedication of the Nomad feature
Stage 1: On your turn, if you move at least 10 feet before making an attack roll and the attack hits and deals damage, increase the damage dealt by your proficiency bonus.
Stage 2: If you end your turn at least 10 feet away from where you started your turn, you gain a +1 bonus to your AC until the start of your next turn. If you end your turn within 10 feet of where you started your turn, you take a -1 penalty to your AC until the end of your next turn.
Stage 3: At the end of your turn, all spaces you passed through on your turn, as well as all spaces adjacent to them, become magical difficult terrain. This lasts until the end of your next turn.
Stage 4: All creatures gain advantage on opportunity attacks made against you.
Stage 5: Whenever you take damage, you must succeed on a Dexterity saving throw or fall prone, with a DC of 10 or half the damage you took, whichever is higher.

Dedication of the Split Soul

Those of the Dedication of the Split Soul learn to gather a portion of their own soul into something known as a "projection". This projection is both a part of its master and a different being entirely, and maintaining control requires immense practice and effort. These projections can take many forms, but they are all powerful, and any capable of mastering this technique should not be taken lightly.

With this great power though comes the threat of losing oneself to it. An inexperienced devotee of the Split Soul can risk losing themselves to their projection, their mind torn to pieces by the untamed might that was once a part of themselves. Some are even slain by their own projection, but the truly unfortunate are those who manage to survive the sundering of self and spirit, left as little more than a wandering husk as their spirit rampages across the land.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a mystic spell for you, but it doesn't count against the number of mystic spells you know. At 1st level, you also learn the Minor Illusion or Sword Burst cantrip (your choice), which doesn't count against the number of mystic cantrips you know.

Whenever you gain a mystic level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the mystic, warlock, or wizard spell list.

Mystic Level Spells
1st Silent Image, Unseen Servant
3rd Cloud of Daggers, Spiritual Weapon
5th Major Image, Tiny Servant
7th Hallucinatory Terrain, Summon Construct
9th Seeming, Summon Draconic Spirit

Summoning Savant

1st-Level Dedication of the Split Soul feature
Whenever you cast a conjuration spell using soul points, it requires no material components, unless they are consumed by the spell.

Spiritual Projection

1st-Level Dedication of the Split Soul feature
Select one of the Spiritual Projection options available to you, such as the Trickster’s Shade or Titan’s Incarnation, which determines the statistics of your projection, as well as what benefits it gains as you gain levels in this class. This choice cannot be changed later. Your projection counts as being the same type of creature as you are for the purposes of being targeted or affected by effects like Hold Person, and it counts as a creature summoned by you for the purposes of features like this dedication's curse. You can manifest your projection as a bonus action, or as a reaction when you roll initiative, and when you manifest it it appears in an unoccupied space adjacent to you. Manifesting your projection counts as summoning it, except that it does not always manifest with full hit points (see below for how your projection can regain hit points). You cannot manifest your projection if there is not enough space available.

In combat, your projection acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use a bonus action to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the projection can take any action of its choice, not just Dodge.

Your projection can’t be more than 100 feet away from you; if the distance between you and your projection is ever greater than 100 feet, your projection is dismissed immediately. You can dismiss your projection manually as a bonus action, bringing it back within yourself.

While dismissed, it spends its time recovering and reforming itself. It can recover hit points in one of two ways. First, if it remains dismissed for at least one hour it gains the effects of a short rest, and if it remains dismissed for at least eight hours it gains the effects of a long rest (it can rest normally while manifested). Second, if you are targeted by a spell that restores hit points and your projection is dismissed, you can choose to restore your projection's hit points instead of your own. Your projection can't regain hit points in any other way while dismissed.

Strengthened Soul

6th-Level Dedication of the Split Soul feature
Your projection gains a +1 bonus to the attack rolls and damage of its attacks. This increases to +2 at 10th level, and +3 at 18th level. In addition, your projection's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Enlightened Spirit

18th-Level Dedication of the Split Soul feature
Your projection gains a hover speed equal to its walking speed, can remain at any distance from you without being dismissed, and can move through objects and creatures as if they were difficult terrain, though it takes 1d10 force damage if it ends its turn inside of an object.


Titan's Incarnation

Medium (your creature type), your alignment


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your mystic level (the incarnation has a number of Hit Dice [d8s] equal to your mystic level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2)

  • Senses your senses
  • Languages understands the languages you can speak
  • Challenge

Spiritual Connection. You can add your proficiency bonus to any ability check or saving throw that the incarnation makes.

Mental Link. The incarnation uses your Intelligence, Wisdom, and Charisma scores and modifiers. If the incarnation would become charmed or frightened, you receive the condition instead, and are subject to any other effects tied to the condition (such as the psychic damage caused by the Geas spell).


Actions

Crush. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB bludgeoning damage, and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the incarnation can't grapple another target.


Trickster's Shade

Medium (your creature type), your alignment


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your mystic level (the shade has a number of Hit Dice [d6s] equal to your mystic level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2)

  • Senses your senses
  • Languages understands the languages you can speak
  • Challenge

Spiritual Connection. You can add your proficiency bonus to any ability check or saving throw that the shade makes.

Mental Link. The shade uses your Intelligence, Wisdom, and Charisma scores and modifiers. If the shade would become charmed or frightened, you receive the condition instead, and are subject to any other effects tied to the condition (such as the psychic damage caused by the Geas spell).

Nimble Footwork. When the shade makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.


Actions

Slice. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB slashing damage.

Mystic Spell List

The following is the list of spells you consult when you learn a mystic spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.

Cantrips (0 Level)

Blade Ward
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Frostbite
Gust
Magic Stone
Mending
Message
Mind Sliver
Mold Earth
Poison Spray
Produce Flame
Resistance
Sapping Sting
Shape Water
Static Bolt
(see the end of the document)
Thaumaturgy
Thorn Whip
Thunderclap
True Strike

1st Level

Absorb Elements
Catapult
Cause Fear
Chaos Bolt
Charm Person
Detect Magic
(Ritual)
Detect Poison and Disease (Ritual)
Dissonant Whispers
Earth Tremor
Faerie Fire
Feather Fall
Gift of Alacrity
Guiding Bolt
Jump
Longstrider
Magnify Gravity
Ray of Sickness
Shield
Sleep
Speak with Animals (Ritual)
Tasha's Hideous Laughter
Tenser's Floating Disk (Ritual)
Witch Bolt

2nd Level

Alter Self
Augury
(Ritual)
Blindness/Deafness
Blur
Borrowed Knowledge
Crown of Madness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enlarge/Reduce
Find Traps
Fortune's Favor
Gust of Wind
Hold Person
Immovable Object
Invisibility
Kinetic Jaunt
Levitate
Locate Animals or Plants
(Ritual)
Locate Object
Mind Spike
Mirror Image
Nystul's Magic Aura
Protection from Poison
See Invisibility
Shatter
Silence
(Ritual)
Spider Climb
Suggestion
Tasha's Mind Whip
Vortex Warp
Warding Wind

3rd Level

Ashardalon's Stride
Clairvoyance
Dispel Magic
Erupting Earth
Fear
Fireball
Fly
Haste
Hypnotic Pattern
Intellect Fortress
Lightning Bolt
Melf's Minute Meteors
Nondetection
Protection from Energy
Pulse Wave
Remove Curse
Sending
Slow
Speak with Plants
Spirit Shroud
Thunder Step
Tidal Wave
Tongues

Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing
(Ritual)
Water Walk (Ritual)
Wind Wall

4th Level

Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Divination
(Ritual)
Freedom of Movement
Gravity Sinkhole
Greater Invisibility
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Raulothim's Psychic Lance
Sickening Radiance
Stoneskin

5th Level

Animate Objects
Antilife Shell
Awaken
Bigby's Hand
Commune with Nature
(Ritual)
Contact Other Plane (Ritual)
Contagion
Control Winds
Destructive Wave
Dispel Evil and Good
Dream
Enervation
Geas
Hold Monster
Legend Lore
Maelstrom
Mislead
Negative Energy Flood
Passwall
Planar Binding
Scrying
Skill Empowerment
Synaptic Static
Telekinesis
Temporal Shunt
Wall of Force
Wall of Light
Wall of Stone

6th Level

Arcane Gate
Bones of the Earth
Circle of Death

Contingency
Disintegrate
Drawmij's Instant Summons
(Ritual)
Eyebite
Find the Path
Fizban's Platinum Shield
Flesh to Stone
Forbiddance
(Ritual)
Globe of Invulnerability
Gravity Fissure
Heroes' Feast
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mental Prison
Move Earth
Otiluke's Freezing Sphere
Otiluke's Irresistible Dance
Primordial Ward
Scatter
Tasha's Otherworldly Guise
True Seeing
Wall of Ice
Wind Walk

7th Level

Crown of Stars
Draconic Transformation
Dream of the Blue Veil
Etherealness
Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Plane Shift
Power Word Pain
Project Image
Reverse Gravity
Sequester
Teleport
Tether Essence
Whirlwind

8th Level

Abi-Dalzim's Horrid Wilting
Antimagic Field
Antipathy/Sympathy
Dark Star
Dominate Monster
Earthquake
Feeblemind
Maze
Mind Blank
Power Word Stun
Reality Break
Telepathy
Tsunami

9th Level

Astral Projection
Blade of Disaster
Foresight
Gate
Imprisonment
Invulnerability
Meteor Swarm
Power Word Kill
Psychic Scream
Ravenous Void
Time Ravage
Time Stope
Weird

New Spell

The mystic spell list contains a new spell: static bolt.

Static Bolt

Evocation cantrip


Classes: Artificer, Mystic, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet Components: V, S
Duration: Instantaneous


You release a small jolt of electricity, streaking towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage, and another creature or object of your choice within 10 feet of the target takes lightning damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the damage to the initial target increases to 2d6 lightning damage, and the lightning damage to the second target increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (3d6 and 2d6) and 17th level (4d6 and 3d6).

Afterword

First things first, I would like to give a shout out to Tyler Machado, and Daniel Abes, who I consulted for many of the decisions I made while making this class.

Secondly, none of this art is my own, and I do not claim credit for any of it. If you are curious as to the original sources, here is where I found each of them. If I used your art, and found it posted by someone else, who may have posted it without your consent, I apologize.

Page 1: Whirlwind of Thought by Bram Sels
Page 4: House Guildmage by Winona Nelson
Page 5: Battle of Wits by Jason Chan
Page 6: Mage Art by the Final Fantasy art team
Page 8: Seraphic Greatsword Print by Craig J. Spearing Page 9: The Crow by Anato Finnstark
Page 10: Archelos, Lagoon Mystic by Dan Scott
Page 12: Cunning Nightbonder by Ekaterina Burmak
Page 13: Blade Banish by Lie Setiawan
Deprecated: fantasy art diablo iii wizard wallpaper by unknown

Alright so now I’m going to try something a little different than my previous homebrews and give some insight on my process while making the class.

As far as the class as a whole, it was quite a struggle coming up with one cohesive theme. When Wizards made their UA mystic, it’s pretty clear that they didn’t know what a “mystic” was, so they decided to just make it everything. The only thing linking all of the subclasses together was a loose idea of psionics, and even that was often hard to find. Eventually I settled on a sort of spiritual class, pulling their abilities from their own essence kind of like monks with ki. I decided that the “psychic” part didn’t really have enough space to fit much else in, so I figured it would be better done as a subclass, rather than be the flavor for the class as a whole.

In addition to the flavor, deciding what kind of class to make this was also challenging. The original UA seemed to be more of a full martial or half caster at most, but it then also had some options that were just pre-existing spells but reflavored to be more “psychic” (and also usually fairly significantly stronger). The end result I settled on is a point based caster, because I figured if I was going to have spell-like effects then I may as well just make them spells and save myself the work.

The issue then became how to balance the points. You may notice that the point progression is the exact same as the original mystic. The reason for this is that the mystic’s point progression turned out to be the exact same as the points required to make a normal caster’s slots using the Sorcerer's point conversion. So, on that front, things worked out. The issue becomes putting a limiter on it. With everything in a big pool of points, and not neat little pockets of slots, someone could very easily just use everything they have on their highest level spells. Towards the later levels, this gets as bad as 9 or even 10 5th level spells (as opposed to the 2 that a

normal caster gets). So now I had to find a way to limit that without severely impacting the rest of the class’s utility, because I did still want this to primarily be a long-rest based class, and as such I wanted it to have the option of getting a normal caster’s worth of mileage. It’s not unknown that the “recommended” adventuring day for 5e is a little ridiculous for normal resting rules and such, so I wanted to try to avoid balancing the class around short rests, since that would generally leave the class feeling a little underwhelming for most groups, especially without a very reliable and resourceless option like the Warlock with Eldritch Blast. So, I settled on a bit of a half-way point, drawing inspiration from PF2e’s Oracle. You still have the option of burning all your resources at max, but you have to accept the consequences of doing so. The first two stages of the curses are meant to be pretty lenient, since full casters tend to have between 1 and 3 of their max level slots (only counting up to 5th). Past that, you’re getting into Warlock territory, but you also have the ability to get there much earlier. Also, again, you’re ultimately a long rest class, you can step on the Warlock’s toes but you’re going to pay the toll for doing so.

There were originally two more subclasses planned, being the Avatar and the Elementalist, but I ended up scrapping them for now. Elementalist would’ve been something for trying incentivize using one of the four elements (earth, air, water, fire), but I ran into some trouble with differentiating the spells since 5e doesn’t really separate the damages well all the time (earth spells are almost always bludgeoning, but can be poison or one of the other physical damage types, and water can be both bludgeoning and cold, making it hard to make a definitive split between the two without having traits for the spells like pf2e). I may return to it again at some point, but since the idea was going to mostly emphasize damage I figure it’s fine for now leaving that job to the Prodigy, and if you want more of the natural attunement side of things take Nomad. Avatar was going to be a class around auras and ally buffs, but I was having a lot of difficulty thinking of things to give it that would be meaningful, but not too powerful, and figuring out what to do with the curse was incredibly difficult. I’d like to actually bring that back at some point, but I’ll wait until I have a very solid idea of what I actually want out of it first.

Rapid fire on the existing subclasses: Awakened was meant to be a more psionic/mental subclass, which was accomplished via charmed/frightened effects and a bit of psychic damage emphasis. Prodigy was just supposed to be generic casting benefits, giving metamagics, additional soul points, and ritual casting. Blade was the martial side of things, which I wanted to be very careful with to avoid having a single-ability dependent gish class like Hexblade, while also making sure that the subclass didn’t become just a generic improvement to the caster side of things like Bladesinger can be. Nomad went through a couple iterations of trying to emphasize movement and even teleportation, but eventually settled on being a more nature-based subclass with adaptations to signify the travel side of things. Lastly, Split Soul drew a lot of inspiration from pf2e’s Summoner, adjusted to fit 5e more similarly to things like Beastmaster and Drakewarden, with a bit of JBA Stands thrown in here and there.