The Mystic Class

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Mystic

The Mystic Class

A brass dragonborn in ceremonial robes sits on the edge of a high cliff, overlooking a roaring river below and a sunrise in the distance. She contemplates the vastness of the world she lives in as her finger traces the image emblazoned on her forehead.


A red-haired gnome smiles as he twirls his fingers and makes a pair of porcelain dolls dance across a sturdy oak table to the delight of the children he teaches. They ask how he does it, but he won’t say.


As a crowd gathers, a tall half-orc spins yarns of places like Gehenna and the Beastlands, and tells legend of those who can sail from plane to plane like islands in an ocean. They know the crowd does not believe them, but they believe sharing knowledge is its own reward.


Mystics are united in their search for enlightenment. They want to reach a harmony that allows them to become one with the cosmos. Through a variety of techniques including study, travel, and meditation, they seek to better know themselves by better knowing the world. Their journeys unlock secrets of the mind, allowing them to manage all manner of weird and wonderful tasks using only their thoughts.

Higher Calling

Mystics come from a wide variety of backgrounds. They may begin as warriors or priests, vagabonds or scholars, but each one finds themselves on a path to inner peace and cosmic awareness. All mystics search for enlightenment, but what that means is unique to each individual. It may involve an unquenchable thirst for knowledge or honing a specific craft. It may take living in uninhabited countryside or in the streets of a crowded city. Mystics tend to want a life of goodness and tranquility, but even these traits are relative – a mystic vanquishing foes on the battlefield may feel as harmonious as one tending garden in a secluded valley.

For most mystics, the higher calling becomes very literal. Through their studies, mystics will often come across information about various planes and realities. When this happens, they realize that learning more about them – perhaps even visiting them – is the key to enlightenment. It is then that the expansion of their mind truly begins.

Superior Minds and Humble Lives

As a mystic begins to awaken, the power of their mind grows. This manifests itself in a number of ways, from enhanced memory to more easily learning new skills. Most importantly, they develop psychic phenomena. They can assert control over the world around them with a thought, sense things they should not be able to know, and even see the future. Some never realize they’ve developed this aptitude and write off the strange occurrences around them as coincidence or good fortune, but those that do can become incredibly powerful with enough practice.

In stark contrast to their otherworldly abilities, the lives of mystics are typically quite meager. Many are nomads or recluses, while others use their knowledge and skills to become teachers, artisans, or fortune tellers. Glory is not something most mystics achieve, nor do they think they want it. And they are not wealthy. Even mystics who use their gifts for underhanded purposes tend to be satisfied with taking enough to get by. The one thing that is likely to tempt a mystic is the chance to gain a following, though they would say they simply want to pass on what they’ve learned.

Creating a Mystic

When creating your mystic character, it’s important to decide what set you on your path to enlightenment. Did a brush with death change the course of your life? Did you grow up in a monastery or church and have an epiphany that made you want to approach your spiritualism from a new direction? Did you have a strange encounter with an extraplanar being, such as a fey or an aberration? Were you born with innate psychic abilities and wanted to learn how to properly harness them?

Once you’ve had your higher calling, how did you approach your education? Did you train under another mystic or join a sect? Did you go in search of books on the mind or scrolls about other planes of reality? Is adventuring part of your journey? If not, what led you to it? Were you driven out of your town because of your unnatural powers? Did you have a falling out with the person you’ve been training under? Or are you trying to solve a mystery that you believe will help you become one with the multiverse?

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Charisma. Second, choose the hermit background. If you choose the Genius of the Thoughtful Push, make Charisma your highest ability score and Intelligence your next-highest score.

The Mystic Table
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mystical Mind 2 2
2nd +2 Unearthly Genius, Extrasensory Gift 2 3
3rd +2 Strengthened Bond 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Unearthly Genius Feature 3 4 3 3
7th +3 Lifelong Learning 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Extrasensory Gift 3 4 3 3 3 1
10th +4 Unearthly Genius Feature 4 4 3 3 3 2
11th +4 Mystical Mind Improvement, Lifelong Learning 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 Transvection 4 4 3 3 3 2 1 1
14th +5 Unearthly Genius Feature 4 4 3 3 3 2 1 1
15th +5 Lifelong Learning 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Lifelong Learning 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Transcendence 5 4 3 3 3 3 2 2 1 1

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 after 1st

Proficiencies


  • Armor: light armor
  • Weapons: clubs, daggers, darts, nets, quarterstaffs, shortbows, sickles, slings, whips
  • Tools: Herbalism kit and one of the following: (a) cook's utensils, (b) disguise kit, or (c) playing card set

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose three from Arcana, Animal Handling, Deception, History, Investigation, Insight, Medicine, Nature, Perception, Persuasion, and Religion

Equipment

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

  • any simple weapon
  • (a) a whip or (b) any simple melee weapon
  • (a) a scholar's pack, (b) priest's pack, or (c) explorer's pack
  • leather armor and a mystic focus

Mystical Mind

As you have trained your mind and spirit, you have gained resistance to psychic damage.

Your studies have also put you in touch with new cultures and may have caused you to travel or consult texts from distant lands. You can now speak, read, and write two standard languages in addition to any you already know.

You have also picked up a mystic focus during your studies. The focus stands in for all material components of spells that don’t have a cost. You determine the object, or generate it randomly by rolling on the mystic focus table.

d6 Focus Object
1 Spoon
2 Pocket watch
3 Sachet of tea leaves
4 Crystal necklace
5 Always-spinning top
6 Forehead tattoo (design of your choice)

Mystical Mind Improvement

At 11th level, you become immune to psychic damage and your mystic focus now also stands in for verbal components of spells. You can also add another standard language to the list of languages you can speak, read, and write.

Spellcasting

Your studies in connecting to other realms of being have provided you with an inner power that manifests in a form indistinguishable from spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the mystic spell list.

Cantrips

At 1st level, you know two 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 Mystic Table.

Preparing and Casting Spells

The Mystic Table shows how many spell slots you have to cast your mystic spells of 1st level and higher. To cast one of these mystic 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 that are available for you to cast, choosing from the mystic spell list. When you do so, choose a number of mystic spells equal to your Intelligence modifier + your mystic level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level mystic, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell charm person, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of mystic spells requires time spent in meditation: 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 your magic draws upon your mental acuity. 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 mystic 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 prepared mystic spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a mystic focus (see the Adventuring Gear section) as a spellcasting focus for your mystic spells.

Extrasensory Gift

At 2nd level, your powers of the mind increase in skill. You gain either the telekinetic or telepathic feat.


By 9th level, you have unlocked even greater psionic skill and you gain whichever of the above feats you don’t already have.

Unearthly Genius

At 2nd level, you have opened your mind to such a degree that you are able to bond with a Genius, a spirit from another plane. This extraplanar bond will provide you with many extra abilities as you advance in your enlightenment. What abilities you gain are dependent on the kind of Genius you bond with.

Each Genius is listed after the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Strengthened Bond

At 3rd level, the bond between you and your Genius grows in strength. You can cast spells on your expanded spell list at will, as long as they are cast at their standard level. You can cast them at a higher level by using a spell slot.

Lifelong Learning

You are always working to better yourself.

At 7th level and 15th level, you gain one skill proficiency, one tool proficiency, and you learn to read, write, and speak one language.

At 11th level and 18th level, you gain a feat.

Transvection

At 13th level, your heightened consciousness has begun to give you control over your own body. You gain a flying speed of 1.5 times your walking speed, and you can hover.

Transcendence

At 20th level, you have moved beyond the need for a physical body. You gain immunity to piercing/slashing/bludgeoning damage from non-magical items, as well as immunity to necrotic damage. You also gain resistance to acid, cold, fire, lightning, and thunder damage. You cannot be Poisoned, Grappled, or Restrained. The Blinded, Deafened, Paralyzed, and Stunned conditions only last one turn.

Despite not having a physical body, you can still interact with the physical world as you normally would.

Unearthly Genius

Mystics dedicate their lives to becoming one with higher powers, whether that’s a specific god, another plane, or simply inner enlightenment. Their path to this transformation allows them to naturally tap into powers of the mind few can fathom, but if their skill is great, they will sometimes attract a Genius.

Genii are ethereal spirits from other planes who will bond to mystics and not only increase their power, but influence how their psychic abilities manifest. Mystics familiar with this phenomenon will often try to attract a particular Genius, while others are taken by surprise when the bond occurs.

You may select the Genius you want to bond with, or you (or the Dungeon Master) may use the following table to select one for you.

d10 Unearthly Genius
1 Genius of the Astral Plane
2 Genius of the Dancing Flame
3 Genius of the Eyeless Sight
4 Genius of the Foolish Eye
5 Genius of the Gabbing Ghost
6 Genius of the Knowing Hand
7 Genius of the Spectral Forge
8 Genius of the Spirit Cure
9 Genius of the Thoughtful Push
10 roller's choice

Genius of the Astral Plane

These genii reside in the Astral Plane and generally seek out nomadic mystics, although they have been known to bond with secluded individuals as a way to broaden their horizons. They make interplanar travel easier and will put you in touch with a non-material version of yourself that is not bound by the physical world. Mystics wanting to attract a Genius of the Astral Plane are usually interested in seeing all the worlds have to offer, though they often find the act of travelling too burdensome to do so.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd expeditious retreat, zephyr strike
3rd misty step, rope trick
5th blink, gaseous form
7th banishment, dimension door
9th banishing smite, far step

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Arcana. If you already have this proficiency, you gain proficiency in another Intelligence skill of your choice.

You can also read, write, and speak an exotic language of your choice.

Astral Arms

At 2nd level, you learn the mage hand cantrip, which doesn’t count against the number of mystic cantrips you know. For you, it generates two hands and you can control either hand with either an action or a bonus action.

Astral Form

At 6th level, you can use an action to leave your body as an astral form. A translucent blue copy of yourself manifests in an unoccupied space you can see within 15 feet of you. While in your astral form, your body is left vulnerable in a meditative pose. Your astral form lasts until you dismiss it as a bonus action, you’re incapacitated, you travel more than 100 feet from your physical body, or your physical body receives 1 hit point of damage.

You can move through objects and obstacles that aren’t protected by magic, but you can’t interact with them. You also can’t use physical attacks, but psychic damage is doubled for any attack you make. Your astral form has resistance to all damage and immunity to all conditions. After one minute, you take one level of exhaustion for each additional minute you spend in your astral form.

If your physical body takes damage while in your astral form, you cannot use the astral form again until you finish a long rest. If your physical body does not take damage while in your astral form, you can use the astral form again when you finish a short rest.

Zen

At 6th level, you have reached a level of inner peace that allows you to meditate while remaining active. This Zen state grants you all the benefits of a short rest, except that you do not regain your astral form. You can enter a Zen state a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Astral Possession

At 10th level, your control over your astral form has increased. As an action, you can attempt to possess a creature within a distance of your walking speed and with a challenge rating of no more than 1/2 your Mystic level rounded down. The target must succeed on an Intelligence saving throw or they become possessed.

When possessed, you have control of the creature’s body and you can use it to move or take actions on both its turn and yours. If you are possessing a creature’s body at the start of its turn or yours, can choose to exit the body or continue to possess it. If you continue to possess it, the creature makes an Intelligence saving throw. If it succeeds on a saving throw, you are shunted back into your body and take 1d12 psychic damage.

Once you successfully possess a creature, you cannot use this feature again until you finish a long rest.

Astral Split

At 14th level, you no longer need to go into a meditative pose to release your astral form and you can use your astral form and physical body simultaneously. When you use this feature, your astral form has an AC of 14 + your proficiency bonus. On your turn, you can mentally command your physical body to move up to 30 feet in any direction (no action required). If your physical body is ever more than 30 feet from you at the end of your turn, the mental strain becomes too great and you are pulled back into your physical body.

When you take the Attack action on your turn, any spell attack you make with that action can originate from your space or your physical body’s space. You make this choice for each attack. Your physical body make melee attacks and ranged weapon attacks with disadvantage.

When a creature that you can see within 5 feet of your physical body moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature.

Genius of the Dancing Flame

These genii originate in the Plane of Fire and seek out mystics with strong personalities and fierce tempers. They allow you to harness the power of one of nature’s basic elements. Mystics who try to attract a Genius of the Dancing Flame may be interested more in having the power of a god than achieving inner peace, or they may simply be an artistic sort who wants more control over their creations.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd burning hands, hellish rebuke
3rd flame blade, scorching ray
5th fireball, flame arrows
7th fire shield, wall of fire
9th flame strike, immolation

Bonus Language

When this Genius chooses you at 2nd level, you gain the ability to read, write, and speak Primordial.

Kindling

At 2nd level, you learn the control flames cantrip, which doesn’t count against the number of mystic cantrips you know, and you gain resistance to Fire damage.

If you already know the produce flame cantrip, its damage increases to 1d10.

Spark of Inspiration

At 2nd level, you can now use heat metal a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest. You also gain proficiency in two of the following: smith’s tools, tinker’s tools, glassblower’s tools, or cook’s utensils. If you are in a campaign that uses firearms, you also gain proficiency in firearms.

Smoldering Look

At 10th level, your psychic abilities have increased to a degree that you can cause materials to ignite by looking at them. You can now ignore somatic components of cantrips and spells that make fire or cause Fire damage. You can also burn simple messages or designs into wooden objects within 120 feet. Each letter or symbol takes ten seconds to create.

Fog of Phlogiston

At 14th level, you have mastered control over the very substance that makes fire possible and can harness it in a number of ways.

Fiery Fog. As an action, you can release a fog in a thirty foot sphere around you, which causes the area to become heavily obscured. When you release the fog, any creature within the affected area (other than you) takes 6d6 Acid damage. On each turn after the fog is released, any creature that touches the fog receives 5d6 Acid damage.

Fog Booster. While you are flying, you may release the ignited phlogiston to double your flying speed.

Fog of War. As an action, you can summon the fog and focus it around a target’s metal weapon or metal armor to corrode it. The target must be within 30 feet of you. Corroding a metal weapon halves the weapon’s damage. Corroding metal armor halves the armor’s AC.

Raging Fire. As an action, you can summon the phlogiston to make your flames more potent for one minute. You can double the distance of bright light your flames emit, or you can double your Fire damage.

You can summon fog of phlogiston a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Genius of the Eyeless Sight

These genii live in the Ethereal Plane, and seek out mystics interested in using their abilities to help others. You can use their power to divine – and perhaps even influence – the future. Mystics looking to attract a Genius of the Eyeless Sight may be worried about the future, or they may be looking to benefit from privileged knowledge of what will come to pass.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd identify, alarm
3rd augury, locate animals or plants
5th clairvoyance, nondetection
7th divination, locate creature
9th commune, scrying

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Insight. If you already have this proficiency, you gain proficiency in another Wisdom skill of your choice.


You can also read, write, and speak Celestial.

Mind's Eye

At 2nd level, you learn the True Strike cantrip, which doesn’t count against the number of mystic cantrips you know. For you, it can be cast as a bonus action.


You also gain Blindsight to 30 feet.

Deck of Divination Adept

At 6th level, you gain proficiency in playing card sets and a magical deck of cards that you can use to affect the future. When you finish a long rest, draw from the deck by rolling a d20. The number you roll will correspond to a card on the Deck of Divination Table (see next page). Most cards will cause an effect that lasts until you finish a long rest, but the Wheel of Fortune card is special. If you roll a 10, the Wheel of Fortune will change the effects of the cards; roll another d20 and choose the corresponding effect on the Wheel of Fortune Table.

Alternatively, you can forego the die roll to select either The Fool card or The World card. Each one provides you three effects.

The Fool.

Lowly. People ignore you, treating you as Invisible, unless you do something that would get their attention.

Troubadour. You are proficient in one musical instrument of your choice.

Topsy-turvy. Choose one ability and swap the skill proficiencies. You become proficient in the skills you don’t have proficiency for and vice-versa.


The World.

Well Oriented. You always know what direction you’re facing.

Well Oriented. You can understand and speak any language of a race from the same plane as you, but you cannot read the language unless you already know it.

Well Oriented. You always know the nearest source of water.


If the deck is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your Genius. This ceremony can be performed during a short or long rest, and the previous deck is destroyed if it still exists. The deck sublimates into nothingness when you die.

At 10th level, if you have chosen to draw The Fool or The World, you can draw the other one when you finish a short rest. If you take this action, the effects of the new card replace the effects of the old card.

Future Sight

At 10th level, the future starts to become clearer to you. You can use your Future Sight to perform a number of actions:

  • Before you enter a room, you may divine the number of traps, monsters, or treasure items in that room (select one category).
  • Before any creature makes an attack roll, ability check, or saving throw, you can guess whether the roll will succeed or fail and what the value of the roll will be. If you correctly guess the outcome of the roll, you choose whether the roll succeeds or fails. If you correctly guess the value of the roll, the roll succeeds at the maximum value or fails at the minimum value.
  • You can determine the distance and direction from you of a specific person, creature, or object. You may choose to perform an action from the Future Sight list a number of times equal to your proficiency bonus.

Your Future Sight also lets you gain advantage on Deck of Divination rolls.

Deck of Divination Master

At 14th level, you have mastered the Deck of Divination. At the start of each of your turns, you can roll on the Deck of Divination table and choose a result from either column, or you may select The Fool or The World. If you roll Wheel of Fortune in this manner, you can select any effect. The effect lasts until the start of your next turn.

Alternatively, when you finish a long rest, you may use the Deck of Divination and transfer the effect to another member of your party until you finish a long rest. If you use the Deck of Divination in this manner, you can still choose a result from either column and the Wheel of Fortune still allows you to select any effect.

d20 - card Deck of Divination Table
1 - The Magician Advantage on spell attacks
2 - The High Priestess Add 1d10 radiant damage to your attacks
3 - The Empress Lowest initiative in every encounter
4 - The Emperor Advantage on melee weapon attacks
5 - The Heirophant Advantage on Wisdom checks and saving throws
6 - The Lovers Advantage on Charisma checks and saving throws
7 - The Chariot Doubled movement speed
8 - Justice Blinded until next long rest
9 - The Hermit Gain 5 temporary hit points
10 - Wheel of Fortune Roll again on the Wheel of Fortune Table
11 - Strength Advantage on Strength checks and saving throws
12 - The Hanged Man Disadvantage on Dexterity checks and saving throws
13 - Death Lose 5 hit points
14 - Temperence Advantage on Constitution checks and saving throws
15 - The Devil Spell attacks trigger a roll on the Sorcerer's wild magic table
16 - The Tower Add 1d10 Lightning damage to your attacks
17 - The Star Cannot use any items
18 - The Moon Add 1d10 Cold damage to your attacks
19 - The Sun Add 1d10 Fire damage to your attacks
20 - Judgment Advantage on Intelligence checks and saving throws
d20 Wheel of Fortune Table
1 Disadvantage on spell attacks
2 Subtract 1d10 damage from your attacks, minimum zero
3 Highest initiative in every encounter
4 Disdvantage on melee weapon attacks
5 Disadvantage on Wisdom checks and saving throws
6 Disadvantage on Charisma checks and saving throws
7 Halved movement speed
8 Truesight until next long rest
9 Lose 5 hit points
10 Nothing happens
11 Disdvantage on Strength checks and saving throws
12 Advantage on Dexterity checks and saving throws
13 Gain 5 temporary hit points
14 Disadvantage on Constitution checks and saving throws
15 Spell attacks trigger a roll on the Sorcerer's wild magic table
16 Subtract 1d10 damage from your attacks, minimum zero The Tower
17 Magic item attunement cap is doubled until your next long rest
18 Subtract 1d10 damage from your attacks, minimum zero
19 Subtract 1d10 damage from your attacks, minimum zero
20 Disadvantage on Intelligence checks and saving throws

Genius of the Foolish Eye

These genii hail from the Feywild and typically seek out mystics who are creative and free-spirited. They will grant you the ability to create realistic illusions. Mystics who want to attract a Genius of the Foolish Eye tend to either be artists and storytellers or tricksters and charlatans.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd disguise self, silent image
3rd blur, invisibility
5th fear, phantom steed
7th greater invisibility, hallucinatory terrain
9th mislead, seeming

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Perception and Investigation. If you already have these proficiencies, you gain proficiency in one other Intelligence skill and one other Wisdom skill. Alternatively, you may trade either of those for proficiency in Performance.


You can also read, write, and speak Sylvan.

Keen Eye

At 2nd level, you learn the minor illusion cantrip, which doesn’t count against the number of mystic cantrips you know. For you, it can create an image and sound simultaneously.


You also gain Truesight to 60 feet.

Art of Illusion

At 6th level, you gain the ability to ignore concentration requirements when casting Illusion spells. You also gain proficiency in Painter’s tools, Disguise kit, or Forgery kit (choose one).

False Attack

At 10th level, if you attack a target and miss, you can make the target think the attack was successful. After a failed attack, roll damage dice as if it were a success. The false attack does psychic damage equal to one half of your roll. You may use this feature once per turn.

Double Vision

At 14th level, any creature hostile to you thinks there are two of you. It attacks you with disadvantage unless it has truesight or blindsight.

Genius of the Gabbing Ghost

Ravenloft is the normal haunt of these genii, and they tend to seek out mystics who have strong interpersonal skills and big hearts, though the more mischievous among them may look for mystics who are fearful and superstitious. They will put you in tune with spirits of the dead. Mystics who want to attract a Genius of the Gabbing Ghost often want to help themselves or others handle the loss of a loved one, though they may instead be more interested in summoning demons or becoming one with devils.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd cause fear, dissonant whispers
3rd animal messenger, gentle repose
5th speak with dead, spirit shroud
7th summon aberration, summon greater demon
9th contact other plane, raise dead

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Religion. If you already have this proficiency, you gain proficiency in another Intelligence skill of your choice. Alternatively, you may forego this skill proficiency in order to learn a language.

You can also read, write, and speak Abyssal or Infernal.

Message From Beyond

At 2nd level, you learn the message cantrip, which doesn’t count against the number of mystic cantrips you know. For you, up to two targets can hear your message at once, and that number increases by one at 5th, 11th, and 17th levels.

Spirit Companion

At 6th level, you gain the ability to summon a ghostly companion. You determine the spirit’s appearance, including its race, clothing, and how well creatures can see it, as long as it does not take the form of a creature larger than Medium. Your choices have no effect on its game statistics. The spirit is always with you, but you can use an action to turn it invisible, or dismiss it entirely. It takes another action to summon it or make it visible again.

When you summon the spirit during combat, it appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 psychic damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Spirit Companion stat block, which uses your proficiency bonus (PB) in several places.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. On its turn, it can Attack, Dash, Disengage, or Dodge. You can take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The spirit still takes its turn if you are incapacitated.

As an action, you can see through the spirit’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses. You can also speak through the spirit’s mouth if they are within 100 feet of you.

The spirit manifests until you dismiss it, until it is reduced to 0 hit points, or until you die.


Spiritual Companion

Small elemental


  • Armor Class 13
  • Hit Points 5 + five times your mystic level
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

  • Damage Resistances: acid, fire, lightning, thunder
  • Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities: charmed, exhaustion, frightened, grappled, petrified, poisoned, prone, restrained, unconscious
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: understands the languages you speak and any languages it knew in life
  • Proficiency Bonus: equals your bonus
  • Flyby: The spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach

Actions

Soul Fire. Ranged Weapon Attack: your spell attack modifier to hit, Range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Withering Touch. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 2d6 necrotic damage.


Reactions

Deflect Attack. The spirit imposes disadvantage on the attack roll of one creature it can see that is within 5 ft. of it, provided the attack roll is against a creature other than the spirit.

Near Death

At 10th level, your connection to the spiritual realm has made death easier to navigate. When reduced to 0 hit points, you only have to make 1 successful death saving throw to become stable.

Spectral Swarm

At 14th level, you can now summon the spirits of all those who have died in the area. You can use them to create a protective aura around you (+5 to AC) and enhance your attacks (+5 necrotic damage). If a creature successfully attacks you while you use the aura or protects against an enhanced attack, they take 5 points of psychic damage and become Frightened. When this happens, the spirits disperse and cannot be resummoned until you finish a long rest.

Areas such as graveyards, crypts, tombs, and sites of mass death (such as battlefields) have more powerful spirits. A swarm summoned in one of these areas will add +10 to your AC or +10 necrotic damage to your attacks, and a creature will receive 10 points of psychic damage and become Stunned.

Genius of the Knowing Hand

These genii belong to the Outlands, and they normally seek out mystics who have inquisitive natures. They grant you knowledge of your surroundings, objects, and even other living things with a simple touch. Mystics looking to attract a Genius of the Knowing Hand are typically not afraid to get their hands dirty and may be looking to use their skills in an official capacity, such as criminal justice or archaeology.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd identify, comprehend languages
3rd beast sense, Nystul's magic aura
5th bestow curse, remove curse
7th death ward, Evard's black tentacles
9th commune with nature, legend lore

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in History and Investigation. If you already have these proficiencies, choose two other Intelligence skills.


You can also read, write, and speak Celestial.

Guiding Hand

At 2nd level, you learn the guidance cantrip, which doesn’t count against the number of mystic cantrips you know. For you, the target rolls a d4 with advantage.

Touch of Knowledge

Beginning at 6th level, you can focus your mind to read the psychic imprint left on an object. If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.

Area of Knowledge

At 10th level, touching the ground at a location will let you feel recent events; if you think of a specific person or object, you will know if it has been in the area within the past 24 hours. Otherwise, you'll receive impressions of major emotional events that occurred in the past week, such as deaths, declarations of love, fights, and artistic inspiration. If you touch the ground indoors, your knowledge is limited to what happened in the room you are currently in, while touching the ground outdoors will show you anything that happened in a 100 foot radius of where you touched.

When you are in combat, you can touch the ground as an action. When you do this, select up to three targets within a 50 foot radius. Each target must make an Intelligence saving throw; each target who fails the saving throw will believe the 50 foot radius around you is difficult terrain for one minute.

Body of Knowledge

At 14th level, touching a creature will open its heart and mind to you. You'll learn its name (if it has one), age, whether it means you harm, and the answer to one specific question you want to know. If it does mean you harm, this touch may trigger a combat encounter.

If you are in combat, a touch can also tell you what a creature currently plans to do on their next turn. A successful melee attack or unarmed strike is considered a touch.

Genius of the Spectral Forge

These genii come from Shadowfell, and you can use your connection to that world to create weapons from pure thought. They typically seek out mystics who find inner peace in the midst of battle or those who want to fight for a noble cause, although some want mystics with a bloodlust. Mystics aiming to attract a Genius of the Spectral Forge often want to avenge a misdeed, though some are simply too weak or too untrained to fight properly. In either case, mystics usually don’t have enough money to properly afford armor and weapons.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd shield of faith, magic missile
3rd cloud of daggers, spiritual weapon
5th elemental weapon, lightning arrows
7th fabricate, stone shape
9th creation, swift quiver

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in smith’s tools, shields, and either medium armor or martial weapons.


You can also read, write, and speak Undercommon or Dwarvish.

Sharp as a Tack

At 2nd level, you learn the sword burst cantrip, which doesn’t count against the number of mystic cantrips you know. For you, it uses 1d8.

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal psychic damage to the target, in addition to the weapon’s damage. The psychic damage is 1d10 for a 1st-level spell slot, plus 1d10 for each Spell Level higher than 1st.

Rapier Wit

At 2nd level, you learn how forge your thoughts into weapons. You can use your action to create a melee weapon in your empty hand. You can choose the form this weapon takes, but it must be one you are proficient with. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. This weapon does the same damage as a physical version of the same weapon plus 1d6 psychic damage. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required) or if you die.

If you have a second free hand, you can use a bonus action to create and attack with a second psychic weapon. This second weapon does 1d6 psychic damage and disappears after you use it.

At 10th level, your skills advance and you can create two permanent psychic weapons. Furthermore, a mage hand counts as a free hand.

Guarded

At 10th level, you harness the ability to craft your thoughts into an armor or shield. The armor your create is equivalent to plate armor, except that it is weightless and does not cause disadvantage on Dexterity (Stealth) checks. The shield you create is equivalent to a shield, or can be formed around a physical shield to add +1 to the shield’s AC.

Psychic Smith

At 14th level, you have mastered the use of the spectral forge. You can create psychic versions of any weapons, armor, or shields and you can create up to three objects at once.

You have proficiency with any weapon you create and you gain +5 to attack if you are already proficient in the weapon you choose. You do not need an empty hand to create a one-handed weapon, but you need two empty hands to create a two-handed weapon. Weapons not created in your hand will hover at a height of five feet. You can use a bonus action to attack with one psychic weapon not in your hand or move them up to 30 feet.

Genius of the Spirit Cure

These genii call the Positive Energy plane home, and they tend to seek out mystics with an overflowing love of life or those repenting for violent acts. They provide you the power to harness a small amount of the plane’s energy to heal those around you. Mystics who try to attract a Genius of the Spirit Cure often want to help others even at the expense of themselves.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd cure wounds, healing word
3rd prayer of healing, lesser restoration
5th aura of vitality, mass healing word
7th aura of life, aura of purity
9th greater restoration, mass cure wounds

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Medicine if you are not already proficient in it.


You can also read, write, and speak Celestial.

Ounce of Prevention

At 2nd level, you learn the spare the dying cantrip, which doesn’t count against the number of mystic cantrips you know. For you, touching the creature is not required, though you do have to be within 5 feet of it.


You also gain proficiency with healer’s kits.

Wellspring of Health

At 6th level, you gain a pool of hit points equal to your Wisdom (Medicine) score (minimum 1). You can use your action to give a number of these hit points to a creature within 30 feet of you (including yourself). You can also use an action to take hit points from yourself or a creature within 30 feet of you to fill the pool up to a number of hit points equal to 3 times your Mystic level. If the creature you choose is not a willing creature, you must succeed on a saving throw. You cannot take hit points from undead creatures. When you finish a long rest, the pool is reset to its original number. Genial Sacrifice. If you take hit points from yourself to add to the pool, you may choose to add twice as many hit points as you took, even if that exceeds the normal limit. If you use this feature, you cannot use the pool to replenish your own hit points. You may use this feature once until you finish a long rest.

Pound of Cure

Beginning at 10th level, when you successfully attack a creature, you may choose to halve the damage to the target in order to heal a creature within 30 feet of the target a number of hit points equal to the damage the target received. (Example: if an attack would deal 30 hit points of damage to a target, you may choose to deal 15 hit points of damage in order to heal another creature 15 hit points.)

Healing Radiation

At 14th level, the healing power of the Positive Energy plane emanates from you. The radius of Aura of Vitality, Aura of Life, and Aura of Purity is doubled.

Genius of the Thoughtful Push

These genii dwell in the Gray Waste, and they usually seek out mystics who are charismatic leaders, though on occasion they will bond with an odious individual if they see a need. They permit you to influence the actions of others. Mystics who want to attract a Genius of the Thoughtful Push usually want their abilities for nefarious ends, such as gaining a following, spycraft, or crime, though some may have more benevolent ideas, such as helping to turn people’s lives around.

Genius Spells

Your mystical bond with your Genius infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to the Genius who bonded with you.

Once you gain access to a genius spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Mystic Level Spells
2nd charm person, command
3rd suggestion, gift of gab
5th fast friends, enemies abound
7th charm monster, compulsion
9th dominate person, geas

Bonus Proficiency

When this Genius chooses you at 2nd level, you gain proficiency in Deception and Persuasion. If you already have these proficiencies, choose two other Charisma skills.


You can also read, write, and speak Abyssal or Infernal.

Best Friends

At 2nd level, you learn the friends cantrip, which doesn’t count against the number of mystic cantrips you know. For you, the creature does not realize that you used magic to influence its mood.

Ignore

At 6th level, you can use your bonus action to force a creature within 30 feet of you to make a Charisma saving throw. On a failed save, the target can no longer make direct attacks toward you. This effect lasts for one minute.

At 11th level, this applies to you and one other creature of your choice. At 15th level, it applies to two creatures within 30 feet of you or one creature within 60 feet of you.

Think Again

At 10th level, when a creature chooses to attack you, you can use your reaction to have them attack the next nearest creature instead. They must have enough movement to reach the next nearest creature. You may use this feature a number of times equal to your Charisma (Persuasion) score. You regain all expended uses when you finish a long rest.

Puppeteer

At 14th level, you may choose to let a creature of your choice within 50 feet of you to move or perform an action as your bonus action.

You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Cantrips (0 Level)
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Guidance
  • Mage Hand
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Alarm
  • Animal Friendship
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Detect Evil and Good
  • Dissonant Whispers
  • Gift of Alacrity
  • Guiding Bolt
  • Heroism
  • Identify
  • Mage Armor
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Unseen Servant
  • Wrathful Smite
2nd Level
  • Aid
  • Arcanist's Magic Aura
  • Beast Sense
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Gift of Gab
  • Levitate
  • Mind Spike
  • Mirror Image
  • Pass Without Trace
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Suggestion
  • Summon Beast
  • Tasha's Mind Whip
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Catnap
  • Clairvoyance
  • Enemies Abound
  • Fast Friends
  • Fear
  • Fly
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Major Image
  • Motivational Speech
  • Sending
  • Slow
  • Tongues
4th Level
  • Arcane Eye
  • Charm Monster
  • Compulsion
  • Confusion
  • Dominate Beast
  • Evard's Black Tentacles
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Staggering Smite
5th Level
  • Animate Objects
  • Bigby's Hand
  • Contact Other Plane
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Rary's Telepathic Bond
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Wall of Force
6th Level
  • Arcane Gate
  • Blade Barrier
  • Contingency
  • Create Homunculus
  • Find the Path
  • Heal
  • Investiture of Flame
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otto's Irresistible Dance
  • Planar Ally
  • Programmed Illusion
  • Scatter
  • True Seeing
7th Level
  • Divine Word
  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Power Word: Pain
  • Project Image
  • Regenerate
  • Simulacrum
  • Symbol
  • Teleport
  • Whirlwind
8th Level
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word: Stun
  • Reality Break
  • Telepathy
9th Level
  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Mass Healing
  • Power Word: Heal
  • Power Word: Kill
  • Psychic Scream
  • Weird
  • Wish

The Mystic Class

A full-caster class for players who want psychic abilities and to be most useful outside of combat. Mystics bond with extraplanar beings to gain mental control over the Astral Plane, Dancing Flame, Eyeless Sight, Foolish Eye, Gabbing Ghost, Knowing Hand, Spectral Forge, Spirit Cure, or Thoughtful Push.






Art:
Hand of the Gods: Prescience: Eksafael
Unknown Title: William Blake Keller
Sacred Flame Spell: robrey
Master of Illusions: kir-tat
Where darkness meets the Light: uildrim
Dreamreader: DiegoGisbertLlorens
Healing Hands: Josu Hernaiz for Wizards of the Coast
The Astral Sea: Wuggynaut

 

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