\pagebreakNum
### 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.
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### 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.
\pagebreakNum
### 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.
\columnbreak
***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.
\pagebreakNum
| 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 |
\pagebreakNum
### 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.
\pagebreakNum
### 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.
\pagebreakNum
#### 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.
\pagebreakNum
### 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.
\columnbreak
#### 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.
\pagebreakNum
### 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.
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### 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.
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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.
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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.
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### 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.
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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.
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##### 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
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##### 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
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##### 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
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##### 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
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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.
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Art:
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Hand of the Gods: Prescience: [Eksafael](https://www.deviantart.com/eksafael)
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Unknown Title: William Blake Keller
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Sacred Flame Spell: [robrey](https://www.deviantart.com/robrey)
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Master of Illusions: [kir-tat](https://www.deviantart.com/kir-tat)
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Where darkness meets the Light: [uildrim](https://www.deviantart.com/uildrim)
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Dreamreader: [DiegoGisbertLlorens](https://www.deviantart.com/diegogisbertllorens)
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Healing Hands: [Josu Hernaiz for Wizards of the Coast](https://josuhernaiz.com/projects/rJm3e)
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The Astral Sea: [Wuggynaut](https://www.deviantart.com/wuggynaut)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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