Mystic
Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner psychic strength, they can read minds, fade into invisibility, and seize control of the physical world and bend it to their will.
You must have an Intelligence score of 15 or higher in order to multiclass in or out of this class.
The Mystic
Level | Proficiency Bonus | Features | Mystic Energy dice | Talents Known | Psi Points |
---|---|---|---|---|---|
1st | +2 | Kinetics Initiate, Psionic Talents | 2d6 | 4 | ─ |
2nd | +2 | Telepathic Speech, Mental Focus | 2d6 | 5 | 2 |
3rd | +2 | Mystic Archetype, Amped Talents | 3d6 | 5 | 2 |
4th | +2 | Feat | 4d6 | 5 | 2 |
5th | +3 | Mystic Recovery | 5d8 | 6 | 3 |
6th | +3 | Psionic Strikes (1d8), Mystic Archetype Feature | 6d8 | 6 | 3 |
7th | +3 | Potent Psionics | 7d8 | 6 | 3 |
8th | +3 | Feat | 8d8 | 7 | 4 |
9th | +4 | Mind Sanctuary | 9d8 | 7 | 4 |
10th | +4 | Mystic Siphon | 10d8 | 7 | 4 |
11th | +4 | Hardened Mind | 11d10 | 8 | 5 |
12th | +4 | Feat | 12d10 | 8 | 5 |
13th | +5 | Potent Psionics Improvement | 13d10 | 8 | 5 |
14th | +5 | Psionic Strikes (2d8), Mystic Archetype Feature | 14d10 | 9 | 6 |
15th | +5 | ─ | 15d10 | 9 | 6 |
16th | +5 | Feat | 16d10 | 9 | 6 |
17th | +6 | ─ | 17d12 | 9 | 7 |
18th | +6 | Mystic Archetype Feature | 18d12 | 10 | 7 |
19th | +6 | Feat | 19d12 | 10 | 7 |
20th | +6 | Reserved Strength | 20d12 | 11 | 8 |
Mystic 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 + your Constitution modifier per mystic level after 1st
Proficiencies
- Armor: Light Armor
- Weapons: Simple weapons and one martial weapon of your choice
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Animal Handling, History, Insight, Investigation, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) a mace
- (a) leather armor or (b) studded leather armor
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar’s pack or (b) an explorer’s pack
Psionic Talents
Starting at 1st level, you learn to manifest your will to alter the world around you using your mind using Psionics. Psionics is a special form of magic use, distinct from spellcasting.
Psionic Talents
In your study of psionics, you learn to use Psionic Talents, psionic effects that range in power that you can manifest on a whim, which are listed at the end of this document. At 1st level, you know the Migrane Beam psionic talent plus two psionic talents of your choice for which you meet the prerequisites. You learn additional talents of your choice at higher levels, as shown on the Talents Known column of the Mystic table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.
Mystic Energy Dice
You have an internal reservoir of energy that can be devoted to psionic talents you know. This energy is represented by your Mystic Energy dice, and are used to fuel your psionic talents. At 1st level you have 2 of these dice, which are d6s, and gain more as you level up, as shown on the Mystic Energy dice column on the Mystic table. You can never have more Mystic Energy dice than shown on the table for your level.
When you reach certain levels in this class, the size of your Mystic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Some of your psionic talents and abilities expend the Mystic Energy die they use, as specified in its description. When you expend a die, it is unavailable until you finish a long rest, at the end of which you draw all of your expended psionic energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Mystic Energy dice. You can't use a power if it requires you to use a die when your dice are all expended.
The number of Mystic Energy dice you have can’t go below 0 or over your maximum.
Some of your mystic features and psionic talents require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Psionic Save DC
= 8 + your proficiency bonus +Psionic attack modifier
Kinetics Initiate
Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Telepathic Speech
Starting at 2nd level, you learn the basic techniques to transmit your thoughts to others. You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. Creatures respond mentally when you communicate with them in this way.
Mental Focus
At 2nd level, you learn to dedicate additional focus into your psionic powers to empower yourself and your abilities. Your capacity to do so is represented by your psi points. At 2nd level you have 2 Psi Points, and gain more as you level up, as shown on the Psi Points column on the Mystic table. You can never have more psi points than shown on the table for your level. You regain all expended Psi Points after a long rest.
On your turn, you can expend a Psi Point as a bonus action to gain 2 additional Mystic Energy dice, or vice versa. You learn other ways to use your psi points as you reach higher levels.
Mystic Archetype
When you reach 3rd level, you commit yourself to a specific focus of Psionics: Brainiac, Empath, Mentalist, Mind Charlatan, Mystic Chaos, or Telekineticist. Your archetype grants you features at 3rd level and again at 6th, 14th, and 18th level.
Amped Talents
Also at 3rd level, you gain the ability to Amplify your Psionic Talents with bursts of mental focus, using your Psi Points. Each psionic talent describes an Amplified effect you can create with it by spending a certain number of psi points (no action required), if any are available.
Unless otherwise stated, a talent's amped effect can only be activated once per use of the Talent. For example, when you would use the Mind Blast talent, you can only double its damage once with a psi point. When you use the talent again, you can amplify the effect again.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Mystic Recovery
Beginning at 5th level, once per day when you finish a short rest, you can recover 2 Mystic Energy dice.
Psionic Strikes
At 6th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with an attack, you can deal an extra 1d8 Psychic damage to that target.
When you reach 14th level, this extra damage increases to 2d8.
Potent Psionics
Starting at 7th level, you add your Intelligence modifier to damage you deal with your psionic talents.
At 13th level, you add twice your Intelligence modifier.
Mind Sanctuary
Starting at 9th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Mystic Siphon
Starting at 10th level, when you deal the killing blow to a creature, you can siphon their fleeting mental power to regain a Mystic Energy die.
Hardened Mind
At 11th level, your mind has hardened to the effects of Psionics. You gain resistance to Psychic damage, and you have advantage on Intelligence saving throws.
Reserved Strength
At 20th level, you create a pocket of mental power for yourself to continue fueling your abilities past your normal limit. You have a special Mystic Energy die, which is a d4. You can use this die when you have no other Mystic Energy dice remaining.
This special die can be use an infinite amount of times without being expended, provided the effect requires an action or bonus action, only affects a single target, and only costs 1 Mystic Energy die.
Archetype: Brainiac
Commanders, investigators, knowledge keepers- all accurate descriptions of the Brainiac Mystic. Brainiacs dedicate themselves to learning rather than exploring their mind's destructive power, understanding that at the end of the day, knowledge is the greatest power. Able to think quickly, Brainiacs are often found in positions of power, offering information and guidance.
Synaptic Analysis
Starting at 3rd level when you take this archetype, if you study a creature you can see within 60ft for at least 1 minute, you can learn two of the following pieces of information:
- The creature's AC
- Any resistances, immunities, or vulnerabilities it has
- Any condition immunities it has
- One of its Ability Scores
Alternatively, you can expend 2 Mystic Energy dice to use this feature as an Action.
Psychic Stratagem
Also at 3rd level, you can quickly formulate a plan of attack against an enemy. As a bonus action, choose a creature you can see. The target must make an Intelligence saving throw. On a failed save, you and other creatures of your choice within 60ft have a bonus to attack rolls against that creature equal to your Intelligence modifier until the start of your next turn.
You can use this feature a number of times per day equal to your Intelligence modifier, regaining all expended uses after a long rest.
Knowledge Keeper
At 6th level, your ability to recall and learn information becomes greater than most, gaining the following features:
- You can accurately recall anything you have seen or heard within the past month.
- You gain proficiency in Insight, Investigation, and Perception. If you are already proficient in one or more of these skills, your proficiency bonus is doubled for that skill instead.
- You learn 2 additional languages of your choice.
Predicted Attack
At 14th level, your psionic studying of the battlefield allows you to quickly predict and avoid certain area effects as your enemies conceive them, such as a blue dragon's lightning breath or a Fireball spell.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a Mystic Energy die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Perfected Mind
At 18th level, when you roll for initiative and have no Mystic Energy dice remaining, you regain 4 Mystic Energy dice.
Archetype: Empath
Empath Mystics unlock the full potential of emotions, using their heightened awareness of them to protect those they cherish. They understand individuals on a personal level, whether they be their allies or adversaries. Though their methods and motives may differ, Empaths often embark on adventures and quests with the goal of bettering the world, channeling the emotions within themselves and others to achieve their goals.
Sympathetic Bond
At 3rd level when you take this archetype, your mastery of emotion grants you the ability to link to another through your powerful emotions. As an action, you link your mind with a willing creature within range of your Telepathic Speech through your emotions. While linked in this way, you deeply sense the linked creature's comfort as well as its suffering, you fully understand any strong emotion it feels, and you gain the following benefits:
- When you are healed, you can expend a Mystic Energy die as a reaction to heal the target for the same amount.
- When the target takes damage, you can use your reaction to halve the damage. When you do so, you take the same amount of damage as Psychic damage.
You can only have one creature linked at a time in this way.
You can use this feature a number of times per day equal to your Intelligence modifier, after which you must complete a short or long rest or expend a Mystic Energy die to do so again.
Empathic Sense
Also at 3rd level, you have an uncanny ability to detect the feelings of others. You gain proficiency in Insight. If you are already proficient, you gain proficiency in another skill of your choice.
Additionally, you gain a passive sense of the general emotions present in the area you are in. You might sense a generalized desperation in a ramshackle hospital, grief at a funeral, or calm at a monastery. You also passively know whether any creatures within 30 feet of you that you can see are friendly, indifferent, or hostile towards you. This feature has no effect on Constructs or Undead, unless they possess feelings.
As an action, you can probe the emotions of a creature you can see within range of your Telepathic Speech. The target must make a Charisma saving throw. Constructs, Undead, and creatures with an Intelligence of 5 or lower automatically succeed this save. On a failed save, you learn the target's current emotional state, their level of stress, and their current strongest emotion, if any. Regardless of whether or not you succeed, the creature knows you probed its emotions.
You can probe creatures in this way a number of times per day equal to your Charisma modifier, after which you must complete a long rest or expend a Mystic Energy die to do so again.
Heartfelt Aura
At 6th level, powerful emotions begin to radiate from you, manipulating the world around you in minor ways. You radiate the following effects:
- Aura of Hate. When a hostile creature within 30ft of you is hit by a melee or ranged attack, you can use your reaction to cause it to take additional Psychic damage equal to your Charisma modifier + your Intelligence modifier (minimum of 1 damage).
- Aura of Love. When a friendly creature within 30ft of you is healed, you can use your reaction to grant it additional hit points equal to your Charisma modifier + your Intelligence modifier (minimum of 1 hit point).
Immortal Companionship
At 14th level, the shock of seeing an ally near death breaks your mind, suddenly sending your power spilling out to protect them. As a reaction to a friendly creature you can see being reduced below 0 hit points, you can expend and roll a Mystic Energy die, granting them hit points equal to the result + your Charisma Modifier + your Intelligence modifier.
Once you use this feature, you must complete a short or long rest to do so again.
Sympathetic Aura
At 18th level, the emotions you share through your Sympathetic Bond now grant a fragment of your empathic abilities to the linked creature, granting it one of the following benefits based on your Heartfelt Aura aura:
- Hate. The target deals additional Psychic damage with melee and ranged attacks equal to your Charisma modifier + your Intelligence modifier (minimum of 1).
- Love. When the target is healed, it regains additional hit points equal to your Charisma modifier + your Intelligence modifier (minimum of 1 hit point).
Archetype: Mentalist
Mentalist Mystics hone their minds to master their telepathy. Mentalists use their heightened awareness to link their mind to groups of people at once to control the battlefield from afar- possibly even from miles away. One may not even realize they are fighting a Mentalist with their far reaching psionic abilities. Mentalists often adventure to test their abilities, perhaps as a rite of passage, or to seek creatures they connect with to extend their boons.
Mind Merge
Starting at 3rd level when you take this archetype, you learn to merge your mind with others, creating powerful psychic links between your minds. Over the course of a minute, you can link your mind to a willing creature. You can link your mind to a number of creatures up to your Intelligence modifier. This link lasts until you complete a long rest, until you dismiss it as a bonus action, you fall Unconscious, or you die.
While linked to a creature, you can speak with it telepathically without needing to see it. It counts as using your Telepathic Speech for the purposes of your mystic features and psionic talents, but ignores its range, instead only requiring a linked creature to be on the same plane of existence as you to maintain the connection.
You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Additionally, as an action, you can see through a linked creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the linked creature has. During this time, you are Deafened and Blinded with regard to your own senses.
Heightened Awareness
Also at 3rd level, though your body may sleep, your mind never does. When you take a long rest, you appear asleep, but you aren't considered Unconscious, and you can see and hear as normal.
Brain Bolster
At 6th level, you learn to quickly empower the mind mid-combat to turn the tides of battle. As a bonus action, you grant a willing creature within range of your Telepathic Speech (including possibly yourself) one of the following benefits:
- The target gains temporary hit points equal to 1d10 + your Intelligence modifier.
- You and the target share any special senses either of you have until the start of your next turn. If one of you has further range with a sight, you both use the further range.
You can use this feature a number of times per day equal to your Intelligence modifier, after which you must complete a long rest or expend a Mystic Energy die to do so again.
Mental Adversary
At 14th level, you learn to manipulate the minds of your enemies to impose terrible effects. As an action, you can attempt to command a creature you can see within range of your Telepathic Speech. The target must make an Intelligence saving throw. A creature with an intelligence score of 5 or lower automatically succeeds this save. On a failed save, the target performs one of the following actions of your choice as its reaction:
- The creature moves up to its speed to an unoccupied space of your choice.
- The creature makes one melee or ranged attack against a creature of your choice.
- The creature falls Prone.
You can use this feature a number of times per day equal to your Intelligence modifier, after which you must complete a long rest or expend a Mystic Energy die to do so again.
Aura of Mind Shielding
At 18th level, the fortitude of your mind allows you to manifest a protective barrier against psionics around you. You and all creatures of your choice within 15ft of you gain the following traits:
- You are immune to Psychic damage.
- You cannot be controlled by an effect requiring you to make an Intelligence saving throw.
Additionally, when you use your Brain Bolster feature, you can expend a Psi Point to use it on all creatures within range of this aura.
Archetype: Mind Charlatan
Masters of annoyances, a Mind Charlatan is a Mystic who specializes in trickery and mental thievery. They count on others not knowing their own minds, toying with others using illusions and striking when they least expect. A Mind Charlatan may seek individuals to play tricks on, an equal to challenge themselves, or to find individuals they'd prefer to assist with their abilities.
Idiot's Guide
At 3rd level when you choose this archetype, you learn to use mental manifestations to confuse and deceive others. As an action, you can create a transparent, flat 10-foot-by-10-foot illusory wall at a space within 60ft to direct a creature's movement. This illusion lasts up to a minute, or until you dismiss it as a free action, you fall Unconscious, you die, or you use this feature again.
The wall appears in any orientation you choose. Physical interaction with the wall reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the wall, the creature can discern it is an illusion with a successful Intelligence (Investigation) check against your Psionic save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
If a creature examines the wall, you can expend a Mystic Energy die to force that creature to make its check at disadvantage.
Imaginary Friend
Also at 3rd level, you learn to manifest psionic duplicates of yourself. As a bonus action, you magically manifest a psionic clone of yourself in an unoccupied space you can see within 30 feet of you. Your Imaginary Friend is translucent, solid color duplicate of yourself. It lasts for 1 minute, until it is destroyed, until you dismiss it as a bonus action, until someone casts Dispel Magic on it, or until you become incapacitated or die.
Your Imaginary Friend has AC 14 + your proficiency bonus, a number of hit points equal to three times your Proficiency Bonus, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. If your Imaginary Friend is ever more than 60 feet from you at the end of your turn, it is destroyed.
As a bonus action on your turn, you can mentally command your Imaginary Friend to move up to 30 feet in any direction. When you take the Attack action on your turn, any attack you make with that action can originate from you or your Imaginary Friend. You make this choice for each attack. When a creature moves more than 5ft away from your Imaginary Friend, you can use your reaction to make an opportunity attack as if you were in your Imaginary Friend's space.
Once you summon an imaginary friend, you can't do so again until you finish a short or long rest, unless you expend a Mystic Energy die to conjure it again.
Not It!
At 6th level, your mental trickery makes it tough for your enemies to tell you and your psionic clone apart, made tougher by your latest manipulative powers. As a reaction to taking damage, you can instantly change places with your imaginary friend, which takes the damage instead of you.
Yoink
At 14th level, you learn to steal the mental effort passively used by others to fuel your abilities. At the start of your turn when a creature you can see within range of your Telepathic Speech is concentrating on a spell or other magical effect, you can use your action to attempt to steal that power. The target must make an Intelligence saving throw. On a failed save, expend and roll a Mystic Energy die. The target takes Psychic damage equal to the result, and you gain one of the following benefits:
- You gain 1 Psi Point.
- You gain 2 Mystic Energy dice.
- You gain temporary hit points equal to your mystic level + your Intelligence modifier.
Once you use this feature, you must complete a short or long rest to do so again.
Imaginary Friend Group
At 18th level, you learn to use your Imaginary Friend in new ways:
- You can create a number of Imaginary Friends between rests equal to your proficiency bonus.
- Your Imaginary Friend produces the effects of your Telepathic Speech as if you were in their space.
Mystic Chaos
When a Mystic's mind breaks, their abilities go haywire. It becomes a laborious task to control their own minds, enough to where some simply allow themselves to let their chaotic thoughts spill out into the world. The drive of a Mystic Chaos is difficult to pin down, for they themselves often end up falling into chaos. And for the Mystic Chaos that can maintain themselves long enough, great psionic power awaits.
Chaotic Mind
At 3rd level when you take this archetype, your grasp on your psionics begins to slip, beginning producing random potent effects. Each time you would expend a Mystic Energy die, roll a d20. If the result is a 1, a random effect on the Mystic Chaos table occurs.
If the effect is a spell, it is too wild to be affected by the Sorcerer's Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Broken Limit
Also at 3rd level, the breaking of your mind breaks its natural limits. You gain 2 additional psionic talents, which don't count towards the number of psionic talents you know, as well as 1 additional Psi Point.
Accelerated Adaptation
At 6th level, your strange psionic ability allows you to trick your mind into altering your body's defenses to better deal with threats. As a reaction to taking damage, you can roll but not expend a Mystic Energy die and reduce the damage by twice the amount rolled + your Intelligence modifier. When you do so, you roll on the Mystic Chaos table each time you expend a Mystic Energy die for the next minute.
Once you use this feature, you must finish a short or long rest before to do so again.
Controlled Chaos
At 14th level, you gain a modicum of control over your wild psionics. Whenever you roll on the Mystic Chaos table, you can roll twice and use either number.
Additionally, when you roll Psychic damage, when you roll a 1, you can reroll the die. You must use the new roll.
Mass Madness
Beginning at 18th level, you can cause a powerful surge of mental chaos. As an action, choose one creature you can see within range of your telepathic speech. That creature must succeed an Intelligence saving throw. On a failed save, each effect on the Mystic Chaos table occurs centered on that creature.
Once you use this feature, you must complete a long rest to do so again.
Mystic Chaos
d20 | Effect |
---|---|
1-2 | You become hidden from the perception of others, gaining the benefits of the Invisibility spell. |
2-3 | Every creature within a 60ft radius of you (including yourself) must make a DC 14 Wisdom saving throw or begin dancing uncontrollably for 1 turn. |
4-5 | You gain a +2 bonus to your AC for the next minute, as a psionic shield wraps around you. |
5-6 | An orb of charged psionic energy appears at your feet. At the start of your next turn the orb explodes, and any creatures within 10ft of it take 2d10 Psychic damage. |
7-8 | You suddenly learn the ability scores of a creature you can see, as if by a sudden and intense memory you did not previously have. |
9-10 | A sudden madness strikes you. You must succeed a DC 15 Wisdom saving throw or become Frightened of all creatures you can currently see for 1d4 turns. |
11-12 | Your reaction time is heightened, giving you 2 reactions for the next minute. You can only use 1 reaction per trigger. |
13-14 | You've forgotten everything you know about angles. For the next minute, you can only move in straight lines. |
15-16 | You gain the benefits of the Jump spell. |
17-18 | You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know. This effect lasts until you complete a long rest. |
19-20 | You cast the Silence spell centered on yourself, without expending a spell slot or material components. |
Archetype: Telekineticist
Kinetic Shove
Starting at 3rd level when you take this archetype, you can attempt to shove a creature or an object not being worn or carried with your psionics as an action. If the target is a creature, it must make a Constitution saving throw. Creatures that are Huge or larger have advantage on this save. On a failed save, the creature or object is moved up to 30ft in a direction of your choice (including up or down). If the target is an item small enough to fit in your hand, you can call it to your hand.
Alternatively, you can propel an item you are holding with Psionic force to attack from range. When you do so, roll a Psionic attack against a target within 120ft. On a hit, roll but don't expend a Mystic Energy die. The target and the object takes Force damage equal to the result.
You can use this feature a number of times per day equal to your Intelligence modifier, after which you must complete a long rest or expend a Mystic Energy die to do so again.
Vortex Shield
Also at 3rd level, as a reaction to being hit by a ranged weapon attack, you can project a swirling vortex of psionic energy to catch the projectile. When you do so, expend and roll a Mystic Energy die. The damage you take from the attack is reduced by the result + your Intelligence modifier + your mystic level.
If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can expend a Mystic Energy die to make a ranged Psionic attack with a range of 120 feet using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Propelled Strike
Starting at 6th level, you learn to propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it, you can expend and roll a Mystic Energy die to deal an additional amount of Force damage to the target equal to the amount rolled + your Intelligence modifier.
Additionally, when you hit a creature with an attack, you can force the target to make a Dexterity saving throw or be launched 10ft away from you.
Shield of Force
At 14th level, you can shield yourself and others with telekinetic force. As an action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has half cover for 1 minute, or until you're incapacitated or you die. This effect does not stack.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Mystic Energy die to do so again.
Telekinetic Body
At 18th level, your mastery of telekinetics has manifested in permanent changes to your body. You gain the following traits:
- You have a fly speed equal to your walking speed.
- At the start of your turns, you gain temporary hit points equal to twice your Intelligence modifier (minimum of 0).
- When you use your Propelled Strike, you roll two Mystic Energy dice instead of one. You don't expend the additional die.
Psionic Talents
If a psionic talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Ability Drain
(Prerequisite: 15th level, Intelligence of 20 or higher)
As an action, you can expend 5 Mystic Energy dice to attempt to cripple the mind of a creature you can see within 30ft. The target must then make an Intelligence saving throw. On a failed save, one of that creature's ability scores of your choice is reduced by 2. This reduction cannot stack, and lasts until they complete a short or long rest.
Ability Suppression
As an action, you can expend a Mystic Energy die to weaken the mind of a creature, casting the Hex spell.
Aerial Recovery
(Prerequisite: 3rd Level)
While Prone, you can expend a Mystic Energy die as a bonus action to stand instead of using half your movement, propelling yourself with telekinetic force. When you do so, a gust of telekinetic power rushes from under you. All creatures within 5ft of you must make a Dexterity saving throw. Roll but don't expend a Mystic Energy die. On a failed save, creatures take Force damage equal to the result and are launched 5ft away. On a successful save, creatures take half that damage and are not launched.
Amp: When you use this talent, you can expend a Psi Point to launch creatures 15ft away from you, instead of 5ft.
Aspect of Curiosity
(Prerequisite: 3rd level, Empath or Mind Charlatan Archetype)
As an action, you can expend a Mystic Energy die to create an illusory mote of pure curiosity at an unoccupied space within 30ft, which lasts until the start of your next turn. Creatures that can see the illusion must make a Wisdom saving throw. Creature immune to being Charmed automatically succeed this save. On a failed save, creatures are compelled to move as close as possible to the illusion on their turn. Creatures won't move towards an obviously dangerous position, such as walking off a cliff or falling into lava.
Aspect of Hope
(Prerequisite: 3rd level, Empath Archetype)
As a bonus action, you can expend and roll a Mystic Energy die to send a wave of hope over the mind of a creature within range of your Telepathic speech, giving them temporary hit points equal to the result + your Charisma modifier.
Aura of Mental Acuity
(Prerequisite: 9th level)
As an action, you can expend a Mystic Energy die to instantly use your Mind Sanctuary feature on a number of creatures of your choice within 30ft of you equal to twice your Intelligence modifier (minimum of 1 creature).
Bottle Hatred
(Prerequisite: 3rd level, Empath Archetype)
As an action, you cast the Calm Emotions spell.
Amp: By expending a Psi Point, you can cause a creature affected by this spell to also become Charmed by you.
Brain Rot
(Prerequisite: 3rd level)
As an action, you can expend a Mystic Energy die to attempt to Poison the minds of others with nonsensical thoughts. Creatures within a 15ft cube in front of you must make a Wisdom saving throw. On a failed save, creatures take 2d6 Poison damage and are Poisoned until the end of your next turn. On a success, creatures take half that damage and are not Poisoned.
Amp: When you use this talent, you can expend a Psi Point to deal maximum damage, instead of rolling.
Concentrated Blast
(Prerequisite: 5th level)
As a reaction to a creature you can see within range of your Telepathic Speech casting a spell, you can expend a Mystic Energy die to overload their mind with random thoughts, casting the Counterspell spell.
Amp: When you use this talent, you can expend 2 Psi Points to roll the check for Counterspell at advantage.
Counterthought
(Prerequisite: 7th level, Intelligence of 16 or higher)
As a reaction to a creature within range of your Telepathic Speech attempting to use a psionic talent or other mental effect, you expend a Mystic Energy die to attempt to fill their mind with distracting nonsense to counter their attack. The target must make an Ingelligence saving throw. On a failed save, its attack fails.
Desperate Brainstorm
(Prerequisite: 7th level)
When you attempt an attack roll, ability check, saving throw, you can attempt to force yourself to succeed. Expend and roll a Mystic Energy. You gain a bonus to the roll equal to the result.
Dream Home
(Prerequisite: 13th Level)
Over the course of a minute, you can expend 2 Mystic Energy dice to cast the Magnificent Mansion spell.
Dream Eater
(Prerequisite: 17th Level, Intelligence of 18 or higher)
You attempt to consume the psychic energy from a creature's dreams. Make a Psionic attack against an Unconscious creature. On a hit, you regain 2 Mystic Energy die, and the target's highest ability score is reduced by 2. This reduction lasts until the creature completes a long rest.
Once a creature is affected by this ability, it is immune to its effects until it completes a long rest.
Energy Transfer
(Prerequisite: 3rd level)
As a bonus action, you telepathically transfer your mental energy to a creature within 30ft, giving them a Mystic Energy die. To be eligible, the target must have at least 1 level in Mystic.
Eyes of Regret
(Prerequisite: 3rd level, Empath Archetype, Charisma of 14 or higher)
As a reaction to taking damage from a creature you can see within range of your Telepathic Speech, you can expend 1 Mystic Energy dice to attempt to fill your attacker's mind with intense regret. The target must make a Charisma saving throw. On a failed save, the creature can't make any more attacks regardless of features or spells, and can't cast spells that would deal damage.
Once you use this talent, you must complete a short rest to do so again.
Forced Adrenaline
(Prerequisite: 5th Level)
By expending 2 Mystic Energy dice as an action, you force the mind of a willing creature within range of your Telepathic Speech to produce excess adrenaline, casting the Haste spell.
Amp: When you use this talent, you can expend 2 Psi Points to use this talent on two creatures at once, concentrating on both effects as if they were a single effect.
Gaslight Reality
(Prerequisite: 9th level, Mind Charlatan Archetype)
When you would make a Strength, Dexterity, Constitution, Wisdom, or Charisma saving throw, you can expend a Mystic Energy die to make an Intelligence saving throw instead.
Gatekeep
(Prerequisite: 11th level, Mind Charlatan Archetype)
As a reaction to a creature attempting to move, you can expend 2 Mystic Energy dice to create an illusory cage around it, casting the Mental Prison spell.
Once you use this talent, you must complete a long rest to do so again.
Guiding Mind
(Prerequisite: 3rd level, Brainiac Archetype)
You can guide the minds of others. As an action, you cast the Guidance spell.
Hive Conductor
(Prerequisite: 9th level, Mentalist or Brainiac Archetype)
When you roll initiative, you and one willing creature within range of your Telepathic Speech can choose to swap your initiative rolls. You can do so after you know the result of the die, but before combat begins.
Hive Benefactor
(Prerequisite: 5th level, Mentalist Archetype)
When you choose to end a link created by your Mind Merge feature as a bonus action, you can expend a Mystic Energy die to regain 2d6 hit points.
Amp: When you use this talent, you can expend a Psi Point to gain an additional 2d6 hit points.
Immortal Will
(Prerequisite: 15th Level, Intelligence of 20 or higher)
You can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can expend a Mystic Energy die to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.
Once you use this talent, you must complete a long rest to do so again.
Amp: Alternatively, you can expend 5 Psi Points to return to life at your maximum hit points.
Instill Fear
(Prerequisite: 5th Level, Empath or Mind Charlatan Archetype)
By expending a Mystic Energy die as an action, you attempt to force a powerful sense of fear into a creature you can see. The target must make a Wisdom saving throw. On a failed save, the target becomes Frightened of you and must move away from you on its turns for the next minute.
Creatures repeat this save at the end of their turns, ending the effect on a success.
Amp: When you use this talent, you can expend 2 Psi Points to force the target to make its initial save at disadvantage.
Interplanar Dream
(Prerequisite: 13th Level, Intelligence of 18 or higher)
By expending 2 Mystic Energy dice as an action, you and and up to eight willing creatures within 5ft fall into a 1 minute slumber, becoming Unconscious until the effect is complete. Unless you take damage in this state or the slumber is otherwise interrupted, you cast Plane Shift.
Once you use this talent, you must complete a long rest to do so again.
Amp: When you use this talent, you can expend 3 Psi Points to instantaneously dream of the new plane, using this talent as an Action.
In Your Head
(Prerequisite: 3rd level)
By expending a Mystic Energy die as an action, you can attempt to trick a target into a course of action, casting the Suggestion spell.
Amp: When you use this talent, you can expend 2 Psi Points to force the target to make its initial save at disadvantage.
Levitation
(Prerequisite: 5th Level)
As an action, you expend a Mystic Energy die and gain a fly speed equal to your walking speed for the next minute.
Amp: When you use this talent, you can expend a Psi Point to extend this benefit to a number of creatures equal to your Intelligence modifier (minimum of 1 creature).
Mental Jolt
When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can expend a Mystic Energy die as a reaction to reroll the save. You must use the new roll.
Migrane Beam
As an action, you make a Psionic attack against one creature you can see within 60 feet of you. On a hit, the target takes 2d6 Psychic damage.
This talent’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Mind Blast
(Prerequisites: 9th level; Intelligence of 18 or higher).
As an action, you expend and roll a Mystic Energy die and unleash a blast of mind-numbing energy in a 15ft cone. All creatures within this zone must make an Intelligence saving throw. A creature with an intelligence score of 5 or lower automatically succeeds this save. On a failed save, creatures take Psychic damage equal to the amount rolled and becomes Partially Paralyzed until the start of your next turn. On a successful save, creatures takes half that damage and are not Stunned.
Amp: When you use this talent, you can expend a Psi Point to double the result of your damage roll.
Mystic Charm
As a reaction to taking damage from a creature within 30 feet, you can expend a Mystic Energy die to attempt to beguile your attacker. The target must succeed on a Charisma saving throw or be Charmed by you until the start of your next turn.
Protective Field
(Prerequisite: 5th Level, Telekineticist Archetype)
Your psionic ability has manifested a projective field around you. When a creature within 30 feet of you takes damage (including possibly yourself), you can expend and roll a Mystic Energy die, reducing the damage dealt by an amount equal to the result + your Intelligence modifier.
Psionic Retort
As a reaction to a friendly creature (including possibly yourself) within 30ft taking damage by another creature within 30ft, you can expend a Mystic Energy die and retaliate against the attacker with a psionic attack, dealing 2d6 Psychic damage on a hit.
Psychic Mine
As a bonus action, you charge a 5ft cube within 60ft with psionic energy, which remains charged up to a minute, or until you dismiss it as a free action. This effect cannot stack.
While you have at least one of these charges, you can expend a Mystic Energy die as an action to detonate all your psychic charges you have placed in this way. Any creatures within the charges' area must make an Intelligence saving throw, taking 1d6 Psychic damage on a failed save, or half as much on a success.
Psychic Tripwire
As an action, you can expend a Mystic Energy die to radiate a 10ft radius aura of violent psychic energy around you for the next minute. While you are conscious, if a creature attacks you within this aura, you can retaliate with your psionics as a reaction, causing that creature to take 1d6 Psychic damage.
Replicate Spell
(Prerequisites: 9th level, Intelligence of 16 or higher, Brainiac Archetype)
As a reaction to a creature within 60ft casting a spell of 5th level or lower, you can expend a number of Mystic Energy dice equal to the level of the spell to cast the same spell. Cantrips are considered Level 1 for this talent.
To be eligible, the spell must have a casting time of 1 action, and must be incapable of targeting more than one creature at the spell's current level.
Sensory Manipulation
You can attempt to momentarily block or excite a sensory function of the mind of a creature. As a reaction to a creature within range of your Telepathic Speech making an ability check, you expend and roll a Mystic Energy die and attempt to either reduce or increase the result by the amount rolled.
When you do so, the target must make a Charisma saving throw to resist the effects. A creature can willingly fail this save. Regardless of whether it saves or fails, the creature knows that you manipulated it.
Scatterbrain
(Prerequisite: 5th Level; Mystic Chaos Archetype)
By expending a Mystic Energy die as an action, you focus your chaotic psionics into a creature's mind and attempt to muddle it to match yours. The target must make an Intelligence saving throw. A creature with an intelligence score of 2 or lower automatically succeeds this save. On a failed save, the creature becomes Stunned for the next minute and can't move, as their synaptic signals suddenly turn to chaos. The stun ends when the target takes damage or is targeted by a spell or other magical effect.
Creatures can repeat this save at the end of their turns, ending the effect on a successful save.
Amp: When you use this talent, you can expend 2 Psi Points to force the target to make its initial save at disadvantage.
Slow Field
(Prerequisite: 5th Level, Intelligence of 16 or higher)
By expending a Mystic Energy die as an action, you create a 15ft cube of slowed gravity at a point within 60ft. Creatures within this zone gain a 10ft flying speed, and lose all other movement options until it leaves the zone. If a creature within that zone already has a flying speed, it is instead reduced to a 10ft flying speed in this zone.
Liquids that enter this zone become fixed in space at the point of contact.
You must concentrate on this effect as if concentrating on a spell.
This zone lasts for 1 minute, or until you dismiss it as a free action, you fall Unconscious, or you die.
Spatial Trickster
(Prerequisite: 13th level)
You shift the world around you with your mind. As an action, you expend 2 Mystic Energy dice and cast the Far Step spell, requiring no spell slot.
Amp: Alternatively, you can expend 3 Psi Points to cast the Teleport spell.
Strained Thoughts
(Prerequisite: Intelligence 12 or higher)
When you are out of Mystic Energy dice, you can use an action to strain your mind, grasping for just a little more power. You gain a number of Mystic Energy dice equal to half your Ingelligence modifier (rounded up, minimum of 1 die).
Once you use this talent, you must complete a long rest to do so again.
Strength of Mind
(Prerequisite: 5th Level; Mind Charlatan Archetype)
You use your psionic energy to alter your body's defenses to better deal with threats. When you complete a short or long rest, you can expend 3 Mystic Energy dice to replace your proficiency in Wisdom saving throws. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Superior Telepathy
(Prerequisite: 7th level)
Over the course of a minute, you expend 2 Mystic Energy dice and extend the range of your Telepathic Speech to 120ft for the next hour.
Amp: When you use this talent, you can expend 2 Psi Points to instead increase the range of your Telepathic Speech to 300ft.
Telekinetic Stride
(Prerequisite: 5th Level; Telekineticist Archetype)
As an action, you expend a Mystic Energy die to create a telekinetic field around you, which lasts until the end of your next turn.
When you move within 5ft of a creature with this field active, it must make a Dexterity saving throw. On a failed save, creatures take 1d6 Force damage and are pushed 10ft away from you. On a successful save, creatures take half that damage and are not pushed. A creature can only be affected by this talent once per turn.
Amp: When you activate this talent, you can expend a Psi Point to increase the distance you launch creatures to 30ft.
Whispers on the Wind
(Prerequisite: 3rd Level)
By expending a Mystic Energy die as an action, you cast the Detect Thoughts spell.
Amp: When you attempt to probe a creature's thoughts with this spell, you can expend 2 Psi Points to force the target to make its initial save at disadvantage.
Wrathful Gaze
(Prerequisite: 5th Level, Empath Archetype)
By expending a Mystic Energy die as an action, you attempt to force a powerful sense of anger and hatred into a creature you can see. The target must make a Wisdom saving throw. A creature automatically succeeds if it is immune to being Charmed. On a failed save, the target immediately makes a melee attack as its reaction against a creature within 5ft of your choice.
Amp: When you use this talent, you can expend Psi Points to use it on additional creatures of your choice, expending 1 Psi Point per additional creature.
Credits
This class is a reimagining of the Mystic class from 5th Edition Dungeons and Dragons. All credit for the concept of the class goes to Wizards of the Coast and everyone else involved in the making of that system.
Other inspirations include:
- The Empath Class on DnD Wiki
- The Empath v1.5 by Bamstacks
None of this art is my own, and I do not claim credit for any of it. The original source of the art as I found it is linked on the page the art is located in this document. If I used your art and found it posted by someone else who may have posted it without your consent, I apologize.
Collaborators and Creators on this Project
- Evan | Discord: @esteban_7581
- Max | Discord: @world_tnt