The Mystic (reimagined) A 5e compatible class by dan leighton

Mystic The crazed yapping of the vicious gnolls grows closer as the small band of mercenaries steady their defence, fearing this may be their last stand. One of the men foolishly steps forward. Suddenly, a gnoll behind the flind pack lord thrusts his rusted sword into the back of his leader. The confused rabble start to break without command and then flee in terror while the calm, elven court administrator returns back to the shocked hired muscle. The gladiatorial arena lets out a sigh of disappointment as a small halfling with a dagger is pushed out in front of the three orcs. In a flash of lights and a matter of seconds, the captive supernaturally changes location multiple times as the dagger whizzes through small glowing disks and strikes all of the brutes. Not a single orc blade draws blood as they slump to the floor, perforated by knife wounds. The thugs chase the tiefling urchin down the back alleys, knowing full well that it leads to a dead end. As they turn the corner, they are met by a whirlwind of flying glass, splintered wood and rocks. Standing there in surprise, they have no time to react before the shards starts to hurtle towards them. In the midst of the maelstrom stands the tiefling, smiling grimly as he points a finger at one of the thugs. There is an explosion of viscera as the man turns to atoms. These heroes are all mystics; practitioners of a strange form of power. Mystics are masters of self, exploring the full potential of their minds and restructuring their psyches to harness supernatural powers. Psionic power is a rarity in most worlds of D&D and those who develop psychic powers are often try to hide them. Using their inner, psychic strength, mystics can read minds, fade into invisibility, and seize control of the physical world to bend it to their will. What is Psionic Power? Psionic power comes from an attunement of mind to the inherent flow of the universe. Scholarly debate rages about where psionic flow comes from but many believe that it is the background thought energy left by the Creator gods. This trace power is largely imperceptible to the majority of beings but the rare few gain glimpses of it as their thoughts intertwine with the psionic flow. This could be due to the proximity to a focal point of Psionic power at birth, the actions of some psionic being or an abnormal neural alignment. To deepen one's understanding of such mysterious power can often lead to madness, but those skilled or lucky enough to extend their minds into the psionic flow of reality may unlock unimaginable capabilities. The most common primary psionic abilities that first exhibit are telepathy, telekinesis and teleportation; although others do exist. As such, those that achieve the status of a mystic are often eccentric, secretive and anti-social individuals cut off from normality. When mystics finally master their power, they may return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world. Hermits and Outcasts Exploring one’s understanding and harnessing true psionic potential can usually only be achieved by following the arduous tutelage of a master mystic but there are the few who discover their greater power through sheer devotion of energy and time. In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun interaction and typically live as hermits at the edge of society or as devotees in secret temples. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight. This process of inward reflection and mental training can be exhaustive, demoralising and even futile for some. Eccentric Minds In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp and to prevent themselves from falling into a catatonic state of permanent mind dwelling. These practices are reflected in quirks; strange little behaviors that govern a mystic’s actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their capabilities. These can also be tells of mystic power to those who know how to identify them. While these quirks are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home. Selecting Quirks To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. 1

Mystic Quirks d12 Quirk 1 You pluck your own body hair 2 You refuse to wear clothes of a specific color and ask that others do the same 3 You never wear footwear 4 You always wear a mask 5 You never sit on a chair, preferring to stand or sit on the floor 6 You sleep on bare earth 7 You never immerse yourself in water 8 You never consume alcohol 9 You wear a veil to conceal your face 10 You tightly wind a cloth around your thigh each morning 11 You consume only water and raw vegetables 12 You often speak to an imaginary companion, and act only with its blessing

Creating a Mystic When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?

Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation? Quick Build You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background. Class Features As a mystic, you gain the following class features Hit Points Hit Dice: 1d6 per mystic level

1d6 per mystic level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mystic level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None















































Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion.

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

Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion. You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a quarterstaff

(a) a sling or (b) 10 darts

(a) a scholar's pack or (b) an explorer's pack

Leather armor, a dagger and a precious gem worth 10gp Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook. Psionic Power Your psionic power stems from a mastery of mental capacity and focus. It grants abilities that stem from the psionic flow and are best explained as follows: Of Flow and Weave - A trained mystic can use his or her connection to the psionic flow to tap into the magical weave, as a spellcaster does. As such, a mystic can access the weave to cast spells on the mystic spell list.

Disciplines of Psionics - Mystics train their minds to an unprecedented degree and as such can draw upon the flow of Psionic energy to create effects that match or are even beyond many arcane experts. These represent abilities that mystics have trained their mind specifically for so that it is almost second nature to them. These are known as disciplines. 2

The Mystic Level Proficiency Bonus Features Cantrips Known Psi Points Psi Point Limit Universal Disciplines Known 1st +2 Psionic Power, Mystic Order 4 3 2 — 2nd +2 Mystic Talent, Mental Strength 4 5 2 — 3rd +2 Universal Disciplines 4 6 3 2 4th +2 Ability Score Improvement 4 7 3 2 5th +3 — 5 8 4 3 6th +3 Mystic Order Feature 5 9 4 3 7th +3 — 5 10 5 4 8th +3 Ability Score Improvement 5 11 5 4 9th +4 — 5 12 6 5 10th +4 Mystic Order Feature 6 14 6 5 11th +4 Psionic Mastery (6th-level) 6 15 6 5 12th +4 Ability Score Improvement 6 16 6 6 13th +5 Psionic Mastery (7th-level) 6 16 6 6 14th +5 Psionic Entity 6 17 6 6 15th +5 Psionic Mastery (8th-level) 6 17 6 7 16th +5 Ability Score Improvement 6 18 6 7 17th +6 Psionic Mastery (9th-level) 6 18 6 7 18th +6 Mystic Order Feature 6 19 6 8 19th +6 Ability Score Improvement 6 19 6 8 20th +6 Psionic Avatar 6 19 6 8 A discipline is enacted rather than cast; however, it performs in the same way to a spell and arcane casters may be able to dispel or counterspell such effects through the intwined aspect of the flow and weave. In order to do this a caster must make a spellcasting ability check regardless of the level of spell or discipline and the DC equals 10 + the number of Psi points spent. See chapter 10 of the Player's Handbook for the general rules on spellcasting. Cantrips At 1st level, you know four 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. Using a cantrip does not cost Psi points.



Additionally, a mystic has the following modifications to cantrips if they know them: Mage Hand: You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.

Message : You don’t need to point toward the target or whisper your message out loud. The target does not need to know the same language as you to understand you or to reply. Casting the spell is a bonus action for you. Preparing and Casting Spells or Enacting Disciplines The Mystic class table shows how many Psi points you have to enact your disciplines and to cast your mystic spells of 1st level and higher. To cast one of these spells, you must expend a Psi point to start the casting and then an additional number of Psi points to match the spell’s level or higher. To enact a discipline, you may expend a number of Psi points equal to the level of the discipline or higher. You may never exceed your Psi point limit on any spell or discipline. You regain all expended Psi points when you finish a short or 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 + half your mystic level (rounded up). The spells must be of a level one less or lower than your Psi point limit. 3

For example, if you are a 3rd-level mystic, you have 6 Psi points and a Psi point limit of 3. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it at 1st-level using 2 Psi points or at 2nd-level using 3 Psi points. Casting the spell doesn’t remove it from your list of prepared spells. You can 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 and Discipline Ability Intelligence is your spellcasting and discipline ability, since you have learnt to focus your mind to create neural pathways that access your psionic abilities. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or spell and when making an attack roll with either. Spell or Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier



Spell or Discipline attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a mystic spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus Your mind is your spellcasting focus and as long as a material component has no listed value, you may ignore it - along with the verbal components - when casting your mystic spells. However, if a spell does have a listed cost for material components you may use a precious gem of equal value to the cost as your spellcasting focus. The gem then shatters and is destroyed if the material components of the spell are consumed in the spell description. Mystic Orders Choose a Mystic Order, which describes the secretive collective of individuals who share your form of psionic power. The Mystic Orders available are The Order of the Awakened, The Order of the Nomad and The Order of Matter; which are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 10th and 18th level. Mystic Order Disciplines Each Mystic Order has a list of spells — its Mystic Order Disciplines — that you gain at the Mystic levels noted in the order description. Once you gain a spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a mystic order spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you. These spells operate as disciplines rather than spells in regard to how they are cast; meaning that no additional Psi point beyond the spell’s level needs to be expended in order to connect to the magical weave. For example, a mystic of the Order of the Awakened may cast the spell charm person as a 1st-level spell at a cost of 1 Psi point, whereas a mystic of a different order would have to expend 2 Psi points. Specialist Mystic Order Discipline In addition to their Mystic Order Spells, a mystic starts with a specialist discipline at 1st level. These are the first disciplines that a mystic will learn in their order and are tied to that mystic's form of Psionic power. Mystic Talents Through their growing control of psychic power, a mystic develops a familiarity with an element of the Psionic flow. At 2nd level, a mystic chooses one of the following features: Psionic Investigation - You gain proficiency in the Investigation skill, and your proficiency bonus is doubled when using this skill. Additionally, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a spell), 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 are able to locate the object if it is within 1000 feet of you for the next 24 hours.

Far Knowledge - You gain proficiency in any skill you are not already proficient in as well as a language and tool of your choice. You may change these choices at the end of each long rest.

Mental Read - You gain proficiency in the Insight skill and your proficiency bonus is doubled when using this skill. Additionally, whilst communicating with a creature, you may use this skill to determine a creature's mental or emotional state and determine the object or creature that has had the greatest impact on that state within the past 24 hours. When you do this, you receive a fleeting mental image of the object or creature unless it has been protected by forms of divination magic. Mental Strength Starting at 2nd level, your strength of mind and connection with the flow allows you to shrug of psychic attacks that could kill lesser beings. You gain resistance to psychic damage as a benefit of this feature. Additionally, when you fail a saving throw against a charm or fear condition effect, you may expend one Psi point as a reaction to make the saving throw roll again. You must use the new roll and may only use this feature once for a saving throw. Universal Psionic Disciplines Beginning at 3rd level, a mystic's powerful link to the psionic flow allows them to develop broader abilities as their mental control and prowess develops. Unlike the psionic disciplines that are only learned through their Mystic Order, the universal Psionic disciplines are accessible to any psionic practitioner of the prerequisite level. A mystic may develop a new discipline through rigorous exercise of their mental prowess and may even choose to forego one discipline in favour of another, retraining their neural network. A mystic may change any number of universal Disciplines as she gains a level in this class. 4

Psionic Mastery By 11th level your ever growing control of your own mind and its link to the psionic flow allows you to tap into the most powerful levels of the magical weave. At the end of a long rest, choose one 6th-level spell from the mystic spell list as your mastery. This spell is prepared for the day but does not count against the number of spells you can prepare. You can cast your psionic mastery spell once without expending any Psi points. You must finish a long rest before you can do so again. At higher levels, you gain more mystic spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Psionic Mastery when you finish a long rest. You may change the spell you prepare for each level with this feature at the end of a long rest. Psionic Entity Starting at 14th level, you can use your action to transform your body into pure psionic energy. When you do so, you gain the following features for 1 minute: You may add a d4 to all saving throws that you make.

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

You have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain. (You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled.) You can use this feature once before requiring a short or long rest before being able to use it again. Psionic Avatar At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is permanently infused with psionic energy. You gain the following benefits: If you roll for initiative and have no Psi points remaining, you can regain 8 Psi points as a bonus action on your first turn of combat.

You no longer age.

You are immune to disease, poison damage, and the poisoned condition.

If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. Mystic Orders When Psionic abilities first manifest, they take on a certain identity. Those attuned to the same facet of the psionic flow of the universe become aware of a new practitioner and often seek them out to join the mystical orders that seek to expand their Psionic power further. At 1st level, you choose a Mystic Order: the Order of the Awakened, who hone their telepathic abilities to dominate those around them; the Order of the Nomad, who boldly seek to expand their horizons through exploring the planes and creating spatial tears through teleportation and portals; and the Order of Matter, who push their destructive telekinetic powers to control the very material around them. Other Orders are said to exist across the multiverse but the reclusive nature of mystic's themselves means knowledge of them are few and far between. Descriptions of each of these known orders is detailed at the end of the class description. Each order specializes in a specific approach to psionics and as such has a set of abilities and disciplines available to it beyond the mystic spell list. Order of the Awakened Mystics dedicated to the principles of the Order of the Awakened train their minds to connect to the mental frequency of other beings. By reading the psychic flow that exudes from any sentient being, an Awakened mystic can subtly change the flow to communicate telepathically, alter thoughts or even dominate their very actions. Awakened mystics can be found anywhere where political power may lie, as they seek to exert their influence on the world around them - possibly towards some unknown objective of the order. Awakened mystics will often attempt to hide their true identity and may appear as an ordinary courtier or reputable merchant - yet they may retain a noticeable emotional distance from other folk. They are secretive and strive towards mysterious goals for their order. Those aware of mystics worry about the destruction a kineticist might cause or the infiltration by a Nomad, but they truly fear what an Awakened is capable of doing or even making them do. Order of the Awakened Disciplines Mystic Level Spell 1st Tasha's hideous laughter 3rd detect thoughts 5th enemies abound 7th compulsion 9th modify memory

Awakened Specialist Discipline

Discipline of Debilitation Enacting Time: 1 reaction

1 reaction Range: 60 feet

60 feet

Duration: Immediate When you or a creature within 60 feet of you makes a saving throw, you use your reaction to decrease or increase the roll by an amount equal to twice the number of Psi points you expend on this discipline. 5

True telepathy Starting at 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you as a free action. 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. Mind Meld From 1st level, whilst communicating with a creature, you may use your bonus action to telepathically invade the creature's mind. The creature must make an Intelligence saving throw against your DC. On a success, they may suspect something is amiss. On a fail, you can discover one of the following: the Intelligence or Wisdom save bonus of the creature

any resistances or immunities to damage types or conditions of the target

a flaw of the target's personality the most valuable item currently in their possession (in their opinion) Aura of Dominance From 6th level, any creature with an Intelligence ability score less than 8 and is within 10ft of you is absorbed by the psionic dominance that you exude. Any such creature has disadvantage on attack rolls against you and you have advantage on charisma checks against them. Any creature immune to the charmed condition can not be affected by this feature. At 10th level, creatures with an Intelligence score less than 10 are affected. At 14th level, creatures with an Intelligence ability score less than 12 are affected. At 18th level, creatures with an ability score less than 14 are affected. Psionic Surge Beginning at 10th level, you can overload your psychic abilities to batter down an opponent’s defenses. As a bonus action, you can expend Psi points to impose disadvantage on a target’s saving throw against a Mystic spell or Discipline that you cast or enacted with your action on this turn. The cost is half the level at which the spell was cast, rounded down. For example, to impose disadvantage on a saving throw against a 5th level hold monster spell, it would cost 2 Psi points. Mind Manipulation At 18th level, your telepathic skill and control of thought allows you to manipulate the mental processes of creatures. Creatures that do not have legendary actions and who would normally be immune to the sleep, fear and charmed conditions now only receive advantage on their saving throws. In addition to this, you gain the ability to directly target the thoughts of one creature. As an action, you expend 6 Psi points to invade their mind with your telepathic override. If you have been conversing with the target, the Psi point cost decreases by 1 for every two minutes of conversation. The target creature must make a Wisdom saving throw to resist your intrusion. On a success, the creature repels your attempt and becomes aware that you have tried to influence it. On a fail you may choose one of the following effects: Inception - You plant a thought in their mind that radically alters their view of something. This could be the idea to sell their business to a rival or even to change their opinion of someone. This may not break a creature’s bond or change their goal but may alter how they approach it.

- You plant a thought in their mind that radically alters their view of something. This could be the idea to sell their business to a rival or even to change their opinion of someone. This may not break a creature’s bond or change their goal but may alter how they approach it. Shutdown - You close down neural functions, reducing the target to an unconscious state for a minute. At the end of its turns, the target may repeat the Intelligence saving throw; ending the status after three successes. If the target takes any damage during this time, the condition also ends. If the target makes three fails in this time, the catatonic state becomes permanent and is only reversible through a Wish, Power Word Heal or Regenerate spell.

- You close down neural functions, reducing the target to an unconscious state for a minute. At the end of its turns, the target may repeat the Intelligence saving throw; ending the status after three successes. If the target takes any damage during this time, the condition also ends. If the target makes three fails in this time, the catatonic state becomes permanent and is only reversible through a Wish, Power Word Heal or Regenerate spell. Self Infliction - You flood the creature with overwhelming thoughts and psychosis. In the maddening state, you command the creature to attack itself. The target creature does so with whatever ability it can; be it weapon or spell. The creature takes 5d12 of the appropriate damage type and an additional 5d12 psychic damage. Once you have used this feature, you must complete a long rest to use it again. Order of the Nomad When psionic gifts of teleportation manifest in an individual, a mystic of the Order of Nomads is sure to soon arrive unannounced. It is said that a Nomad mystic has no home and they search the planes in search of Psionic secrets. Other rumours speak of the 'Boundless Temple', deep in the astral sea, where Githyanki masters train mystics to seek out and destroy the last remnants of the illithid empire. Either way, a core foundation of the order is to seek knowledge by traveling far and wide. 6

Nomads are known to have a greater tendency than other mystics to use weapons and often access the weave for abjuration and evocation spells. Nomad mystics often seek to harness the capabilities of teleportation as a martial tool and can sometimes be found in scouting parties or assassin's guilds.





Order of the Nomad Disciplines Mystic Level Spell 1st psionic scar 3rd pass without trace 5th blink 7th dimension door 9th steel wind strike

Nomad Specialist Discipline Discipline of Dislocality Enacting Time: 1 action

1 action Range: self

self

Duration: Immediate You use your action to teleport in a flash of light up to 10 feet per Psi point spent on this discipline. Any creature within 10 feet of where you teleported from must make a Constitution saving throw against your discipline DC and on a fail takes force damage equal to 1d8 per Psi point spent on this discipline. Teleportation Affinity From 1st level, whenever you use Psi points to cause a teleportation ability, you may extend the distance of the teleportation by 5 feet for every Psi point that you spent on the discipline or spell.















































Nomadic Steps Starting at 6th level, you gain the ability to use rapid teleportation to augment your movement. As a bonus action you enter a state of transcendence for 1 minute. Whilst in this state, you can use your bonus action to teleport 10 feet into any visible space that is not occupied by another creature. This movement does not provoke opportunity attacks. You may use this feature twice before requiring a short rest or long rest to use it again. Nomadic Spear Beginning at 6th level, your mastery of teleportation and psionics extends to your weapon. As a 1 hour ritual, you may imbue one weapon that has the thrown property or one ammunition piece with psionic power. The weapon or ammunition piece now counts as magical for the purpose of overcoming resistances. The range of the weapon or ammunition piece is also doubled as it teleports some of the distance, gaining extra momentum. The projectile then deals an extra 1d4 force damage on a hit. Additionally, it immediately teleports back to a free hand of yours after being used for a ranged attack. You may only have one item imbued in this way and if you perform the ritual with a second weapon or ammunition piece, the link with the first is broken. Teleportation Anchors From 10th level, your understanding of how to move through the fabric of space can now extend to allies and enemies. As an action, you may create an intangible, glowing teleportation anchor on the ground at the point where you are standing. The anchor lasts for 1 hour and disappears if the ground is significantly disturbed, such as by a mold earth spell. As a bonus action on subsequent turns, you may teleport back to your anchor if it is visibly empty of another creature or object. Alternatively, you may use your reaction to teleport any creature that moves within 10 feet of you to your anchor if they are also within a 100 foot radius of the anchor. If they are unwilling, the creature must successfully make a Wisdom saving throw against your spell DC to avoid being teleported. You may use this feature once before needing a short or long rest to use it again. Living Weapon By 18th level you have honed your mind and body to become a master of teleportation and martial skill. You no longer take damage from teleportation mishaps or from teleporting into a solid material. You also gain an understanding of how to teleport into a creature's space to cause harm or forcibly move a creature. If you move at least 20 feet in a straight line, you can use your action and expend a minimum of 3 psi points to target a creature within 90 feet of you. You select which affect you want to cause: Replacement - The creature must make a Constitution saving throw as you teleport into their space, shunting them 10 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks. On a failed save, the target takes 2d8 force damage for each psi point expended. If this reduces the creature to 0 hp, they explode as you materialize in their being. On a success they take half as much damage and can not be destroyed. 7

Displacement - The creature must make a Strength saving throw as you perform a teleporting leap into it, blasting it in a straight line of your directional choice. On a failed save, the target is knocked prone and takes 1d8 force damage per psi point spent as well as being moved 10 feet for each psi point. On a success, the damage and distance is halved but the creature is not knocked prone. Once you have used this feature, you must complete a long rest before being able to use it again. Order of Matter The mystics of the order of matter strive for complete control of the very particles around them and are often known as kineticists. They specialize in telekinetic manipulation, often starting with easily held objects but progressing to larger items and then living matter itself. The most skilled kineticists even manage to tear molecules apart. Their training is thought to be ruthless, to a point where many of the order withdraw from social interaction and begin to view other creatures as just another source of matter. Their temples are often found in the hidden recesses of the material plane. Mystics of the Order of Matter are truly destructive individuals in battle and their devotion to particle control at the expense of morals, makes them all the more dangerous. Order of Matter Disciplines Mystic Level Spell 1st catapult 3rd levitate 5th erupting earth 7th fabricate 9th telekinesis

Matter Specialist Discipline Discipline of Retaliation Enacting Time: 1 reaction

1 reaction Range: 5 feet

5 feet

Duration: Immediate When you are targeted by a ranged or thrown weapon, you may use your reaction to telekinetically stop a projectile that would have hit you. You then kinetically return the weapon or ammunition piece at the creature who attacked you if they are within 90 feet of you. Make a ranged spell attack roll against the creature, dealing 1d6 piercing on a hit plus an additional 1d6 force damage for each Psi point expended. Material Understanding From 1st level, you may use your psionic power to connect to the flow of the very material around you. As an action, you may sense the structure of the environment within around you. You may determine any one of the following features with each use of this ability: Using small, almost imperceivable, vibrations within solid material you may determine the thickness or depth of the material within 30 feet of you and may estimate the size of gaps or spaces in the material.

Sensing the movement of particles you may determine the presence of liquids running within 60 feet of you.

Sensing the vibrations made by creatures in the locality you may estimate the size, number and general direction of creatures moving within 1000 feet of you. Kineticist's Grip Beginning from 6th level, you may focus your control on the material around you to that of the very matter a foe is made of as long as they are size large or smaller. Whenever a single target within 30 feet of you is hit by a mystic cantrip or fails a saving throw to a mystic cantrip that you have cast, you may use your bonus action and expend a Psi point to attempt a telekinetic grip. The target must make a Constitution saving throw against your spell DC. On a fail, the target rises 5 feet in the air and is grappled and incapacitated as your telekinetic grip tightens around their throat (or other anatomy if there is no throat). The effect lasts until the end of your next turn. On a success, the target suffers no effect. Kinetic Mantle Starting at 10th level, as an action you may spend 4 Psi points to telekinetically pull material from the environment around you, even the particles in the air, to form shards that swirl around you. For a 1 minute duration, your AC receives a +2 bonus and on subsequent bonus actions you may launch a shard at a target within 60 feet of you. For each shard, you make a spell attack roll against the target creature, inflicting 2d8 piercing damage on a hit. This damage counts as magical for the purpose of overcoming resistances. Once you have used this power, you can not do so again until you have taken a long rest. Molecular Kineticism From 18th level, you have learnt to telekinetically tear molecules apart. You can cast the disintegrate spell as a 6th-level spell once per day without expending any Psi point cost or the need for verbal or material components. You must complete a long rest before being able to cast this spell in the same way again. 8

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Universal Psionic Disciplines A mystic of any order can train their mind to unleash the powers listed below. Altering the Weave As a bonus action on the same turn that you use your action to cast a Mystic spell, you may expend a Psi point to alter the spell. The psychic energy that you infuse in the spell changes any Wisdom saving throw that the target or targets make into an Intelligence saving throw. Sense of the Third Eye Prerequisite: 9th level Whilst you know this discipline and are stood on a solid surface, you have tremorsense out to 20 feet from you. Control Shot Prerequisite: 9th level You can telekinetically control your own wayward attacks. Whenever you make an attack roll and miss, you may expend a Psi point to roll again, unless it was a critical fail on the first roll. You may use this feature once before requiring a short or long rest to use it again. Psionic Skin Your body is protected by your Psionic strength. Whilst you are not wearing armor or wielding a shield, your AC is now calculated as 10 + your Intelligence modifier + your Constitution modifier. Psionic Armour Prerequisite: 5th level You may expend 1 Psi point to create a powerful protective barrier around your being. Your AC becomes 17 but can not gain any bonus from your Dexterity ability modifier. This psionic armour lasts for 8 hours before it dissipates.

















































Swift Feet You have focused your power to let you sprint at an improved pace. Your walking speed increases by 10 feet. Additionally, you may use you bonus action to take the dash action. Psychic Smite Prerequisite: 5th level When you take the attack action and hit with a weapon, you may expend Psi points to deal an extra 1d8 psychic damage per point spent. You can not exceed your Psi point limit and may only use this feature once before requiring a short or long rest to use it again. Psionic Fortitude Your Psionic abilities empower you body. Your hit point maximum increases by 1 for each level you have in the Mystic class. Readied Mind You are prepared for anything. You gain a bonus to initiative rolls equal to your proficiency bonus whilst you know this discipline. Immortal Mind Prerequisite: 15th level At the start of each of your turns, as long as you are not unconscious, you may gain temporary hit points equal to your Intelligence modifier whilst you know this discipline. Weapon and Mind Prerequisite: 5th level When you take the attack action on your turn, you make one additional attack whilst you know this discipline. This feature does not stack with any other extra attack feature you may have. 9

Reactive Leap Prerequisite: 5th level Your instincts protect you from harm. When a hostile creature moves within 5 feet of you, you may use your reaction to teleport 5 feet per Psi point spent. Gaze of the Third Eye You train your mind to focus on that whoch others often miss. You gain a +5 bonus to Wisdom insight and perception checks (including your passive perception) whilst you know this discipline. Gaze through Matter Prerequisite: 9th level You may use your action and expend one Psi point to gain the ability to see through solid surfaces no thicker than 5 feet. This ability lasts until the end of your next turn. Weave Sense Prerequisite: 9th level You have a heightened sense of magical auras and may now cast detect magic as a ritual. Additionally, you may cast dispel magic once a day before needing a long rest to be able to cast it again. Psychic Backlash Prerequisite: 9th level Whenever a creature forces you to make a Wisdom, Charisma or Intelligence saving throw and you succeed on it, you can use your reaction to inflict upon the creature psychic damage equal to your Intelligence modifier. You may use this feature once before requiring a short or long rest to use it again. Mastery of Force Prerequisite: 15th level Once per turn when you deal force or psychic damage, you may add your Intelligence modifier to one damage roll against one target creature. Neural Destruction Prerequisite: 15th level When you cast a spell or enact a discipline that deals psychic damage, you may inflict maximum damage - before rolling - on a number of dice equal to the number of Psi points you spent on the spell or discipline. The use of this feature is incredibly mentally draining for you and causes you to take one level of exhaustion and you can’t use this feature again until you finish a long rest. Aligned Molecules Prerequisite: 15th level You may expend 3 Psi points as a bonus action to focus the particles of your body so that you may phase through solid materials no thicker than 5 feet. This ability lasts until the end of your current turn. Psionic Blade As a bonus action, you may expend a Psi point to form a blade of pure psionic energy that cuts through any armour. The blade can take any bladed weapon form and lasts for 1 minute. It phases through materials to strike at sentient creatures. Attacking with this blade does not require an attack roll but a dexterity saving throw from a creature as they attempt to dodge out of its arc. A failed save causes 2d8 psychic damage and a successful save causes no damage. You may attack more than once with this blade if you have a feature that allows that. The blade can not be broken and you can't be disarmed of it. Clouded memory You target one creature within 30 feet of you to force their recent memories to become unclear and confused. As an action, you can expend 2 Psi point to force a creature to make an Intelligence saving throw. On a fail, the target is unable to recall information accurately or remember the appearance of anyone they saw from within the last minute. On a success, the target suffers no effects and becomes aware of your intrusion their mind. Projected sight As an action, you expend a Psi point to form a projection of your senses. The projection is invisible, may pass through unwarded and unlocked openings but can not interact with objects. You can control the movement of the projection, which shares your statistics, and see through the projection's eyes and hear what it hears until the start of your next turn. You can use subsequent actions to prolong this up to a maximum of 1 minute. During this time, you are blind and deaf in regards to your physical body's senses. The effect ends if the projection moves further than 120 feet from you or takes damage.





Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose the mystic as one of your classes. Ability Score Minimum As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class. Proficiencies Gained If mystic isn’t your initial class, here are the proficiencies you gain when you take your first level as a mystic: light armor, simple weapons. Spellcasting Psionic Power operates in the same way as the Pact Magic feature does alongside a spellcasting feature. If you have both the Pact Magic and Psionic Power features, your Psi points and Psi points limit are both reduced by 1 once you take your first level in the relevant class. 10

Mystic Spell List Cantrips (0 Level) dancing lights

friends

mage hand

mending

message

mind slam (see below)

mind sliver (see below)

minor illusion

mold earth

produce flame

psychic bolt (see below)

sword burst

transference (see below)

true strike 1st Level absorb elements

alarm (ritual)

catapult (Xanathar’s Guide)

cause fear (Xanathar’s Guide)

charm person

command

comprehend languages (ritual)

disguise self

identify (ritual)

magic missile

psionic scar (see below)

shield

silent image

sleep

Tasha’s hideous laughter

unseen servant (ritual) 2nd Level blindness/deafness

blur

crown of madness

detect thoughts

enlarge/reduce

hold person

id insinuation (see below)

invisibility

levitate

locate object

mental barrier (see below)

mind spike (Xanathar’s Guide)

mind thrust (see below)

mirror image

misty step

phantasmal force

ray of enfeeblement

see invisibility

suggestion

thought shield (see below)

zone of truth 3rd Level blink

catnap (Xanathar’s Guide)

clairvoyance

enemies abound (Xanathar’s Guide)

fear

fly

haste

hypnotic pattern

major image

nondetection

psionic blast (see below)

sending

slow

tongues

water walk 4th Level arcane eye

charm monster (Xanathar’s Guide)

confusion

dimension door

dominate beast

ego whip (see below)

freedom of movement

greater invisibility

hallucinatory terrain

locate creature

Otiluke’s resilient sphere

phantasmal killer

sickening radiance 5th Level Bigby’s hand

contact other plane (ritual)

dominate person

dream

far step (Xanathar’s Guide)

geas

hold monster

intellect fortress (see below)

legend lore

mislead

modify memory

Rary’s telepathic bond (ritual)

scrying

seeming

skill empowerment (Xanathar’s Guide)

synaptic static (Xanathar’s Guide)

telekinesis

teleportation circle

wall of force 6th Level arcane gate

Drawmij’s instant summons (ritual)

eyebite

magic jar

mass suggestion

mental prison (Xanathar’s Guide)

Otto’s irresistible dance

programmed illusion

psychic crush (see below)

scatter (Xanathar’s Guide)

true seeing 7th Level etherealness

forcecage

mirage arcane

plane shift

power word pain (Xanathar’s Guide)

project image

reverse gravity

sequester

teleport 8th Level antipathy/sympathy

dominate monster

feeblemind

illusory dragon (Xanathar’s Guide)

maddening darkness (Xanathar’s Guide)

mind blank

power word stun

telepathy 9th Level astral projection

foresight

gate

imprisonment

psychic scream (Xanathar’s Guide)

time stop

weird 11

New Spells These spells are suitable for Psionic-themed spellcasters. See the spell descriptions for which classes have access to these spells. Spell Descriptions Mind Slam (Bard, Mystic, Sorcerer, Warlock, Wizard) Enchantment cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The cantrip’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Sliver (Bard, Mystic, Sorcerer, Warlock, Wizard) Enchantment cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d4 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. This spell’s damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). Psychic Bolt (Mystic, Wizard) Enchantment cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You focus your Psionic power into an orb of pure psychic energy that you can project at one creature within range. Make an attack roll and on a hit the creature is struck with the orb, taking 1d8 psychic damage. This spell’s damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transference (Mystic, Sorcerer, Warlock, Wizard) Conjuration cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous You can use your action to teleport an item that you are holding and of up to 10 pounds in weight to a new location that you can see within 60 feet of you. The space you teleport the object to, must be free from other creatures or objects or the spell will fail. Ego Whip (Bard, Mystic, Warlock, Wizard) 4th-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: Concentration, up to 1 minute You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. Id Insinuation (Bard, Mystic, Sorcerer, Warlock, Wizard) 2nd-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, Up to 1 minute You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d10 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target. Intellect Fortress (Mystic, Warlock, Wizard) 5th-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, Up to 1 minute You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws. When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll. Mental Barrier (Bard, Mystic, Sorcerer, Warlock, Wizard) 2nd-level abjuration Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw 12

Range: Self

Self Components: V

V Duration: 1 round You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. Mind Thrust (Mystic, Sorcerer, Warlock, Wizard) 2nd-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 round You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn’t limit its action options. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Psionic Blast (Bard, Mystic, Sorcerer, Warlock, Wizard) 3rd-level evocation Casting Time: 1 action

1 action Range: Self (30-foot cone)

Self (30-foot cone) Components: V, S

V, S Duration: Instantaneous You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Psionic Scar (Mystics) 1st-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 hour You choose a creature you can see within range and identify how best to assault them to disturb the psionic flow emitting from their thoughts . Until the spell ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with an attack roll. Additionally, the first concentration check that a creature has to make after being targeted with this spell has disadvantage.







































If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Psychic Crush (Bard, Mystic, Sorcerer, Warlock, Wizard) 3rd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target. Thought Shield (Bard, Mystic, Sorcerer, Warlock, Wizard) 2nd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 8 hours You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth. 13

Psionic Items Gith Shortbow Simple Weapon, Ranged Weapon, Very Rare, (requires attunement). 2lbs.

1d6 piercing - ammunition (90/150 ft.) - two-handed, ammunition This bow is made of a strange, silvery wood, studded with crimson orbs. Any arrow fired from the bow flashes with a white light it leaves the bowstring. On a hit, the arrow teleports back to the bow and a psionic replica of the arrow shoots again. Make another attack roll. On a hit the target suffers 2d10 force damage and must make a DC 15 Wisdom saving throw as light flashes from the impact point in a streak to the creature's mind. On a failed save, the target is temporarily confused and all its attacks have disadvantage until the end of its next turn. Pendant of Blades Wondrous item, Minor, Rare,. 1 lb. A small wreath of swords no bigger than a plum; seems innocuous. This small barbed ring hangs on a pendant but when thrown and used as a projectile for the catapult spell, it grows and unwraps into 8 swords that blast out in a circle of destruction. All creatures within a 20 foot radius of the spell target must make a DC 15 Dexterity saving throw. On a fail, the creatures take 4d8 slashing damage and half as much on a success. Once it has been used, the blades return to the ring and shrink down again. The pendant can not be used again in this way until the next dawn. Psionic Dampners Wondrous item, Major, Very Rare. 15lb These iron manacles and matching headband glow a faint blue and are inscribed in runes. They give off a faint discordant hum whilst worn. You can use an action to place these shackles and headband on an incapacitated creature. The items adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles and headband prevent a creature bound by them from harnessing the psionic flow or from using their Psionic powers and features until the manacles and headband are removed. You and any creature you designate when you use the dampners can use an action to remove them. Once every 5 days, the bound creature can make a DC 25 Strength (Athletics) check. On a success, the creature breaks free and destroys the restraints. Staff of Charming See DMG p201 A mystic may also attune to this item. Staff of the Mind Staff, Major, Major, Very Rare, (requires attunement by a mystic). 4lbs. You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: confusion (4 charges), crown of madness (2 charges), dominate person (5 charges), fear (3 charges), or mass suggestion (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust. Sutra of Tranquility Wondrous item, Minor, Legendary, (Requires attunement by a Mystic). 5lb. This monastic tome describes ancient techniques of mental focus and is highly prized by psionic practitioners. If a character with at least 15 levels in the mystic class attuned to the sutra and studies the work during one week of solitary contemplation, his or her Psi point maximum receives a permanent +10 bonus and his or her Psi point limit gains a +1 bonus whilst the sutra is on their person. The minds of non-psionic beings are too clouded to benefit from the secrets of this book. To anyone without psionic aptitude, the book’s pages appear to contain nothing but elaborate patterns and drawings of mysterious beings. Once it is read, the book vanishes into the Astral Plane to an unknown destination. Even if it is found again, the same character cannot benefit twice from perusing its contents. 11 14