Mystic, Variant (5e Class)
The Mystic
Leaping out from behind the rock he was using as cover with his eyes alight with raw psychic power, a human brings his blade high above his head, igniting it with psionic energies before extinguishing them with the flesh of his goblin opponent.
Her hand outstretched, potent psionic energies coil around the arm of a tiefling, flowing into the book as her eyes flare up bright purple and the knowledge of what has occurred in its presence rushes into her mind.
Charging forward, a dwarf clutches his axe tightly in his hand, before it momentarily dissipates and reforms as psychic energy, cleaving into a skeleton's torso just as a floating, spectral blade slashes cleanly through its neck.
Mystics are beings whose minds are open to a deeper understanding of reality and its workings, in the process developing vast psionic abilities. Often a rare sight in numerous worlds, these powers grant Mystics a unique array of abilities for them to use in their pursuit of advancement.
The Mystic
Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of others. While it may seem similar to arcane magic, it is its own type of magic, as its power comes from within a creature's mind, rather than the force of a sentient creature altering the weave.
Creating a Mystic
When creating a Mystic, you should consider the origin of your psionic powers. Most often, psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules. As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality - and it is these awakened minds that become psychically empowered. Of course, your psionic powers could come from another source, such as a relic, the experiments of a mad wizard, or even a trait passed down through your family. Next, consider how common psionics are in the world of your campaign. Most often, it is rather rare, but in some worlds it may even be more common than magic - though this is something you should discuss with your DM.
Next, ask yourself, how do you feel about your powers? Are they a gift, or a curse? Do you seek to master your powers or be rid of them? When deciding your Psionic Discipline, ask yourself: are your psionic powers something you want to use in the pursuit of mental or physical enhancement? Are there others like you who form these disciplines? Are they run by non-Mystics seeking to replicate your powers? Or do the disciplines not exist at all and it is simply that the path you follow is one of your own creation?
- Quick Build
You can make a Mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Strength. Second, choose the Hermit background. Third, choose thought spear and mind thrust as your psionic talents, along with psionic weapon, iron durability and celerity as your psionic powers.
Class Features
As a Mystic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Mystic level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mystic level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,
Insight, Medicine, Nature, Perception, and
Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) a dagger
- (a) a light crossbow and 20 bolts or (b) leather armor
- (a) a scholar's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features | Talents Known | Powers Known | Psi Points | Psi Limit |
---|---|---|---|---|---|---|
1st | +2 | Psionics, Psionic Discipline | 2 | 2 | 4 | 2 |
2nd | +2 | — | 2 | 3 | 6 | 2 |
3rd | +2 | Psionic Discipline Feature | 2 | 4 | 14 | 3 |
4th | +2 | Ability Score Improvement | 3 | 5 | 17 | 3 |
5th | +3 | — | 3 | 6 | 27 | 5 |
6th | +3 | Psionic Discipline Feature | 3 | 7 | 32 | 5 |
7th | +3 | — | 3 | 8 | 38 | 6 |
8th | +3 | Ability Score Improvement | 3 | 9 | 44 | 6 |
9th | +4 | — | 3 | 10 | 57 | 7 |
10th | +4 | — | 4 | 11 | 64 | 7 |
11th | +4 | — | 4 | 12 | 73 | 9 |
12th | +4 | Ability Score Improvement | 4 | 12 | 73 | 9 |
13th | +5 | — | 4 | 13 | 83 | 10 |
14th | +5 | Psionic Discipline Feature | 4 | 13 | 83 | 10 |
15th | +5 | — | 4 | 14 | 94 | 11 |
16th | +5 | Ability Score Improvement | 4 | 14 | 94 | 11 |
17th | +6 | — | 4 | 15 | 107 | 13 |
18th | +6 | — | 4 | 15 | 114 | 13 |
19th | +6 | Ability Score Improvement | 4 | 15 | 123 | 13 |
20th | +6 | Psionic Mastery | 4 | 15 | 133 | 13 |
Psionics
As a student of psionics, you can master and use psionic powers and talents, which are detailed at the end of this class description. Psionics is a special form of magic, distinct from spellcasting. Using a psionic power is known as "manifesting" it, just as using a spell is known as "casting" it.
- Psionic Talents
A psionic talent is a minor psionic power you have mastered and can manifest at no cost. At 1st level, you know two psionic talents of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.
- Psionic Powers Known
A psionic power is a specific manifestation of a mystic's abilities. A mystic masters only a few powers at a time. At 1st level, you know two powers of your choice (see the power options later in this class description). You learn additional powers of your choice at higher levels, as shown in the Powers Known column of the Mystic table. The psi point cost of each of these powers must be low enough that you can manifest them. In addition, whenever you gain a level in this class, you can replace one power you know with a different one of your choice.
- Psi Points
You have an internal reservoir of energy that can be devoted to the psionic powers you know. This energy is represented by psi points. Each psionic power costs some amount of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
- Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a psionic power. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a psionic power, no matter how many psi points you have.
- Manifestation Ability
Intelligence is your manifestation ability for your psionic powers. You use your Intelligence modifier when setting the saving throw DC for a psionic power or when making an attack roll with one.
Power save DC = 8 + Your proficiency bonus + Your Intelligence modifier
Power attack modifier = Your proficiency bonus + Your Intelligence modifier
Psi Recovery
You've learned to recover some of your psychic energy quickly. When you finish a short rest, you can recover a number of psi points equal to your mystic level (minimum 2). Once you've recovered psi points in this way, you can't do so again until you've finished a long rest.
Psionic Discipline
At 2nd level, you choose a Psionic Discipline: Egoist, Kineticist, Nomad, Seer, Shaper, or Telepath. Your choice grants you class features unique to that discipline, and you gain more when you reach 6th, 10th, and 14th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Psionic Powers and Talents
Psionic powers and talents are at the heart of a mystic's craft. They are mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic powers are grouped into six general themes, each one linked to and studied by a mystic discipline. The psionic themes help describe powers; they have no rules of their own, although some rules may refer to the psionic themes.
Clairsentience powers are used to gather information, whether that is glimpses of the future, visions of places far away, or long-lost secrets held in the minds of the dead. Mystics who specialize in clairsentience are known as seers.
Metacreativity powers draw matter from the Astral Plane, shaping it into weapons, armor, animated constructs, or similar miscellaneous items. Mystics who specialize in metacreativity are known as shapers.
Psychokinesis powers directly manipulate energy and matter, the desired effect often taking the form of a devastating attack. Those who master this theme of powers are known as kineticists.
Psychometabolism powers are used to altar a creature's biology. Powers of this theme often reshape, heal, or horribly disfigure creatures' bodies. Mystics who specialize in psychometabolism are known as egoists.
Pyschoportation powers manipulate and displace creatures' or objects' positions in space. Mystics who specialize in psychoportation are known as nomads.
Telepathy powers connect with creatures' minds, allowing a mystic to communicate with, deceive, or destroy the minds of his foes. Those who master this theme of powers are known as telepaths.
Multiclassing
Prerequisites. To qualify for multiclassing into the Mystic class, you must meet these prerequisites: Intelligence 13
Proficiencies. When you multiclass into the Mystic class, you gain the following proficiencies: Light armor, simple weapons
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