Mystic Class
"Convergence of Mind and Steel."
Class Overview
Hit Points
Hit Dice: 1d10 per mystic level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mystic level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
Class Features & Psionic Pool
| Level | Features | Psionic Points | Expendable Points |
|---|---|---|---|
| 1 | Psionic Armament | 1 | 1 |
| 2 | Willsurge Defense | 2 | 2 |
| 3 | Choose a Psionic Path | 3 | 2 |
| 4 | – | 3 | 2 |
| 5 | Extra Attack | 6 | 3 |
| 6 | Psionic Barrier | 6 | 3 |
| 7 | Path Feature | 7 | 3 |
| 8 | – | 7 | 3 |
| 9 | – | 9 | 3 |
| 10 | Mind Wave | 9 | 3 |
| 11 | Improved Psionic Armament | 10 | 4 |
| 12 | – | 10 | 4 |
| 13 | – | 12 | 4 |
| 14 | Perfect Focus | 12 | 4 |
| 15 | Path Feature | 13 | 4 |
| 16 | – | 13 | 5 |
| 17 | – | 15 | 5 |
| 18 | Awakened Will | 15 | 5 |
| 19 | – | 17 | 5 |
| 20 | Avatar of Mind | 20 | 6 |
Mystic Abilities
Level 1: Psionic Armament
Infuse weapon attacks with psychic force, dealing extra 1d8 per Psionic Point spent. Add effects like push, disadvantage, or disrupt concentration.
- You may spend Psionic Points up to your maximum allowed based on your Mystic level:
- Level 1-4: up to 2 Points
- Level 5-10: up to 3 Points
- Level 11-15: up to 4 Points
- Level 17-19: up to 5 Points
- Level 20: up to 6 Points
- For each point spent, deal an extra 1d8 psychic damage.
- You may apply an additional effect per attack:
- Add 1d8 to weapons attack roll.
- Impose disadvantage on the target's next saving throw.
- Disrupt concentration if the target is maintaining a spell (forcing a concentration check with disadvantage).
-
Psionic Empowerments: As a bonus action, you can expend 1 Psionic Point to empower yourself for 1 minute. Choose one of the following effects:
- Mindshield: Gain resistance to psychic damage.
- Thoughtblade: Your weapon attacks deal an extra +2 psychic damage on hit.
- Willsurge: Advantage on saving throws against being charmed or frightened.
- Momentum Surge: Your movement speed increases by 10 feet.
- Psychic Force: Your melee weapon attacks impose a strength saving throw on a creature. On failure pushes target 10 feet away and knocks them prone.
Level 2: Willsurge Defense
As a reaction, spend 1 point to gain advantage against charm, fear, stun, or psychic effects.
Level 2: Fighting Style
At 2nd level, you adopt a Fighting Style of your choice. Choose one of the following options:
- Defense: While wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll.
- Protection: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 3: Choose a Psionic Path
Select your specialization (Mindblade, MindWarden, or MindBonded).
Level 5: Extra Attack
Attack twice whenever you take the Attack action on your turn.
Level 6: Psionic Barrier
As a reaction, spend 2 points to reduce incoming damage by 1d8 + INT modifier for an ally.
Level 10: Mind Wave
Spend 3 points to unleash a 25ft cone of force. Strength save or be knocked prone and pushed.
Level 11: Improved Psionic Armament
Add an extra free 1d8 psychic damage to Psionic Armament attacks.
Level 14: Perfect Focus
Immune to fear and charm. Advantage on Intelligence saves.
Level 18: Awakened Will
Once per Long Rest, regain half your Psionic Pool instantly as a bonus action.
Level 20: Avatar of Mind
For 1 minute, gain resistance to all damage, add 2d8 psychic damage to attacks, and maintain two defenses per round.
Psionic Paths
Path of the MindBlade
- 3rd: Thoughtblade: Turn weapon damage into psychic, ignore psychic resistance.
- 7th: Phantom Step: Spend 2 points to teleport 30 ft as a bonus action.
- 15th: Warden of Thought: Allies within 15 feet gain resistance to psychic damage and advantage against mind-affecting spells.
Path of the MindWarden
- 3rd: Mental Bastion: Gain temporary HP equal to INT mod + Mystic level at start of each combat.
- 7th: Iron Will: While you have temp HP, cannot be stunned, paralyzed, or frightened.
- 15th: Deflect Harm: Spend 2 points to use your reaction to redirect half incoming damage to an enemy as psychic damage within 5 feet.
Path of the MindBonded
- 3rd: Psychic Bond: As a bonus action, create a bond with a willing ally within 30 feet for 1 minute. Both gain +1 AC. You may use your reaction to split incoming damage evenly between you and the bonded ally.
- 7th: Shared Fortitude: While bonded, both you and your ally have advantage on saving throws against being frightened or charmed. Once per Short Rest, when your ally would fall to 0 HP, you can spend 3 Psionic Points to have them instead fall to 1 HP.
- 15th: Linked Minds: While bonded, you and your ally can communicate telepathically up to 1 mile. When your bonded ally takes damage, you can spend 3 Psionic Points as a reaction to teleport within 5 feet of them.