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:

Class Features & Psionic Pool

Level Features Psionic Points Expendable Points
1Psionic Armament11
2Willsurge Defense22
3Choose a Psionic Path32
432
5Extra Attack63
6Psionic Barrier63
7Path Feature73
873
993
10Mind Wave93
11Improved Psionic Armament104
12104
13124
14Perfect Focus124
15Path Feature134
16135
17155
18Awakened Will155
19175
20Avatar of Mind206

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.
    Only one Empowerment may be active at a time. Activating a new Empowerment ends the previous one.

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.