The Mystic Class

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The Mystic

A
n old, unarmed human walks through a forest
minding his own business. Hiding in the
shrubbery a Goblin clan cackles quietly
thinking this catch will be easy. They charge but
as their weapons go to land on the old cloaked
figure the Goblin's feel a psychic will not to
strike missing what should be an easy attack.
The figure turns on the Goblins and their old walking stick
begins to glow with Psychic energy. One swipe after another
the Quarterstaff cuts down the Goblin hoard shredding their
minds one attack at a time focusing only on the staff and
what they might have for lunch later.
A half-elf floats above a battlefield atop their floating cloud
spectating the battle to come. They send their thrall a large
giant out into battle against the Drow raiders storming the
city walls. It strikes one after another before finally falling.
The high-elf sighs and then with a flick of their fingers a vast
ball of fire drops from the sky laced in subtle psionic powers
incinerating the army where it stands. In the aftermath of this
the high-elf goes back to their reading considering what their
next thrall should be.
Standing among friends the Gnome seems somewhat
assuming being neither big like their martial allies or
blatantly laced with magic like those spell casters they travel
with. Though when the Dragon lands to slay the adventurers
the Gnome stands their ground. Rapping psychic tendrils
around the Dragon's mind they summon a weapon of pure
psychic energy which goes directly at the belly of the beast.
Pounding its mind with blasts to it's very sense of self and
intellect the Gnome looks once into it's eyes. Their iris which
is drenched in psychic energy with one pure purple iris
enthrals the Dragon and tears the last shred of being that it
had left in an instance.
No matter the approach all Mystic's share in their mastery
of mind to manipulate themselves, the environment around
them and the minds of others through careful practice.
Hermits and Outcasts
Mystics are loners. Most discover the secrets of their power
through vague references in tomes of lore or by ingratiating
themselves to a master of the power.
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 society and typically
live as hermits at the edge of society. 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.
When mystics finally master their power, they 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.

1 THE MYSTIC | OBIJO1


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.
These practices are reflected in taboos and quirks, strange
little behaviours that govern a mystic's actions. These quirks
are oaths or behavioural tics that help keep mystics in the
proper frame of mind while maintaining perfect control over
their minds and bodies.
While these taboos 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 behaviours 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.
Aim to create two quirks, to give them more of a chance to
come into play. Finally, consider why your character chose
these behaviours. What do they say about your character's
personality or background? Are they based on a specific
incident or a belief?
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.

THE MYSTIC | OBIJO1 2


The Mystic
Level Proficiency Bonus Features Psi Dice Psi Mystical Restoration
1st +2 Psionics, Mystic Order 1d4 2 ─
2nd +2 Telepathy, Strength of Mind 1d4 3 ─
3rd +2 Mystic Order Feature 1d4 4 ─
4th +2 Ability Score Improvement 1d6 5 ─
5th +3 Mystical Restoration 1d6 5 3
6th +3 Mystic Order Feature 1d6 6 3
7th +3 ─ 1d8 6 3
8th +3 Ability Score Improvement, Psychic Strike (1d8) 1d8 7 5
9th +4 Consumptive Power 1d8 8 5
10th +4 ─ 1d10 9 5
11th +4 Focused Psionics (Recharge 2) 1d10 10 6
12th +4 Ability Score Improvement 1d10 11 6
13th +5 Focused Psionics (Recharge 4) 1d12 12 6
14th +5 Mystic Order Feature, Psychic Strike (2d8) 1d12 12 8
15th +5 Focused Psionics (Recharge 5) 1d12 13 8
16th +5 Ability Score Improvement 1d12 13 8
17th +6 Focused Psionics (Recharge 7) 1d12 14 9
18th +6 ─ 1d12 14 9
19th +6 Ability Score Improvement 1d12 15 9
20th +6 Mystic Body 1d12 15 11

Class Features Psionics


As a Mystic, you gain the following class features At 1st level your ability to use the power of the Mystic called
Psionics has become fully awoken. These allow you to use
Hitpoints your mind to create devastating effects and are listed at the
Hit Dice: 1d8 per Mystic level end of the document.
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Using Psionics
Modifier per level after 1st When you have used a Psionic you are considered recharging
Proficiencies meaning you cannot use another Psionic. At the beginning of
Armour: Light armour your turn if you are recharging then you must roll your Psi
Weapons: Simple weapons Dice (on the class table) and if it rolls a number equal to or
Tools: None greater than the recharge value listed on the Psionic
previously used, then you are no longer recharging meaning
Saving Throws: Intelligence and Wisdom you can use your Psionics again.
Skills: Choose two from Arcana, History, Insight, Medicine, You use the below formulas to work out your Psionics DC
Nature, Perception and Religion and Psionics attack modifier.
Psionics DC = 8 + your proficiency bonus + your
Equipment Intelligence modifier
You start with the following equipment, in addition to the Psionics attack modifier = your proficiency bonus + your
equipment granted by your background intelligence modifier
any simple weapon
leather armour
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar's pack or (b) an explorer's pack
Or 4d4x10 Gold to buy things
3 THE MYSTIC | OBIJO1
This change lasts until your next short or long rest.
Learning Psionics If you are not proficient in wisdom saving throws but are
You know an amount of Psionics equal to your Mystic level + proficient in either dexterity or constitution saving throws
your intelligence modifier which you cannot take away from this applies to that instead.
only add to and have a number of Psionics prepared from
that list of known Psionics equal to your intelligence modifier Ability Score Improvement
+ half your proficiency bonus (rounded down). When you reach 4th level, and again at 8th, 12th, 16th, and
Prepared Psionics are the only Psionics you can use, and 19th level, you can increase one ability score of your choice
you can change which known Psionics you have prepared by 2, or you can increase two ability scores of your choice by
upon completing a long rest. You can only know Psionics 1. As normal, you can’t increase an ability score above 20
with a recharge value lower or equal to the maximum result using this feature.
possible on your Psi Dice.
Raising Psionic Recharges Mystical Restoration
Some Psionics allow you to increase their recharge value to By 5th level your Psionics have become so linked to the inner
make them more powerful. When doing this you can only workings of your body that you draw vigour when they
increase their recharge value up to the maximum possible recharge. You no longer have to expend Psi to activate
result achievable on your Psionics Dice. Psionics of recharge 4 or higher if they do not require
concentration. Also, whenever you recharge your Psionics
Psi and Concentration you may expend 1 Psi to heal an amount of expended hit
Some Psionic abilities require a resource called Psi. You points listed on the Mystical Restoration column of the
have a number of Psi shown on the Mystic class table. You Mystic class table.
regenerate all expended Psi when you complete a long rest. Furthermore, you are now able to will yourself to
Whenever you activate a Psionic of recharge value 4 or regenerate Psionic power when focusing. At the start of your
higher or one that require concentration you must expend 1 turn before you roll to recharge your Psionics you may
Psi. If no Psi is available, you cannot activate the Psionic. If a choose to expend 1 Psi to make it instantly recharge. You can
Psionic is recharge 4 or higher and also requires only expend Psi this way once before requiring a short rest to
concentration it still only costs 1 psi. do it again.
Concentration on a psionic otherwise functions like a spell
and you cannot concentrate on a Psionic at the same time as Psychic Strike
a spell or other effect that requires concentration.
At 8th level, you gain the ability to infuse your weapon attacks
Mystical Order with psychic energy. Once on each of your turns when you hit
a creature with a weapon, you can deal an extra 1d8 psychic
At 1st level, you choose a Mystic Order: the Order of the damage to that target. When you reach 14th level, this extra
Awakened, the Order of the Immortal, the Order of the damage increases to 2d8.
Mentalist, the Order of the Nomad, the Order of the Psyblade,
or the Order of the Wu Jen, each of which is detailed at the Consumptive Power
end of the class description.
Each order specializes in a specific approach to Psionics. At 9th level, you gain the ability to sacrifice your physical
Your order gives you features when you choose it at 1st level durability in exchange for psionic power.
and additional features at 3rd, 6th and 14th level. Whenever you fail to recharge your Psionics when rolling
your Psi Dice, you may choose to reduce your current and
Telepathy max hit points by the recharge value of the Psionic to
recharge your Psionics and stop recharging instantly.
At 2nd level, your Psychic powers grant you the ability to The hit point reduction cannot be lessened in any way, and
communicate via telepathy. You can speak telepathically to the reduction to your hit point maximum lasts until you finish
any creature you can see within 60 feet of you. a long or short rest.
You don’t need to share a language with the creature for it Also, you cannot use your Mystical Restoration to heal
to understand your telepathic utterances, but the creature yourself on a Psionic you recharge this way.
must be able to understand at least one language.
Focused Psionics
Strength of Mind At 11th level your familiarity with Psionics allows you to use
Even the simplest psionics require a deep understanding of some of them with ease. You may pick 2 Psionics with a
how psionic energy can augment mind and body. This recharge value of 2 from your known Psionics which become
understanding allows you to alter your defences to better deal your Focused Psionics.
with threats. Focused Psionics are always prepared and don't count
Starting at 2nd level, you can replace your proficiency in towards your number of prepared Psionics, also you heal
wisdom saving throws whenever you finish a short or long double the amount from Mystical Restoration with them.
rest. To do so pick Strength, Dexterity, Constitution or Also, they cost no Psi to concentrate on.
Charisma. As long as you are not already proficient in saving At 13th level a known Psionic of your choice with a
throws using that ability you become proficient in them recharge value of 4 becomes one of your Focused Psionic.
instead of Wisdom.

THE MYSTIC | OBIJO1 4


Once you reach 15th level a known Psionic of your choice Bonus Psionic
with a recharge value of 5 becomes one of your Focused By 3rd level you gain the ability to empower your Psionics
Psionics. with more psychic damage. You gain the Psionic called
Finally, when you reach 17th level a known Psionic of your Cranium Curse which can only be learnt this way described
choice with a recharge value of 7 becomes one of your below.
Focused Psionics. It becomes one of your known Psionics and it is always
prepared by you not counting towards your number of
Mystical Body prepared Psionics. Note this Psionic does not cost Psi to
activate or concentrate on.
At 20th level, your mastery of Psionics causes your mind to
transcend the body. Your physical form is infused with psionic Cranium Curse
energy. You gain the following benefits: Recharge Value 2 Destruction
You gain resistance to bludgeoning, piercing and slashing Activation Time: 1 bonus action
damage. Range: 60 feet
You no longer age. Duration: Concentration, up to 1 minute
You are immune to disease, poison damage and the You may target a creature within range. Whenever you
poisoned condition. target them with your Psychic Eye within the duration they
If you die roll a d20. On a 10 or higher, you discorporate take an extra 1d6 psychic damage.
with 0 hit points, instead of dying, and you fall Note if the creature passes its saving throw against psychic
unconscious. You and your gear disappear. You appear at a eye the bonus damage is also halved. Also, it does not allow
spot of your choice 1d3 days later on the plane of you to add your intelligence modifier to the damage of your
existence where you died, having gained the benefit of one Psychic Eye.
long rest. At Greater Recharges. Increasing the recharge value
increases the bonus damage at recharge value 5 (2d6).
Mystical Orders
Psionics is a mysterious form of power within most D&D Psychic Acceleration
worlds. Secretive orders study its origins and applications, By 6th level your ability to force power into people with
while pushing the boundary of what Psionics can achieve. psychic energies with incredible speed has grown to
Each of these orders pursues a specific goal for psionics. unbelievable heights.
That goal shapes how the members of an order understand When you target a creature under the effect of your
Psionics. Cranium Curse with your Psychic Eye you may use your
bonus action before using it to give them disadvantage on the
Order of the Awakened saving throw.
The Order of the Awakened focuses entirely on Psychic Telepathic Manipulation
pursuits abandoning most over things. This does allow them At 14th level your skills in psychic powers allows you to
to create powerful psychic attacks with incredible ease. subtly bend creatures to your will.
You can cast the spell mass suggestion at its lowest using
Psychic Eye your Psionics DC as the DC of the spell. You can’t use it again
By 1st level your power in psychic energy has become so until you finish a long rest.
natural to you that you can use it with incredible ease.
You may use your action to target a creature within 60 feet Order of the Immortal
of you and make them succeed on an intelligence saving The Order of the Immortal focuses on using Psionics to
throw or take 1d8 psychic damage, or half as much on a improve their martial capabilities and as defences.
successful save.
This uses your DC for your psionics and can be used at will Bonus Proficiency
meaning it is not a Psionic. At 1st level your martial training grants you proficiency with
It also deals more damage when you reach 5th (2d8), 11th martial weapons and shields.
(3d8) and 17th level (4d8) in the Mystic class.
Potent Psionics Psychic Ward
By 1st level your skill in Psionics allows you to throw your At 1st level your natural psychic abilities allow you to ward
intellect behind your damage. yourself from harm. Your hit point maximum increases by 1
Once per round when you use a Psionic which deals and increases by 1 again whenever you take a level in this
psychic damage you may add your intelligence modifier to the class.
damage. Another bonus granted is that at the beginning of each of
This modifier cannot be added onto a psionic that already your turns you gain a number of temporary hit points equal to
adds your intelligence modifier to damage e.g. on the psychic your intelligence modifier (minimum 1).
weapon psionic. Also, while unarmoured you may calculate your AC as 10 +
your dexterity modifier + your intelligence modifier. You can
still wield a shield while gaining this bonus.

5 THE MYSTIC | OBIJO1


Psionic Focus Value
Bonus Psionic Mystic Level Psychic Focus
By 3rd level you gain the ability to infuse your Psionics into 1-3 4
your attacks. You gain the Psionic called Psionic Smite which
can only be learnt this way described below. It becomes one 4-6 6
of your known Psionics and it is always prepared by you not 7-9 8
counting towards your number of prepared Psionics. Note
this Psionic does not cost Psi to activate or concentrate on. 10-12 10
13-15 12
Psionic Smite 16-18 14
Recharge Value 2 Destruction
Activation Time: 1 bonus action 19+ 16
Range: Self
Duration: Concentration, up to 1 minute Intellectual Domination
You may prepare a Psionic Smite. The next time you hit a At 1st level, your intellect has become so strong you can use it
weapon attack within the duration you deal an extra 1d8 to bend others to your will.
psychic damage ending the effect. As an action you may target a creature within 30 feet and
At Greater Recharges. Increasing the recharge value attempt to control them. If they are unwilling they may
increases the bonus damage at recharge values 4 (2d8), 5 attempt an intelligence saving throw to resist the effect.
(3d8) and finally 7 (4d8). If the creature is willing or failed the saving throw you may
move them up to 30 feet, with this being considered forced
movement, and make one weapon attack.
Extra Attack This uses your DC for your psionics and can be used at will
At 6th level when you take the attack action you can attack meaning it is not a Psionic.
twice instead of once. This attack does additional damage of the weapons type at
5th (1d8), 11th (2d8) and 17th level (3d8).
Ultimate Defence
By 14th level your psychic defences ward you from even Bonus Psionic
death and helps secure your Psionics. You have advantage on By 3rd level you gain the ability to bend multiple creatures to
all death saving throws. your will and gain a more permanent residence in their mind.
Also, you may add your intelligence modifier to saving You gain the Psionic called Hoard of Thralls which can only
throws to maintain concentration on your Psionic Smite. be learnt this way described below.
It becomes one of your known Psionics and it is always
Order of the Mentalist prepared by you not counting towards your number of
The Order of the Mentalist has perfected their mind to prepared Psionics. Note this Psionic does not cost Psi to
beyond mortal limits. This grants them an unfounded activate or concentrate on.
concentration and intellectual domination over others.
Hoard of Thralls
Psychic Focus Recharge Value 4 Control
Starting at 1st level, your intellect has granted you the ability Activation Time: 1 action
to concentrate on multiple psionics at once. Range: 30 feet
Instead of being limited to one Psionic at a time you may Duration: Concentration, up to 1 minute
concentrate a number of Psionics as long as the total of all You may target three creatures you can see within 30 feet
the recharge values of the psionics when activated is equal to of you and attempt to control them.
or less than your Psychic Focus value as shown on the below If they are unwilling they may attempt an intelligence
table. saving throw to resist the effect.
You cannot concentrate on the same Psionic multiple times If the creature is willing or failed the saving throw you may
and if you go over your Psionic Focus value or use another move them up to 30 feet, with this being considered forced
ability (such as a spell) that requires concentration, the movement, and make one weapon attack.
concentration on all the prior Psionics you were On subsequent turns within the duration, you may use your
concentrating on is replaced by the new abilities action to make on of the creatures that was willing or failed
concentration. their saving throw move up to 30 feet, with this being
Furthermore, when you make a concentration saving throw considered forced movement, and make one weapon attack
to maintain concentration on your Psionics you pick which (no save required). You cannot command them in such a way
Psionic you lose concentration on, on a failed save instead of if you do not have line of sight on them.
losing concentration in all of them. At Greater Recharges. Increasing the recharge value
Additionally, at the start of your turn you may end your increases the number of creatures this effects at first and on
concentration on a Psionic prematurely without ending subsequent turns, at recharge value 5 (4 creatures and 1 on
concentration on all your Psionics. subsequent turns), 7 (5 creatures and 1 on subsequent turns),
10 (6 creatures and 2 on subsequent turns) and 11 (7
creatures and 2 on subsequent turns).

THE MYSTIC | OBIJO1 6


Mental Mastermind You gain the Psionic Rotation Backlash which can only be
By 6th level your mind can call on large pools of knowledge learnt this way described below.
and is not easily broken. It becomes one of your known Psionics and it is always
You gain 1 language proficiency of your choice and can add prepared by you not counting towards your number of
your intelligence modifier to your initiative. prepared Psionics. Note this Psionic does not cost Psi to
Furthermore, you have advantage on saving throws verses activate.
effects that attempt to charm or frighten you, or that forces
you to take specific actions such as the dissonant whispers Rotation Backlash
spells. Recharge Value 4 Destruction
Activation Time: 1 action
Unadulterated Concentration Range: 30 feet
At 14th level your mind has gone so far past human limits Duration: Instantaneous
that Psionics do not strain your mind the way they use to. You may target a creature you can see within range. They
It no longer costs you Psi to concentrate on a Psionic. must succeed on a charisma saving throw or teleport to your
Furthermore, when you activate a Psionic you may expend 1 space while you teleport to their space. In addition, they take
Psi to mean concentration on this Psionic cannot be lost by 1d10 psychic damage on a failed save, taking half as much on
taking damage, unless that damage reduces you to zero hit a success.
points. At Greater Recharges. Increasing the recharge value
This does mean that you cannot choose this Psionic when increases the damage at recharge values 5 (2d10), 7 (3d10),
having to make a concentration saving throw after taking 10 (5d10) and finally 11 (6d10).
damage instead of other Psionics in your Psychic Focus.
Psychic Jump
Order of the Nomad Starting at 6th level, your mastery of your mind and how it
The Order of Nomad utilities their Psionics to allow them to allows you to travel allows you to travel near instantaneously.
travel instantaneously while gaining a vast knowledge of When you activate a psionic you may teleport up to 15 feet
cultures through their travels. to an unoccupied space you can see. You can do this before
or after it activates but it must be within the activation time
Nomadic Insight itself.
Starting at 1st level, your vast knowledge of cultures can be Furthermore, you no longer need to expend movement to
re-ignited through spending a night their and connecting to make a weapon attack after teleporting with your traveller’s
the minds of the society. step.
Upon completing a long rest, you gain the ability to speak 1
language, have proficiency in 1 martial weapon, and Walker of Worlds
proficiency in 1 tool or skill proficiency of your choice until By 14th level, your ability to navigate the many plains
your next long rest. becomes second nature and you can do it with the same ease
If any of these benefits are not held by a creature within 10 as walking.
miles of you in the long rest, you must pick a different option On your turn you may expend up to all your available
instead. movement to teleport a number of feet equal to the
movement expended to an unoccupied space you can see.
Traveller’s Step This can be done multiple times in your movement and you
By 1st level, your ability to travel through your mind has been may use regular movement in between uses of this as long as
awoken and you have begun to use it to modify your combat you have enough movement remaining to do so.
style.
As an action you may activate this ability which requires Order of the Psyblade
concentration (like a spell) and has a duration of 1 hour. In The Order of the Psyblade focuses their Psionics into
that action and on subsequent turns within the duration as an physical weapons called a Psyblade which they can augment
action you may teleport up to 10 feet to an unoccupied space and make more powerful.
you can see.
If you use your action to teleport this way without Bonus Proficiency
expending any of your movement, you may expend all your At 1st level, you gain proficiency with medium armour and
movement when you teleport to make 1 weapon attack right martial weapons.
after you teleport as part of that action.
Those weapon attack can use intelligence instead of Psyblade
strength or dexterity for its attack and damage rolls. Starting at 1st level, you gain the ability to manifest blades of
This weapon attack deals additional damage of a weapons psychic energy. As a bonus action, you create two glowing
type when you reach 5th (1d8), 11th (2d8) and 17th level knives of energy that project from both your fists.
(3d8) in the Mystic class. You can’t hold anything in your hands while manifesting
these blades. You can dismiss them as a bonus action.
Bonus Psionic For you, a Psyblade is a martial melee weapon with the
By 3rd level you gain the ability to use your mind to not just light and finesse properties. It deals 1d8 psychic damage on a
travel but switch places with others while causing them hit.
harm.
7 THE MYSTIC | OBIJO1
Once per round when you hit an attack with your Psyblade Psionic Empowered Magic
you may add your intelligence modifier (minimum 1) to the Upon reaching 1st level you may empower the damage of
damage. your cantrips and spells with Psionics.
When you cast a spell or cantrip gained from this order you
Bonus Psionic may use your bonus action to become recharging for the sake
By 3rd level you gain the ability to infuse your Psionics into of your Psionics with the recharge value being treated as 2.
your Psyblades to make them stronger. Because of this, this instance of the spell or cantrip may
You gain the Psionic Hone the Blade which can only be add your intelligence modifier to its damage. You can only
learnt this way described below. add this bonus once per spell or cantrip so when they have
It becomes one of your known Psionics and it is always multiple projectiles choose which one gets the bonus.
prepared by you not counting towards your number of
prepared Psionics. Note this Psionic does not cost Psi to
activate. Arcane Slots
Once you reach 3rd level, your arcane abilities grant you a
Hone the Blade small number of Arcane Slots equal to your intelligence
Recharge Value 4 Empowerment modifier (minimum 1) which you replenish upon completing
Activation Time: 1 bonus action a long rest. They can cast spells empowered by Psionics or
Range: Touch, on your Psyblades vice versa.
Duration: 1 minute You may expend up to 2 Arcane Slots to cast a spell gained
by this order without expending normal uses of it at a level
You may empower your Psyblades. They become +1 equal to the number of slots spent to a maximum of 2nd level.
weapons (+1 to damage and attack rolls) for the duration. This only works as long as that spell has not had its ordinary
At Greater Recharges. Increasing the recharge value use expended.
increases the bonuses at recharge values 7 (+2) and finally 10 Also, upon casting a cantrip or spell gained by this order or
(+3). activating a Psionic you may spend 1 Arcane Slot to make it
deal an extra 1d10 force damage, you can only do this once
Two Weapon Fighting Master per round and can only add this bonus once per spell, cantrip
By 6th level your skills in two weapon fighting have improved or Psionic so when they have multiple projectiles choose
massively. which one gets the bonus.
When you engage in two weapon fighting, you can add your At 14th level you may instead spend up to 2 Arcane Slots,
ability modifier to the damage of the second attack. to make it deal an extra 1d10 force damage per slot spent but
Also, while wielding both Psyblades your movement speed can still only do this once per round and can only add this
in increased by 10 ft. and if you score a critical hit with either bonus once per spell, cantrip or Psionic so when they have
weapon you may roll one of the damage dice an additional multiple projectiles choose which one gets the bonus.
time.
Spell Mastery
Frenzy Attacker At 6th level you learn three 2nd level wizard spells of your
By 14th level your Psyblades have become so infused with choice using intelligence as your spellcasting modifier for
your body, attacking with them fills you with vigour. these spells. They can only be cast by expending 2 Arcane
Your weapon attacks with your Psyblades score critical hits Slots casting them at 2nd level.
on a roll of 19 or 20. Also whenever you critical hit an attack Alternatively, you may forget one of these spells as a bonus
with a Psyblade or kill a creature with them you heal a action instantly recharging your Psionics if you were
number of hit points equal to the CR of the creature (or level charging them. You gain the spell back when you complete a
if no CR is available) and have advantage on all attack rolls long rest.
with your Psyblades until the end of your next turn.
Inner Focus
Order of the Wu Jen By 14th level your inner balance between Psionics and spells
The Order of the Wu Jen focuses on combining arcane magic has come to a perfect draw. Your number of Arcane Slots is
with their Psionics to become more diverse in their approach. now equal to your intelligence modifier + half your
proficiency bonus (rounded down).
Also, all spells gained through this Order including the
Bonus Spells ones gained by Spell Mastery may be cast by expending 3
At 1st level your arcane abilities begin to flourish, and you Arcane Slots at 3rd level as long as it has not already had any
learn the cantrips firebolt and vicious mockery. ordinary use it has expended.
Also, you learn a 1st level wizard spell of your choice. You
can cast this spell once at its lowest level before requiring you
complete a long rest to use it again.
All spells and cantrips gained through this order use
intelligence as their spellcasting modifier.
At 3rd level you learn another 1st level Wizard spell of your
choice. You can cast this spell once at its lowest level before
requiring you complete a long rest to use it again.
At 14th level both spells gained through this feature
replenish their use after completing a long or short rest.
THE MYSTIC | OBIJO1 8
Recharge Value 2
List of Psionics Defensive Ward
Psionics are the heart of a mystic’s craft. They are the mental Discordant Whispers
exercises and psionic formulas used to forge will into Hungry Lightning
tangible magical effects. Ice Spike
A psionic specifies how long its effect lasts. Instantaneous Jibing Shock
is assumed if no duration is specified. Some options require Magical Weapon
concentration to maintain their effects. Mind Blast
This is noted with the maximum duration you can Mystic Hand
concentrate on the Psionic for. Concentrating on Psionics Psychic Discovery
follows the same rules as concentrating on spells. This rule Slow Fall
means you can’t concentrate on a spell and a Psionic at the Telepathic Link
same time, nor can you concentrate on two Psionics at the Recharge Value 4
same time. Additionally, you cannot benefit from the same Charm Person
Psionic multiple times at once. Combustion
Command
Energy Beam
Hideous Laughter
Incapacitate
Reflexive Defence
Stun
Tranquillity
Unwavering Eye
Recharge Value 5
Beacon of Light
Crown of Madness
Forced Truth
Illusionary Cloak
Memory Graft
Mind Blank
Mind Sense
Paralysing Hold
Suggestion
Step of the Mind
Recharge Value 7
Cloud Step
Crown of Disgust
Fire Form
Freezing Aura
Lightning Leap
Psychic Weapon
Precognition
Pulverised Mind
Sending
Recharge Value 10
Adrenaline Rush
Crown of Despair
Crown of Rage
Dimension Door
Dominate Person
Enhanced Telepathy
Phantom Slayer
Telekinesis
Recharge Value 11
Contact Other Plane
Geas
Mental Bastions
Modify Memory
Phantom Caravan
Psychic Deterrence
Scrying

9 THE MYSTIC | OBIJO1


Adrenaline Rush You speak a one-word command to a creature you can see
Recharge Value 10 Protection within range. The target must succeed on a Wisdom saving
throw or follow the command on its next turn.
Activation Time: 1 action The psionic has no effect if the target is undead, if it doesn't
Range: Touch understand your language, or if your command is directly
Duration: Concentration, up to 1 minute harmful to it.
You may give an adrenaline burst to a willing creature Some typical commands and their effects follow. You might
within range. Until the effect ends, the target has resistance issue a command other than one described here. If you do so,
to bludgeoning, piercing, and slashing damage. the GM determines how the target behaves. If the target can't
follow your command, the spell ends.
Beacon of Light Approach. The target moves toward you by the shortest
Recharge Value 5 Empowerment and most direct route, ending its turn if it moves within 5 feet
Activation Time: 1 action of you.
Range: Self Drop. The target drops whatever it is holding and then
Duration: Concentration, up to 8 hours ends its turn.
Flee. The target spends its turn moving away from you by
An orb of light equivalent in brightness to a torch, springs the fastest available means.
forth from your hand hovering 1 foot above you for the Grovel. The target falls prone and then ends its turn.
duration . The effect looks like a floating glass ball. A Beacon Halt. The target doesn't move and takes no actions. A
of Light can be covered or hidden. flying creature stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum distance needed
Charm Person
to remain in the air.
Recharge Value 4 Control At Greater Recharges. Increasing the recharge value
increases the amount of people you can target with it at
Activation Time: 1 action recharge values 5 (2 creatures), 7 (3 creatures), 10 (5
Range: 30 feet creatures) and finally 11 (6 creatures). All these creatures
Duration: Concentration, up to 10 minutes must be within 30 feet of one another.
You attempt to charm a humanoid within range. It must
make a wisdom saving throw and does so with advantage if Combustion
you or your companions are fighting it. Recharge Value 4 Destruction
If it fails the saving throw, it is charmed by you until the Activation Time: 1 action
spell ends or until you or your companions do something Range: 120 feet
harmful to it. The charmed creature regards you as a friendly Duration: Concentration, up to 1 minute
acquaintance. Choose one creature or object you can see within 120 feet
When the effect ends the creature knows it was charmed of you. The target must make a Constitution save. On a failed
by you. save, the target takes 1d10 fire damage, and it catches on
At Greater Recharges. Increasing the recharge value fire, taking 1d6 fire damage at the end of each of its turns
increases the amount of people you can target with it at until your concentration ends or until it or a creature adjacent
recharge values 5 (2 creatures), 7 (3 creatures, 10 (5 to it extinguishes the flames with an action. On a successful
creatures) and finally 11 (6 creatures). save, the target takes half as much damage and doesn’t catch
on fire.
Cloud Step At Greater Recharges. Increasing the recharge value
Recharge Value 7 Empowerment increases the initial damage at recharge values 5 (2d10), 7
Activation Time: 1 action (3d10), 10 (5d10) and finally 11 (6d10).
Range: Touch
Duration: Concentration, up to 1 minute Contact Other Plane
You grant a creature within range a flying speed equal to Recharge Value 11 Empowerment
their current walking speed for the duration as a cloud Activation Time: 1 minute
appears underneath the target which they can control. Range: Self
Also, they have half cover from attacks underneath them Duration: Concentration, up to 1 minute
during this time. You mentally contact a demigod, the spirit of a long dead
At Greater Recharges Increasing the recharge value sage, or some other mysterious entity from another plane.
increases the amount of people you can target with it at Contacting this extraplanar intelligence can strain or even
recharge values 10 (2 creatures) and finally 11 (3 creatures). break your mind. When you activate this psionic, make a DC
Command
15 Intelligence saving throw. On a failure, you take 6d6
Recharge Value 4 Control psychic damage and are insane until you finish a long rest.
While insane, you can't take actions, can't understand what
Activation Time: 1 action other creatures say, can't read, and speak only in gibberish. A
Range: 60 feet greater restoration spell cast on you ends this effect.
Duration: 1 round

THE MYSTIC | OBIJO1 10


On a successful save, you can ask the entity up to five While the target is charmed in this way, a twisted crown of
questions. You must ask your questions before the spell ends. jagged iron appears on its head, and a madness glows in its
The GM answers each question with one word, such as "yes," eyes. The charmed target must use its action before moving
"no," "maybe," "never," "irrelevant," or "unclear" (if the entity on each of its turns to make a melee attack against a creature
doesn't know the answer to the question). If a one-word other than itself that you mentally choose. The target can act
answer would be misleading, the GM might instead offer a normally on its turn if you choose no creature or if none are
short phrase as an answer. within its reach.
On your subsequent turns, you must use your action to
Crown of Despair maintain control over the target, or the effect ends. Also, the
Recharge Value 10 Destruction target can make a Wisdom saving throw at the end of each of
Activation Time: 1 action its turns. On a success, the effect ends.
Range: 60 feet At Greater Recharges. Increasing the recharge value
Duration: Concentration, up to 1 minute increases the amount of people you can target with it at
recharge values 10 (2 humanoids) and finally 11 (3
You may target one creature you can see within range who humanoids).
make a Charisma saving throw. On a failed save, it takes 6d8
psychic damage and it can’t take reactions until the start of its Defensive Ward
next turn. On a successful save, it takes half as much damage. Recharge Value 2 Protection
This effect automatically fails if the creature is immune to Activation Time: 1 action
being charmed. Range: Touch
At Greater Recharges. Increasing the recharge value Duration: 8 hours
increases the damage at recharge value 11 (7d8).
You may target a willing creature within range who isn’t
Crown of Disgust wearing armour, and a protective psychic force surrounds it
Recharge Value 7 Destruction until the duration ends. The target’s base AC becomes 13 +
Activation Time: 1 action its Dexterity modifier.
Range: 60 feet The effect ends if the target dons armour, you use this
Duration: Concentration, up to 1 minute psionic on a different target or if you dismiss the Psionics
effect as an action.
You may target one creature you can see within range who
make a Charisma saving throw. On a failed save, it takes 4d8 Dimension Door
psychic damage and can’t move closer to you until the end of Recharge 10 Empowerment
its next turn. On a successful save, it takes half as much Activation Time: 1 action
damage. This effect automatically fails if the creature is Range: 500 feet
immune to being charmed. Duration: Instantaneous
At Greater Recharges. Increasing the recharge value
increases the damage at recharge values 10 (6d8) and 11 You teleport yourself to any spot in range. You arrive at
(7d8). exactly the spot desired. It can be a place you can see or
visualize, or one you can describe by stating distance and
Crown of Rage direction.
Recharge Value 10 Destruction You can bring objects along if their weight doesn't exceed
Activation Time: 1 action your carrying capacity. You can also bring one willing
Range: 60 feet creature your size or smaller who isn't over its capacity. It
Duration: Concentration, up to 1 minute must be within 5 feet of you.
If you would arrive in an occupied space, everyone
You may target one creature you can see within range who teleporting takes 4d6 force damage, and the spell fails.
make a Charisma saving throw. On a failed save, it takes 6d8
psychic damage and immediately use its reaction to move its Discordant Whispers
speed in a straight line toward its nearest enemy. On a Recharge Value 2 Control
successful save, it takes half as much damage. This effect Activation Time: 1 action
automatically fails if the creature is immune to being Range: 60 feet
charmed. Duration: Instantaneous
At Greater Recharges. Increasing the recharge value
increases the damage at recharge value 11 (7d8). You whisper a discordant melody that only one creature of
your choice within range can hear, wracking it with terrible
Crown of Madness pain.
Recharge Value 5 Control The target must make a Wisdom saving throw. On a failed
Activation Time: 1 action save, it takes 2d6 psychic damage and must immediately use
Range: 60 feet its reaction, if available, to move as far as its speed allows
Duration: Concentration, up to 1 minute away from you. The target doesn’t move into obviously
dangerous ground, such as a fire or a pit.
You may target one humanoid of your choice that you can On a successful save, the target takes half as much damage
see within range. They must succeed on a Wisdom saving and doesn’t have to move away. A deafened creature
throw or become charmed by you for the duration. automatically succeeds on the save.
11 THE MYSTIC | OBIJO1
At Greater Recharges. Increasing the recharge value Creatures with Intelligence scores of 2 or less aren’t
increases the damage at recharge values 4 (3d6), 5 (4d6), 7 affected by this Psionic. Until the duration ends, the targets
(5d6), 10 (7d6) and finally 11 (8d6). can communicate telepathically through the bond whether or
not they have a common language.
Dominate Person The communication is possible over any distance, though it
Recharge Value 10 Control can’t extend to other planes of existence.
Activation Time: 1 action At Greater Recharges. Increasing the recharge value
Range: 60 feet increases the amount of people you can target with it at
Duration: Concentration, up to 1 minute recharge value 11 (10 creatures).
You may attempt to beguile a humanoid you can see within Fire Form
range. Recharge Value 7 Destruction
It must succeed on a Wisdom saving throw or be charmed Activation Time: 1 bonus action
by you for the duration. If you or creatures that are friendly to Range: Self
you are fighting it, it has advantage on the saving throw. Duration: 1 minute
While the target is charmed, you have a telepathic link with
it as long as the two of you are on the same plane of You become wreathed in flames until your concentration
existence. ends. Any creature that end its turn within 5 feet of you takes
You can use this telepathic link to issue commands to the 3d6 fire damage. You may end this effect early as an action.
creature while you are conscious (no action required), which At Greater Recharges. Increasing the recharge value
it does its best to obey. grants you a certain flying speed for the duration at recharge
You can specify a simple and general course of action, such values 10 (30 ft) and 11 (40 ft).
as "Attack that creature," "Run over there," or "Fetch that
object." Forced Truth
If the creature completes the order and doesn't receive Recharge Value 5 Control
further direction from you, it defends and preserves itself to Activation Time: 1 action
the best of its ability. Range: Touch
You can use your action to take total and precise control of Duration: Concentration, up to 1 minute
the target. Until the end of your next turn, the creature takes
only the actions you choose, and doesn't do anything that you A creature you choose within range must make a Charisma
don't allow it to do. saving throw. On a failed save, a creature can't speak a
During this time, you can also cause the creature to use a deliberate lie while in the radius. You know whether each
reaction, but this requires you to use your own reaction as creature succeeds or fails on its saving throw.
well. An affected creature is aware of the psionic and can thus
Each time the target takes damage, it makes a new avoid answering questions to which it would normally
Wisdom saving throw against the spell. If the saving throw respond with a lie. Such a creature can be evasive in its
succeeds, the spell ends. answers as long as it remains within the boundaries of the
At Greater Recharges. Increasing the recharge value truth.
increases the duration at recharge value 11 (10 minutes). At Greater Recharges. Increasing the recharge value
increases the duration at recharge values 7 (10 minutes), 10
Energy Beam (1 hour) and finally 11 (8 hours).
Recharge Value 4 Destruction
Activation Time: 1 action Freezing Aura
Range: 60 feet Recharge Value 7 Destruction
Duration: Instantaneous Activation Time: 1 action
You may make a ranged psionic attack against a target Range: Self (20-foot sphere)
within range. On a hit, the target takes 2d10 psychic damage. Duration: Instantaneous
At Greater Recharges. Increasing the recharge value An aura of frost emanates from you. All hostile creatures
increases the damage at recharge values 5 (3d10), 7 (4d10), that can see you within 20 feet must succeed a constitution
10 (6d10) and finally 11 (7d10). saving throw or take 4d6 cold damage, taking half as much
on a successful save.
Enhanced Telepathy Creatures that fail their saving throw have their movement
Recharge Value 10 Empowerment halved until the beginning of your next turn.
Activation Time: 1 action At Greater Recharges. Increasing the recharge value
Range: 30 feet increases the damage at recharge values 10 (6d6) and finally
Duration: Concentration, up to 1 hour 11 (7d6).
You forge a telepathic link among up to eight willing Geas
creatures of your choice within range, psychically linking Recharge Value 11 Control
each creature to all the others for the duration. Activation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 day

THE MYSTIC | OBIJO1 12


You place a Psionic command on a creature that you can see Ice Spike
within range, forcing it to carry out some service or refrain Recharge Value 2 Destruction
from some action or course of activity as you decide.
If the creature can understand you, it must succeed on a Activation Time: 1 action
Wisdom saving throw or become charmed by you for the Range: 60 feet
duration. If it passes its saving throw it is immune to this Duration: Instantaneous
Psionic for the next 24 hours. As an action, you hurl a mote of ice at one creature. The
While the creature is charmed by you, it takes 6d10 target must make a dexterity saving throw. On a failed save,
psychic damage each time it acts in a manner directly the target takes 2d6 cold damage and has its speed halved
counter to your instructions, but no more than once per hour. until the start of your next turn. On a successful save, the
A creature that can't understand you is unaffected by the target takes half as much damage
Psionic. You can issue any command you choose, short of an At Greater Recharges. Increasing the recharge value
activity that would result in certain death. Should you issue a increases the damage at recharge values 4 (3d6), 5 (4d6), 7
suicidal command, the effect ends. (5d6), 10 (7d6) and finally 11 (8d6).
You can end the effect early by using an action to dismiss it.
A remove curse, greater restoration, or wish spell also ends Illusionary Cloak
it. As an action while the duration remains you may force it to Recharge Value 5 Empowerment
carry out some service or refrain from some action or course Activation Time: 1 action
of activity instead of what you were making it do before. You Range: Touch
can only do this if it is within 30 feet of you. Duration: Concentration, up to 10 minutes
The concentration on this spell does not break when you
are unconscious or asleep. A creature within range becomes invisible until the
duration ends. Anything the target is wearing or carrying is
Hideous Laughter invisible as long as it is on the target’s person.
Recharge Value 4 Control The psionic ends for a target that attacks, uses a psionic or
Activation Time: 1 action casts a spell.
Range: 30 feet At Greater Recharges. Increasing the recharge value
Duration: Concentration, up to 1 minute increases the amount of people you can target with it at
recharge values 7 (2 creatures), 10 (4 creatures) and finally
A creature of your choice that you can see within range 11 (5 creatures).
perceives everything as hilariously funny and falls into fits of
laughter if this psionic affects it. The target must succeed on Incapacitate
a Wisdom saving throw or fall prone, becoming incapacitated Recharge Value 4 Control
and unable to stand up for the duration. A creature with an Activation Time: 1 action
Intelligence score of 4 or less isn't affected. Range: 60 feet
At the end of each of its turns, and each time it takes Duration: 1 minute
damage, the target can make another Wisdom saving throw.
The target has advantage on the saving throw if it's triggered You may target a creature within range and try to put them
by damage. On a success, the effect ends. to sleep. Roll 4d8; the total is how many hit points of the
At Greater Recharges. Increasing the recharge value creature it will affect.
causes them to take psychic damage which does not trigger a If the result of the dice is greater or equal to the current hit
saving throw from this effect if they fail their first saving points of the target it falls unconscious for a 1 minute, until
throw against the spell at recharge values 5 (1d10), 7 (2d10), they take damage, or someone uses their action to awaken
10 (4d10) and finally 11 (5d10). the creature.
If the result of the dice is less than the current hit points of
Hungry Lightning the target the Psionics effect fails. Undead and creatures
Recharge Value 2 Destruction immune to being charmed aren’t affected by this spell.
Activation Time: 1 action At Greater Recharges. Increasing the recharge value
Range: 60 feet increases the dice rolled to knock the creature unconscious
Duration: Instantaneous at recharge values 5 (5d8), 7 (6d8), 10 (8d8) and finally 11
(9d8).
As an action, you hurl a bolt of lightning at one creature.
The target must make a dexterity saving throw, having Jibing Shock
disadvantage if they are wearing heavy armour. On a failed Recharge Value 2 Control
save, the target takes 2d6 lightning damage. On a successful Activation Time: 1 action
save, the target takes half as much damage Range: 60 feet
At Greater Recharges. Increasing the recharge value Duration: Instantaneous
increases the damage at recharge values 4 (3d6), 5 (4d6), 7
(5d6), 10 (7d6) and finally 11 (8d6) You unleash a string of insults laced with subtle psychic
energy at a creature you can see within range.
If the target can hear you (though it need not understand
you), it must succeed on a Wisdom saving throw or take 2d6
psychic damage and have disadvantage on the next attack roll
it makes before the end of its next turn.
13 THE MYSTIC | OBIJO1
On a successful save, the target takes half as much damage Mind Blank
and doesn’t have disadvantage on its attack roll. Recharge Value 5 Control
At Greater Recharges. Increasing the recharge value of
the Discordant Whispers increases the damage at recharge Activation Time: 1 action
values 4 (3d6), 5 (4d6), 7 (5d6), 10 (7d6) and finally 11 (8d6). Range: 30 feet
Duration: 1 round
Lightning Leap You may target a creature within range. They must succeed
Recharge Value 7 Destruction an intelligence saving throw or be stunned until the
Activation Time: 1 action beginning of your next turn taking 1d10 psychic damage.
Range: Self (45-foot line) At Greater Recharges Increasing the recharge value
Duration: Instantaneous increases the damage at recharge values 7 (2d10), 10 (4d10)
You let loose a line of lightning that is 45 feet long and 5 and finally 11 (5d10).
feet wide. Each creature in that line must succeed a dexterity Mind Blast
saving throw or take 4d6 lightning damage, or half as much Recharge Value 2 Destruction
on a successful save.
You can then teleport to an unoccupied space touched by Activation Time: 1 action
the line. Range: 60 feet
At Greater Recharges. Increasing the recharge value Duration: Instantaneous
increases the damage at recharge values 10 (6d6) and finally You may create a blast of psychic energy in a 5-foot radius
11 (7d6). sphere centred on a point within range.
All creatures within the radius must succeed an
Magical Weapon intelligence saving throw or take 1d8 psychic damage, taking
Recharge Value 2 Empowerment half as much on a successful save.
Activation Time: 1 action At Greater Recharges. Increasing the recharge value
Range: Touch increases the damage and radius at recharge values 4 (2d8
Duration: Concentration, up to 1 hour and 5), 5 (3d8 and 10), 7 (4d8 and 10), 10 (6d8 and 15) and
finally 11 (7d8 15).
You may make your weapon within range magical for the
sake of overcoming resistances and immunities for the Mind Sense
duration. Recharge Value 5 Empowerment
Memory Graft Activation Time: 1 action
Recharge Value 5 Control Range: Self
Duration: Concentration, up to 1 hour
Activation Time: 1 action
Range: 60 feet For the duration, you see invisible creatures and objects as
Duration: Instantaneous if they were visible, and you can see into the Ethereal Plane.
Ethereal creatures and objects appear ghostly and
You may target a creature you can see within range. They translucent.
must succeed on a wisdom saving throw or have their surface
thoughts telepathically shown to you. Modify Memory
They do not realize an effect has been put on them after Recharge Value 11 Control
this, however the effect automatically fails if a creature has an
intelligence of 3 or less. Activation Time: 1 action
At Greater Recharges. Increasing the recharge value Range: 30 feet
increases the amount of people you can target with it at Duration: Concentration, up to 1 minutes
recharge values 7 (2 creatures), 10 (4 creatures) and finally You attempt to reshape another creature's memories. One
11 (5 creatures). creature that you can see must make a Wisdom saving throw.
If you are fighting the creature, it has advantage on the saving
Mental Bastions throw. On a failed save, the target becomes charmed by you
Recharge Value 11 Protection for the duration. The charmed target is incapacitated and
Activation Time: 1 action unaware of its surroundings, though it can still hear you. If it
Range: 30 feet takes any damage or is targeted by another spell, this spell
Duration: 1 minute ends, and none of the target's memories are modified.
You create a field of protective psychic energy. Choose While this charm lasts, you can affect the target's memory
eight willing creatures within range. of an event that it experienced within the last 24 hours and
Until the effect ends, each target has resistance to psychic that lasted no more than 10 minutes. You can permanently
damage and advantage on Intelligence, Wisdom and eliminate all memory of the event, allow the target to recall
Charisma saving throws. the event with perfect clarity and exacting detail, change its
At Greater Recharges. Increasing the recharge value memory of the details of the event, or create a memory of
increases the amount of people you can target with it at some other event.
recharge value 12 (9 creatures).

THE MYSTIC | OBIJO1 14


You must speak to the target to describe how its memories You summon a Caravan made of psychic energy in an
are affected, and it must be able to understand your language unoccupied space within range that remains for the duration.
for the modified memories to take root. Its mind fills in any It needs no horses and can hold up to 10 people and
gaps in the details of your description. If the spell ends before 10,000 pounds within it. Only creatures and objects you allow
you have finished describing the modified memories, the can enter it taking an action.
creature's memory isn't altered. Otherwise, the modified This Caravan has a walking, climbing and swimming speed
memories take hold when the spell ends. of 100 ft. It has an AC of 15 and 500 hit points. Also, it has
A modified memory doesn't necessarily affect how a resistance to piercing, bludgeoning and slashing damage and
creature behaves, particularly if the memory contradicts the immunity to psychic and poison damage. It is also immune to
creature's natural inclinations, alignment, or beliefs. An being grappled, restrained, poisoned, stunned, frightened or
illogical modified memory, such as implanting a memory of charmed. However, it cannot attack.
how much the creature enjoyed dousing itself in acid, is Creatures within the caravan have total cover against
dismissed, perhaps as a bad dream. The GM might deem a attack and the caravan has a sealed pool of air lasting its
modified memory too nonsensical to affect a creature in a duration meaning even if there is no air outside the caravan
significant manner. creatures within it can breathe as normal. If the Caravan is
A remove curse or greater restoration spell cast on the destroyed and when the duration ends it vanishes.
target restores the creature's true memory. Using this Psionic again before its duration ends can
At Greater Recharges. Increasing the recharge value instead of summoning a new Caravan and ending the current
increases the amount of time back you can access and modify effect resets the duration of this caravan.
their memories at recharge value 12 (7 days ago).
Phantom Slayer
Mystic Hand Recharge Value 10 Control
Recharge Value 4 Control Activation Time: 1 action
Activation Time: 1 action Range: 60 feet
Range: 30 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see range
You can use your action to manipulate or move one object and create an illusory manifestation of its deepest fears,
within 30 feet of you. The object can’t weigh more than 10 visible only to that creature.
pounds, and you can’t affect an object being worn or carried The target must make a Wisdom saving throw. On a failed
by another creature. save, the target becomes frightened for the duration. At the
If the object is loose, you can move it up to 30 feet in any start of each of the target’s turns before the effect ends, the
direction. This talent allows you to open an unlocked door, target must succeed on a Wisdom saving throw or take 5d10
pour out a beer stein, and so on. The object falls to the psychic damage. On a successful save, the effect ends.
ground at the end of your turn if you leave it suspended in At Greater Recharges. Increasing the recharge value
mid-air. increases the damage at recharge value 11 (6d10).
At Greater Recharges. Increasing the recharge value
increases the range and maximum weight of this spell at Precognition
recharge values 4 (20 pounds and 35 feet), 5 (30 pounds and Recharge Value 7 Empowerment
40 feet), 7 (40 pounds and 45 feet), 10 (40 pounds and 55 Activation Time: Rolling Initiative
feet) and 12 (50 pounds and 60 feet). Range: Self
Duration: 1 minute
Paralysing Hold
Recharge Value 5 Control You may grant yourself knowledge of future events.
Activation Time: 1 action You have advantage on initiative checks for the duration
Range: 60 feet including the one used to trigger this psionic. You have
Duration: Concentration, up to 1 minute advantage on dexterity saving throws and creatures have
disadvantage on their first attack rolls against you each
Choose a humanoid that you can see within range. The round.
target must succeed on a Wisdom saving throw or be At Greater Recharges. Increasing the recharge value
paralysed for the duration and take 1d6 lightning damage. increases the duration at recharge values 10 (10 minutes)
This Psionic has no effect on undead. and finally 11 (1 hour).
At the end of each of its turns, the target can make another
Wisdom saving throw. On a success, the effect ends on the Psychic Deterrence
target. Recharge Value 11 Destruction
At Greater Recharges Increasing the recharge value Activation Time: 1 reaction, which you take when you are hit
increases the damage at recharge values 7 (2d6), 10 (4d6) by an attack
and finally 11 (5d6). Range: Self
Duration: 1 round
Phantom Caravan
Recharge Value 11 Empowerment You may gain a ward of psychic energy. Every attack on you
Activation Time: 1 action until the beginning of your next turn is made with advantage,
Range: 5 feet including the one that triggered this effect. If anyone hits the
Duration: Concentration, up to 8 hours attack they take 6d10 psychic damage and the effect ends.
15 THE MYSTIC | OBIJO1
Psychic Discovery Scrying
Recharge Value 2 Empowerment Recharge Value 11 Empowerment
Activation Time: 1 hour Activation Time: 10 minutes
Range: Touch Range: Self
Duration: Instantaneous Duration: Concentration, up to 10 minutes
Choose one object that must be within range for the entire You can see and hear a particular creature you choose that
activation time. If it is a magic item or some other magic- is on the same plane of existence as you. The target must
imbued object, you learn its properties and how to use them, make a Wisdom saving throw, which is modified by how well
whether it requires attunement to use, and how many you know the target and the sort of physical connection you
charges it has, if any. have to it.
You learn whether any spells or Psionics are affecting the If a target knows you're activating this psionic, it can fail
item and what they are. If the item was created by a spell, you the saving throw voluntarily if it wants to be observed.
learn which spell created it.
If you instead touch a creature throughout the hour, you Knowledge Modifier
learn what spells and Psionics, if any, are currently affecting Knowledge Safe Modifier
the creature. Heard of the Target +5
Met the Target +0
Psychic Weapon
Recharge Value 7 Empowerment Know Target well -5
Activation Time: 1 bonus action
Range: 5 feet Connection Modifier
Duration: 1 minute Connection Save Modifier
You create a floating, spectral weapon 5 feet away from you Likeness or Picture -2
that lasts for the duration or until you cast this spell again. Possession or Garment -4
When you cast the Psionic, you can make a melee spell
attack against a creature within 5 feet of the weapon. On a Body Part -10
hit, the target takes psychic damage equal to 1d8 + your
intelligence modifier. On a successful save, the target isn't affected, and you can't
As a bonus action on your turn, you can move the weapon use this psionic against it again for 24 hours.
up to 20 feet and repeat the attack against a creature within 5 On a failed save, the psionic creates an invisible sensor
feet of it. The weapon can take whatever form you choose. within 10 feet of the target. You can see and hear through the
At Greater Recharges. Increasing the recharge value sensor as if you were there. The sensor moves with the
increases the damage of the weapon at recharge value 11 target, remaining within 10 feet of it for the duration. A
(2d8). creature that can see invisible objects sees the sensor as a
luminous orb about the size of your fist.
Pulverised Mind Instead of targeting a creature, you can choose a location
Recharge Value 7 Destruction you have seen before as the target of this spell. When you do,
the sensor appears at that location and doesn't move.
Activation Time: 1 action
Range: 60 feet Sending
Duration: Instantaneous Recharge Value 7 Empowerment
You may target a creature within range. They must succeed Activation Time: 1 action
an intelligence saving throw or take 6d8 psychic damage, Range: Unlimited
taking half as much on a successful save. Duration: Concentration, up to 1 round
At Greater Recharges. Increasing the recharge value
increases the damage at recharge values 10 (8d8) and finally You send a short message of twenty-five words or less to a
11 (9d8). creature with which you are familiar. The creature hears the
message in its mind, recognizes you as the sender if it knows
Reflexive Defence you, and can answer in a like manner immediately. The
Recharge Value 4 Protection psionic enables creatures with Intelligence scores of at least
1 to understand the meaning of your message.
Activation Time: 1 reaction, which you take when you are hit You can send the message across any distance and even to
by an attack other planes of existence, but if the target is on a different
Range: Self plane than you, there is a 5 percent chance that the message
Duration: 1 round doesn't arrive.
A psychic barrier appears between you and your enemy
granting you a +5 bonus to your AC, including against the Slow Fall
triggering attack until the start of your next turn. Recharge Value 2, Empowerment
Activation Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 30 feet
Duration: 1 minute
THE MYSTIC | OBIJO1 16
Choose up to five falling creatures within range. A falling Telekinesis
creature's rate of descent slows to 60 feet per round for a Recharge Value 10 Control
minute.
If the creature lands before the spell ends, it takes no Activation Time: 1 action
falling damage and can land on its feet, and the effect ends Range: 60 feet
for that creature. Duration: Concentration, up to 1 minute
At Greater Recharges. Increasing the recharge value You gain the ability to move or manipulate creatures or
increases the amount of people you can target with it at objects by thought.
recharge values 4 (6 creatures), 5 (7 creatures), 7 (8 When you cast this Psionic, and as your action each round
creatures), 10 (10 creatures) and finally 11 (11 creatures). for the duration, you can exert your will on one creature or
object that you can see within range, causing the appropriate
Step of the Mind effect below.
Recharge Value 5 Empowerment You can affect the same target round after round or choose
Activation Time: 1 bonus action a new one at any time. If you switch targets, the prior target is
Range: Self no longer affected by the Psionic.
Duration: Instantaneous Creature- You can try to move a Huge or smaller creature.
You teleport up to 30 feet to an unoccupied space that you Make an ability check with your Intelligence contested by the
can see. creature’s Strength check.
At Greater Recharges. Increasing the recharge value If you win the contest, you move the creature up to 30 feet
increases the distance you can teleport at recharge value 7 in any direction, including upward but not beyond 60 feet of
(35 feet), 10 (45 feet) and 11 (50 feet). you. Until the end of your next turn, the creature is restrained
in your telekinetic grip.
A creature lifted upward is suspended in mid-air. On
Stun subsequent rounds, you can use your action to attempt to
Recharge Value 4 Control maintain your telekinetic grip on the creature by repeating
Activation Time: 1 action the contest.
Range: 30 feet Object- You can try to move an object that weighs up to
Duration: 1 round 1,000 pounds. If the object isn’t being worn or carried, you
You may target a creature within range. They must succeed automatically move it up to 30 feet in any direction, but not
an intelligence saving throw or be stunned until the beyond 60 feet of you.
beginning of your next turn. If the object is worn or carried by a creature, you must
make an ability check with your Intelligence contested by that
Suggestion creature’s Strength check. If you succeed, you pull the object
Recharge Value 5 Control away from that creature and can move it up to 30 feet in any
direction but not beyond 60 feet of you.
Activation Time: 1 action You can exert fine control on objects with your telekinetic
Range: 30 feet grip, such as manipulating a simple tool, opening a door or a
Duration: Concentration, up to 1 hour container, stowing or retrieving an item from an open
You suggest a course of activity (limited to a sentence or container, or pouring the contents from a vial.
two) and influence a creature you can see within range that
can hear and understand you. Creatures that can't be Telepathic Link
charmed are immune to this effect. The suggestion must be Recharge Value 2 Control
worded in such a manner as to make the course of action Activation Time: 1 bonus action
sound reasonable. Asking the creature to stab itself, throw Range: 60 feet
itself onto a spear, immolate itself, or do some other obviously Duration: 1 minute
harmful act ends the psionic. Select a target within range. For the duration any attack
The target must make a Wisdom saving throw. On a failed roll against the affected creature has advantage if the attacker
save, it pursues the course of action you described to the best can see it, and the affected creature can’t benefit from being
of its ability. The suggested course of action can continue for invisible.
the entire duration. If the suggested activity can be completed
in a shorter time, the spell ends when the subject finishes Tranquillity
what it was asked to do. Recharge Value 4 Protection
You can also specify conditions that will trigger a special
activity during the duration. For example, you might suggest Activation Time: 1 bonus action
that a knight give her warhorse to the first beggar she meets. Range: Touch
If the condition isn't met before the spell expires, the activity Duration: 1 minute
isn't performed. Select a target within range. Until the effect ends, any
If you or any of your companions damage the target, the creature who targets the warded creature with an attack,
psionic ends. harmful psionics or a harmful spell must first make a
Wisdom saving throw. On a failed save, the creature must
choose a new target or lose the attack, psionic or spell.

17 THE MYSTIC | OBIJO1


This psionic doesn’t protect the warded creature from area
effects, such as the explosion of a fireball. If the warded Multiclassing
creature makes an attack, uses a Psionic or casts a spell that Stat Prerequisite: Intelligence 13
affects an enemy creature, this effect ends. Given Proficiencies Light armour, Simple weapons
Unwavering Eye
Recharge Value 4 Empowerment
Activation Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
You may grant yourself advantage on Wisdom (Perception)
checks for the duration.
At Greater Recharges. Increasing the recharge value
increases the duration at recharge values 5 (10 minutes), 7 (1
hour), 10 (8 hours) and finally 11 (24 hours).

THE MYSTIC | OBIJO1 18

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