Mystic
Mystic
Mystic
Mystic Power. As a mystic you can manipulate and create special energies that allows you to use
pokemon moves. You learn two non-damaging pokemon moves, you can use these moves a total of
times equal to twice your proficiency bonus. If a move requires a save you use your Mystic DC and if it
requires an attack roll you use your Mystic attack modifier.
At 4th level, you can now learn special pokemon moves up to power 40, you learn one extra move, and
you can change the moves you already know for others as part of this level up.
At 11th level, you can now learn special pokemon moves up to power 80, you learn two extra moves,
whenever you take a long rest you can change one move you have learned, and you can change the
moves you already know for others as part of this level up.
At 18th level, you can now learn special pokemon moves up to power 100, you learn two extra moves.
Additionatly you learn one move with power above 100, you can only have one move with power above
100 learned at a time, to use it you must spend 3 uses of your Mystic Power feature.
Channeling. You can focus on a pokemon and try to connect with it. As an action you can spend a hit dice
and roll it, taking the number rolled as damage and forming a link with the pokemon, if the pokemon is
unwilling it needs to make a wisdom saving throw against your mystic DC, on a failure the channeling is a
success. While channeling with a pokemon you can feel and understand its emotions and command it
telepathically. This lasts for 1 hour and you can only channel one pokemon at a time
Occult Expertise. Your study of the supernatural and magic has granted you great knowledge, choose
between religion or arcana, you gain proficiency in the skill you chose, expertise if you already had
proficiency.
Supernatural Advantage. Whenever you roll an ability check, attack roll, or saving throw you can choose
to reroll it. Once you use this feature you can't use it again until a long rest.
At 9th level, you can use this feature three times per long rest
Clairvoyance. Once during a long rest you can touch an object and roll a religion or arcana check (DMs
choice), you then see into the objects history, your visions are clearer and longer the higher your roll
was, even with a 1 on the roll you still gain some relevant information.
At 9th level, you can use this feature on creatures and locations.
Greater Channeling. Whenever you channel with a pokemon you can now use one of its moves.
Additionally as an action you can swap your vision and hearing with that of your channeled pokemon.
Ultimate Channeling. While your channeling with a pokemon you can undestand what it is saying.
Additionally whenever you or the channeled pokemon take damage the one taking damage can transfer
to the other as a reaction.
Trusted Companion. You have such a close bond with one of your pokemon that you two are always
connected. Choose one of your pokemon, you are always considered channeled with that pokemon and
this pokemon does not take up your channeling slot. Additionatly you can use all the moves from your
trusted companion and it adds half your proficiency bonus to all of its ability checks, saving throws, and
attack rolls.
Subclasses:
Mystic Domain Legend
3rd - Mark of the Legend
6th - Myhtical Power
10th - Patron Intervention
15th - Legendary Fusion
20th - Fabled Fusion
Mark of the Legend. You have a powerful pokemon with capabilities beyond that of normal pokemon as
your patron, be it legendary or not. As a mark of your strengthening connection with this pokemon you
have some sort of symbol bound to you, be it a brand somewhere on your body, a item that never leaves
your side no matter how hard you try to get rid of it, or even a a part of your appearance that transforms
to resemble the pokemon.
As a action you can present your mark and channel the power from your patron, you gain two legend
powers, one is Powerful Presence, the other is decided by your patron's type (you choose between the
types if your patron has multiple). These legend powers use your mystic DC and attack modifier if
needed. You can use this feature proficiency times per long rest.
Myhtical Power. While your channeling with a pokemon all moves of the same type as your patron add
your proficiency to the damage rolls.
Patron Intervention. As a action you call upon your patron to aid in something. Describe the assistance
you seek, and roll percentile dice. If you roll a number equal to or lower than your mystic level, your
patron intervenes. The DM chooses the nature of the intervention. If your patron intervenes, you can't
use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Legendary Symbol. Your patron's mark on you has grown stronger and changed in some way. You gain a
new legend power based on the type of your patron you did not choose (If your patron does not have
multiple types, freely choose a legend power from the list). Additionatly your mythical power feature is
always active on your pokemon, even if you are not channeled with it.
Fabled Fusion. As an action, you can enter a form of synergy with your Patron that gives you new
features. In this form all of your stats mirror your Patron's and you can use their ability, moves, and other
powers on top of your actual features. This form lasts for 1 minutes and you can only use it once per long
rest. Once this form ends you gain 1d4 points of exhaustion.
Legend Powers:
Powerful Presence - Every creature within 30 ft of you must make a wisdom saving throw or become
frightned of you, if the target fails the save by 5 or more it must use its movement and action to move as
far away as it can from you. A creature affected by this power can repeat the save at the end of each of
its turns.
Primal Flames (Fire) - Every hostile creature within 15 ft of you must make a dexterity saving throw,
taking 2d6 + mystic level fire damage and getting burned on a failure or half as much damage on a
success.
Prime Mind (Psychic) - For the next minute you can move or manipulate creatures or objects by thought.
When you use this power, and as your action each round for the duration, you can exert your will on one
creature or object that you can see within 60 ft causing one of the following effects:
· You can try to move a Huge or smaller creature. Make an ability check with your mystic ability
contested by the creature’s Strength check. If you win the contest, you move the creature up to
30 feet in any direction, including upward but not beyond the range of this power. 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 subsequent rounds, you can use your action to attempt to maintain
your telekinetic grip on the creature by repeating the contest.
· You can try to move an object that weighs up to 100 times your mystic level in pounds. If the
object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but
not beyond the range of this power. If the object is worn or carried by a creature, you must make
an ability check with your mystic ability contested by that creature’s Strength check. If you
succeed, you pull the object away from that creature and can move it up to 30 feet in any
direction but not beyond the range of this power. You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or
retrieving an item from an open container, or pouring the contents from a vial.
Telepathy. You can tap into the minds of the creatures around you granting you the following benefits:
· Link - You can create a telepathic link with one creature you can see within 30 ft of you, you and
that creature can freely talk in eachother's mind. This link lasts until you take a long rest, you are
knocked unconscious, you create a link with a different creature, or you get more than 300 ft
away from the linked creature.
· Brain Blast - You target one creature within 30 ft of you, that creature must make a intelligence
saving throw or take 1d6 psychic damage. (2d6 at 6th level, 3d6 at 10th, 4d6 at 15th, and 5d6 at
20th)
· Mind Poke - As a reaction to a creature making an attack roll, ability check, or saving throw
within 30 ft of you, you can add or reduce a d4 to the roll.
You can use this feature proficiency times per long rest.
Psychic Clairvoyance. You can use your Clairvoyance feature by simply thinking about the object instead
of touching it, if you do it this way, your Religion/Arcana roll is made with disavantage and if the result is
low it may give no information. Additionatly you may use your clairvoyance to attempt to see a
creature's memory of a particular event, to do so you must touch the creature's head and make a insight
roll, gaining more inforamtion the higher the roll.
Mental Command. You can give your pokemon incredibly quick commands with nothing but a thought.
Your pokemon can use one of their moves that takes an action as a bonus action, if they do so they can't
use their action for another move. You can use this feature proficiency times per long rest.
Psychic Surgery. As a action you touch one creature and send waves of psychic power into its body,
heaing them from the inside out. The creature you touched heals for an amount equal to 5 times your
mystic level, if it had a disease or condition affecting it that is removed. Once you use this feature you
can't do so again until you finish a long rest.
Mental Overflow. You have so much psychic power that it overflows out of you. Every hostile creature
that starts its turn within 10 ft of you takes psychic damage equal to your proficiency bonus. Additionally
you can shape that energy into either a psychic sword or shield granting the following powers:
· Sword - As an action you release a powerful slash of psychic energy, every creature in a 60 ft
long, 15 feet wide line from you must make a intelligence saving throw taking 10d10 psychic
damage and be stunned on a failed save or half as much damage on a success.
· Shield - As a reaction to an attack or aoe you bend the psychic energy to protect those around
you, every allied creature within 30 ft of you (including yourself) takes no damage from the
trigger. Additionally once this feature is used the creatures affected by it have resistance to the
next damage they take.
Once you use either of these powers you can't do so again until you finish a long rest.
Occult Curses. Your control over spirit energy allows you to curse both people and pokemon. As a action
you may touch a creature and try to place one of the following curses on it:
· Life Drain Curse - The target must make a constitution saving throw on a failed save it takes 1d6
ghost damage at the start of each of its turns and you or a pokemon your channeled with heal
for the amount of damage dealt. This lasts for 1 minute or until you break concentration.
· Hex Curse - The target must make a wisdom saving throw on a failed save it takes an extra d6
ghost damage whenever it is damage by you and a pokemon your channeled with. Additionatly
the target has disavantage on ability checks and saves based on a ability score of your choice.
This lasts for 1 minute or until you break concentration.
· Feeble Curse - The target must make a wisdom saving throw on a failed save its attacks deal 1d6
less damage and it loses resistance to ghost damage if it any. This lasts for 1 minute or until you
break concentration.
Once you succesfully curse a target you can't do so again until you finish a short or long rest
Ghost Channeling. When you attempt to channel with a ghost pokemon it has disavantage on the
wisdom save to resist the channeling. Additionatly while your channeled with a ghost pokemon you can
understand what the pokemon is saying and you become ghost type.
Soul Beacon. Your connection with the spirit world strengthens any ghost pokemon near you. Any allied
ghost pokemon within 15 ft of you gains +2 to AC, one of you hit dice + your wisdom modifier as
temporary hp at the start of their turn, and advantage on attack rolls, ability checks, and saves.
Spiritual Power. Your ability to manipulate spirit energy has been honed to incredible extent, allowing
you to power your curse with more spirit energy, gaining the following benefits.
· Life Drain Curse's damage increases to 2d6 + your wis mod and any creature within your Soul
Beacon aura is healed by half the damage dealt
· Hex Curse's damage increases to 2d6 + your wis mod and your ghost pokemon gain advantage
on the ability checks and saving throws of the ability score you chose.
· Feeble Curse's damage reduction damage increases to 2d6 + your wis mod and the target now
loses immunity to ghost damage besides just resistance
· You can now attempt to curse a creature within your Soul Beacon aura and your curses no longer
need concentration
Hex Master. You have become one with the spirit energy around you, controlling it as easily as moving
your body. You become permanently ghost type, gaining a hover speed equal to your walking speed and
the ability to phase through solid matter at will. Additionatly your Soul Beacon's range increases to 30 ft,
You add your wisdom mod, charisma mod, and proficiency bonus to the damage of your ghost moves,
and whenever you or your pokemon gets a critical hit using a ghost move you can choose to curse the
target not expending your curse use.