Mystic Class
Mystic
The mystic is bound to arcane otherworldly forces whether by blood or creed. The mystic gains psychic tendrils or arms that is can use to manipulate the world around it.
hit dice:
1d8 per mystic level
hit points at 1st level:
8+ constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Vector level after 1st
armor proficiencies:
None
weapon proficiencies:
Daggers, Improvised weapon proficiency
tools:
One gaming or tool set of your choice
saving throws:
Intelligence, Dexterity
skills:
Choose two from Arcana, Intimidation, Persuasion, Performance, Insight, Investigation
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a dagger or (b) a Quiver with 10 arrows
(a) an entertainer’s pack or (b) an explorer’s pack
(a) one gaming or tool set of your choice
You start with the following equipment, in addition to the equipment granted by your background:
spellcasting:
While not a spellcaster, some abilities might use a spell save for which you will use intelligence as your spell casting modifier Spell Attack Modifier = INT modifier + Proficiency modifier Spell Save DC = 8 + INT modifier + proficiency modifier
While not a spellcaster, some abilities might use a spell save for which you will use intelligence as your spell casting modifier Spell Attack Modifier = INT modifier + Proficiency modifier Spell Save DC = 8 + INT modifier + proficiency modifier
class features:
1 Tendril - Medium (1x1) 1d8 bludgeoning
2 Tendrils - Large (2x2) 2d8 bludgeoning
3 Tendrils - Huge (3x3) 3d8 bludgeoning
4 Tendrils - Gargantuan (4x4) 4d8 bludgeoning
You start with a single tendril and gain an additional vector at levels 7, 11, and 16. Each individual tendril is able to make its own attack, against a different target
You gain a fly speed of 30 up to a height of 15 feet
You are always under the effect of featherfall
You can choose to use your bonus action instead of action to dash
You are able to use your INT modifier for dex saves (not checks) while using your tendrils
You are able to use your INT modifier for acrobatics and sleight of hand checks
Gain proficiency in acrobatics and sleight of hand, or double proficiency if you are already proficient
Your tendrils gain the ability to move through solid objects like walls
You gain blindsight up to 30 feet, increases to 60 feet at level 15
As an action gain the ability to quickly tear up the ground and create rough terrain equal to twice your level worth of tiles
As an action gain the ability to quickly carve away rough terrain caused by solid obstructions (rubble, objects, etc.) equal to twice your level worth of tiles
Against adjacent enemies, gain +2 to hit and an additional 1d4 of damage for each slashing or piercing attack made with your tendrils
1 - Right Hand
2 - Left Hand
3 - Right Leg
4 - Left Leg
You can use your action to remove grappled, restrained, or paralyzed conditions
You become Immune to frightened or charmed
You can cast Earthquake once per day
For one turn you gain 2 additional vectors, and for the duration unlock the ability to throw a colossal object (30x30), dealing 8d8 bludgeoning
Tendrils
At level 1 you gain the power of invisible arms called tendrils that are able to interact with the material world. These tendrils have the ability to slash, pierce, and pick up creatures and objects as an action, using Intelligence as your attack modifier. Tendrils have the attack characteristics of a very sharp blade. When slashing or piercing, each vector does 1D10+Int slashing or piercing damage. The range of your tendrils is specified on the leveling chart Tendrils have the ability to pick up and throw objects up to a range of 30 feet. Targets must make dex saves against your spellcasting DC. Additional tendrils can use their actions to increase the size of object thrown, increasing area of effect and damageLevitation
At 2nd level you gain the following abilities:Paranormal Restraints
At level 2 your tendrils gain the ability to grapple targets At level 9 you gain the ability to grapple huge creatures, and at level 16 you gain the ability to grapple gargantuan creatures using your tendrils. Grappled creatures can be picked up and moved up to 30 feet in any direction up to the limit of the range of the tendrils. Creatures can be thrown, and are treated as objects of their size per the thrown objects section of your tendril's ability if thrown at another creature. The thrown creature will automatically fail the save and take the amount of damage detailed in the chart for their size. After being thrown, the creature is no longer grappledTendril Augmentations
At level 3 you are able to draw from a reserve of power to enhance your abilities in exchange for points from a limited pool You start off with 3 known abilities, and learn a new one every 2 levels (5, 7, 9, 11, 13, 15, 17, 19) Augmentation points are fully regained on a long rest, or half on a short rest A list of all available abilities is detailed further below under “Augmentations”Mystic Path
At 3rd level, you choose a Mystic Path. Each path specializes in a specific approach to psionics. Your path gives you features when you choose it at 3rd level and additional features at 6th, and 14th level.Apparitious Strength
At level 5 you are able to use your INT modifier for strength based attacks, checks, and saves while using your tendrils Gain proficiency in athletics, or double proficiency is you are already proficientApparitious Dexterity
At level 7 you gain the following abilities:Heightened Sensitivity
At level 10 you gain the following abilities:Cryptocarpus
At level 11 you are able to cast Arcane Hand once per day. The hand is able to be invisibleSlice and Dice
At level 14 you gain the following abilities:Trapped in Here with Me
At level 15 you gain the following ability:Hack and Slash
At level 17, critical hits fromn your tendrils result in the enemy having one of their hands or legs severed as determined by a 1d4 rollUnconstrainable
At level 9 you gain the following abilities:Life Force Reserves
When you are out of augmentations, you can expend 1d10+3 of your own hitpoints to give yourself an additional point. This ability can be used as a free action when you use your tendrils 3 times per long restMass Destruction
At level 20 you gain the following abilities:Augmentations
Reflection
When using your Unseen Deflection ability, you can instead reflect the damage back towards the creature who dealt itGuarding Tendrils
Add AC equal to the number of tendrils you have for one roundBreakoff
You are able to disengage as a bonus actionTendril Surge
For one turn, gain an additional tendrilRestrain
If you have grappled a creature you can make another grapple check to try to restrain the creature. If this check fails, the creature is unrestrained but still grappledDisarm
On a hit you can impose a STR save against your spell save DC against hit creature. If they fail and are holding a weapon or arcane focus, you can disarm them and the held object falls to the floorSweep
On a successful attack with one of your tendrils, you can knock the creature prone, given they are large size or smallerCondensed Defense
As a reaction, you can take half damage from a failed dex save, and no damage from a successful onePinned
When throwing objects, you can make any creatures who fail their saves be pinned under the rubble, and must use half of their movement to escape on their turnBoosted
Your tendrils propel you. Double your movement speed for the turnFocused Attack
You automatically do critical damage for a single one of your vector attacks (does not count as a critical for the purpose of the “Hack and Slash” ability)Barrier
Gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources for the turnRagdoll
You are able to move grappled targets and extra 30 feet, or throw an object and additional 30 feet, and add an additional 1d8 bludgeoning damage when thrownSupercharged
For a single tendril attack, double its range and add another 1d10 to its damageBetter Luck Next Time
After you miss an attack, you can try to reroll it one more time, and add an additional +2 to the new rollsubclass options:
Path of the Guardian Spirits Path of the Savant Path of the Puppeteer Path of Ghosts Path of Space Time
Path of the Guardian Spirits Path of the Savant Path of the Puppeteer Path of Ghosts Path of Space Time
Level | Proficiency Bonus | Vector Range | Augmentation Points | Augmentations Known | Features |
---|---|---|---|---|---|
1 | +2 | 5 | - | - | Vectors |
2 | +2 | 10 | - | - | Levitation, Paranormal Restraints |
3 | +2 | 15 | 4 | 2 | Mystic Path, Vector Augmentations |
4 | +2 | 20 | 4 | 2 | Ability Score Improvement |
5 | +3 | 25 | 5 | 3 | Apparitious Strength |
6 | +3 | 30 | 5 | 3 | Mystic Path |
7 | +3 | 35 | 6 | 4 | Ability Score Improvement |
8 | +3 | 40 | 6 | 4 | Apparitious Dexterity |
9 | +4 | 45 | 7 | 5 | Heightened Sensitivity |
10 | +4 | 50 | 7 | 5 | Cryptocarpus |
11 | +4 | 55 | 8 | 6 | Ability Score Improvement |
12 | +4 | 60 | 8 | 6 | Slice and Dice |
13 | +5 | 65 | 9 | 7 | Trapped in Here with Me |
14 | +5 | 70 | 9 | 7 | Mystic Path |
15 | +5 | 75 | 10 | 8 | Ability Score Improvement |
16 | +5 | 80 | 10 | 8 | Hack and Slash |
17 | +6 | 85 | 11 | 9 | Unconstrainable |
18 | +6 | 90 | 11 | 9 | Ability Score Improvement |
19 | +6 | 95 | 12 | 10 | Life Force Reserves |
20 | +6 | 100 | 12 | 10 | Mass Destruction |
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