Table of Contents
Mystic
Hailing from a nomadic clan of artists and fire dancers, a woman with dark features and a deep gaze has a premonition that a dark spirit will soon shadow the world; acting on her intuition, she sets out to find the spirit and settle its scorn before it can scour the land.
Journeying deep into the forbidden realms of the material world where the spirits determine one’s fate, an earthen shaman seeks to understand the hidden truths of the natural world. Coming face to face with spirits that would twist another’s soul, the shaman’s survival is a testament to their will. They go knowing they may never return, but each time they do, they come bearing another piece of spiritual strength.
Seated in full lotus, full silence, for days straight, a monk in loose, light, near weightless robes attempts to release his spirit from the confines of his body. Using a combination of fasting, meditation, and deep breathing techniques, he strives to reach the spirit world through routine, persistence and dedication.
Those who seek the secrets of the spirit world are considered mystics. They delve into the unknown and bring back the wonders that it holds. Communing with powerful spirits is a difficult and dangerous undertaking, but the reward for those who find spirits willing to share is knowledge and power that most would never dream of.
Level | Proficiency Bonus | Features | Basics Known | Technique Level |
---|---|---|---|---|
1st | +2 | Bending, Spiritual Domain | 2 | 1st |
2nd | +2 | Spirit Assumption | 2 | 1st |
3rd | +2 | Channel Spirit | 2 | 2nd |
4th | +2 | Spirit Assumption Improvement, Ability Score Improvement | 3 | 2nd |
5th | +3 | 3 | 3rd | |
6th | +3 | Spiritual Domain Feature | 3 | 3rd |
7th | +3 | 3 | 4th | |
8th | +3 | Spirit Assumption Improvement, Ability Score Improvement | 3 | 4th |
9th | +4 | 3 | 5th | |
10th | +4 | Spiritual Domain feature | 4 | 5th |
11th | +4 | 4 | 6th | |
12th | +4 | Ability Score Improvement | 4 | 6th |
13th | +5 | 4 | 7th | |
14th | +5 | Spiritual Domain feature | 4 | 7th |
15th | +5 | 4 | 8th | |
16th | +5 | Ability Score Improvement | 4 | 8th |
17th | +6 | 4 | 9th | |
18th | +6 | Spirit Vessel | 4 | 9th |
19th | +6 | Ability Score Improvement | 4 | 9th |
20th | +6 | Spiritual Domain Feature | 4 | 9th |
As a mystic, you gain the following class features.
Hit Points
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d10 per mystic level
Chi Points at 1st Level: 10 + your Wisdom modifier
Chi Points at Higher Levels: 1d10 (or 6) + your Wisdom modifier each time you gain a level in this class
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit or Poisoner’s kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Animal Handling, Chi, Insight, Medicine, Nature, Perception, Persuasion, Spirit, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a light crossbow and 20 bolts
- (a) a priest’s pack, (b) a dungeoneer's pack, or (c) an explorer’s pack
- Leather armor, any simple weapon, and a dagger
Bending
Your connection to the spirits gives you an understanding of spirit and energy known to few. See chapter 10 for the general rules of bending and chapter 11 for the mystic technique list.
Basics
At 1st level, you know three basics of your choice from the mystic technique list. Alternatively, if you are an elemental bender, you can choose basics from your elemental bending technique list. You learn additional mystic basics of your choice at higher levels, as shown in the Basics Known column of the Mystic table.
Preparing and Performing Techniques
You prepare the list of mystic techniques that are available for you to perform, choosing from the mystic technique list. When you do so, choose a number of mystic techniques equal to your Wisdom modifier + your mystic level (minimum of one technique). The techniques must be of a level that you are able to perform, as shown by the Technique Level column of the Mystic table.
You can change your list of prepared techniques when you finish a long rest. Preparing a new list of mystic techniques requires time spent reciting incantations and preparing ingredients: at least 1 minute per technique level for each technique on your list.
To use a technique, you must expend an amount of chi equal to the technique’s level. If you do not have enough chi available to you, you cannot perform the technique, or the technique fails. You regain all expended chi points when you finish a long rest.
For example, if you were a 3rd-level mystic, with 8 chi points and a Wisdom of 16, your list of prepared techniques can include six techniques of 1st or 2nd level, in any combination. If you prepare the 1st-level technique healing touch, you can perform it at 1st-level or 2nd-level, expending 1 or 2 chi points accordingly. Performing the technique doesn’t remove it from your list of prepared techniques.
Bending Ability
Wisdom is your bending ability for your mystic techniques, since your bending relies on your ability to sense and comprehend the spirits. You use your Wisdom whenever a technique refers to your bending ability. You use your Wisdom modifier when setting the saving throw DC for a mystic technique you use and when making an attack roll with one.
Technique save DC = 8 + your proficiency bonus + your Wisdom modifier
Technique attack modifier = your proficiency bonus + your Wisdom modifier
If you are an elemental bender, you are able to extrapolate what you learn through your class to your elemental bending as well. Thus, you can choose whether to use your elemental bending abilities or your mystic bending ability for your elemental bending techniques.
Meditation
You can perform mystic techniques through meditation if the technique has the meditation tag and you have mastered the technique.
Bending Focus
You can use any focus (found in chapter 5) as a focus for your mystic techniques.
Spiritual Domain
At 1st level, you have committed yourself to a deeper exploration of one of the spiritual domains: Divine Order, The Spirit Wilds, or The Ancient Ones, each of which is detailed at the end of your class description. Your choice grants you features at 3rd level and 6th, 10th, 14th, and 20th level.
Domain Techniques
Each domain has a list of associated techniques. You gain access to these techniques at the level specified in the domain description.
If you gain access to a domain technique that doesn’t appear on the mystic technique list, the technique is nonetheless a mystic technique for you.
Channel Spirit
When you reach 3rd level, your connection to the spirits allows you to channel spiritual energy to fuel powerful effects. Each Channel Spirit option provided by your domain explains how to use it.
When you use your Channel Spirit, you choose which option to use. You must then finish a short or long rest to use your Channel Spirit again.
Some Channel Spirit effects require saving throws. When you use such an effect from this class, the DC equals your mystic technique save DC.
Beginning at 14th level, you can use your Channel Spirit twice between rests. When you finish a short or long rest, you regain your expended uses.
Spirit Assumption
Beginning at 2nd level, you can use your action to invite a willing spirit into your being. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your mystic level determines the strength of the spirits you can hold, as shown in the Spirit Assumption table below. At 2nd level, for example, you can take on any spirit that has a challenge rating of ¼ or lower.
Level | Max. CR |
2nd | ¼ |
4th | ½ |
8th | 1 |
You can hold a spirit inside of you for a number of minutes equal to half your mystic level before you start experiencing the consequences of overloading your body with a second spirit. At the end of this time, your body rejects the spirit and you return your normal form. You can have the spirit leave your body early on your turn without expending an action. The spirit is ejected if you fall unconscious, drop to 0 hit points, or die.
If you attempt to hold a spirit for longer than the time allowed by your mystic class, you may start to experience negative side effects, as determined by your GM. These consequences could range from losing hit points at the start of each turn to suffering permanent physical alteration.
While you are transformed, the following rules apply:
- If any of your ability scores that are lower than the spirit’s ability score for the same ability, use the spirit’s score instead of yours.
- You gain any senses, skill proficiencies, and saving throw proficiencies that the spirit has.
- You gain temporary hit points equal to half the maximum hit points of the spirit. You lose any remaining temporary hit points you have when you revert to your normal form.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Spirit Vessel
By 18th level, you have trained your spirit to withstand the destructive effects of having another spirit enter your body. You can use your Assume Spirit an unlimited number of times each day and there is no limit to the amount of time that you can hold a spirit inside of you.
The Spirit Wilds
Expanded Technique List
Your time in the Spirit Wilds has unlocked the ability to learn certain techniques when you learn a mystic technique. The following techniques are added to the mystic technique list for you.
Spirit Wilds Expanded Techniques | |
Mystic Level | Techniques |
1st | sanctuary, sleep |
3rd | enhance ability, find traps |
5th | clairvoyance, nondetection |
7th | call natural spirits, hallucinatory terrain |
9th | circle of protection, hallow |
Wild Energy
Starting at 1st level, you can put your spirit on display, creating an enchanting or terrifying display of spirit energy. As an action, you can expend 1 chi point to cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your mystic technique save DC. Creatures in the area that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Channel Spirit
At 3rd level, you gain the following two Channel Spirit options.
Spirit of the Wild. As an action, you can imbue your attacks with wild spirit energy, using your Channel Spirit. For 1 minute, you add your Wisdom modifier to your damage rolls (with a minimum bonus of +1). Your attacks also emit bright light in a 10-foot radius and dim light 10 feet beyond that. Your attacks are considered empowered for the duration.
You can end this effect on your turn as part of any other action.
Spiritual Release. You can use your Channel Spirit to release a burst of energy, freeing you from restrictions and damaging your enemies. As an action, you cause a flash of spirit energy to radiate out in all directions. Each creature in a 10-foot radius around you must make a Constitution saving throw. On a failed save, a creature takes 2d8 spirit damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, you are released from any effect that restricts your movement, and any objects restraining you dissolve in the spirit energy.
Entropic Ward
At 6th level, you learn to use chaos to defend yourself against attack and to turn an enemy’s failure into good luck for yourself. When a creature makes an attack roll against you, you can expend 2 chi points and use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Recalcitrant Rebuttal
Beginning at 10th level, your rebellious spirit turns the mind-affecting chibending of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your mystic technique save DC or be charmed by you for 1 minute or until the creature takes any damage.
Channel Spirit: Into the Misty Unknown
Starting at 14th level, you use your Channel Spirit to impart the confounding fog of the Spirit Wilds onto a creature’s mind.
As an action, you can choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your mystic save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a technique). This effect ends early if the creature takes any damage.
Until the effect ends, the creature thinks that it’s lost in the Spirit Wilds, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
Fog of the Wild
At 20th level, as an action, you emit a thick spirit mist. For 1 minute, you are surrounded by a fog that only you can see through, heavily obscuring the area in a 30-foot radius, and lightly obscuring the area 30 feet beyond that.
Whenever an enemy creature starts its turn in the fog, the creature takes 10 spirit damage.
In addition, for the duration, you have advantage on saving throws against techniques performed by creatures with a Lawful alignment.
Once you use this feature, you can’t use it again until you finish a long rest.
Divine Order
Expanded Technique List
Your time studying the Divine Order has unlocked the ability to learn certain techniques when you learn a mystic technique. The following techniques are added to the mystic technique list for you.
Divine Order Expanded Techniques | |
Mystic Level | Techniques |
1st | command, fortify |
3rd | suggestion, empowered weapon, zone of truth |
5th | draining touch, hypnotic pattern |
7th | dominate beast, staggering strike |
9th | dominate person, modify memory |
Exact Tribute
Starting at 1st level, you can force a tax on an unwilling creature in the name of the Divine Order. As an action, you can expend 1 chi point to take a portion of the creature’s life force energy. The creature’s maximum hit points are reduced by an amount equal to your Wisdom modifier (minimum of 1), and you gain temporary hit points equal to the number of hit points taken.
Channel Spirit
At 3rd level, you gain the following two Channel Spirit options.
Absolute Command. As an action, you demand order from all in your vicinity, using your Channel Spirit. Your voice is amplified as you speak a one-word command that affects any number of creatures of your choice within 30 feet of you. Targeted creatures must succeed on a Wisdom saving throw against your Mystic save DC or be forced to follow the command on their next turn.
A creature is unaffected if it cannot hear you, it doesn’t understand your language, or your command is directly harmful to it. See the command technique description for examples of one-word commands.
Spiritual Restraint. As an action, you can use your Channel Spirit to summon spiritual restraints to spring forth and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the restraints vanish.
Determined Fate
Starting at 6th level, you can call upon the Divine Order to determine fate in your favor. When you make an ability check or a saving throw, you can expend 2 chi points to add a d10 to your roll. You must choose to do so before seeing the initial roll.
Focused Fortification
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from empowered weapons ignores this resistance.
Channel Spirit: Imposing Order
At 14th level, you can use your Channel Spirit to force a creature to obey your orders.
As an action, you touch an incapacitated creature. That creature is charmed by you until a cleanse energy technique is used on it, the charmed condition is removed from it, or you use this feature again.
On this turn or any subsequent turn, you can use the suggestion technique on a creature charmed in this way as a bonus action without expending any chi, and the creature has disadvantage on its saving throw.
You can communicate telepathically with the charmed creature as long as you are in the same world.
Higher-Order
At 20th level, you assume the form of an Angel of Order.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Spirit wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate an aura of intimidation in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
The Ancients
Expanded Technique List
Your time with the Ancients has unlocked the ability to learn certain techniques when you learn a mystic technique. The following techniques are added to the mystic technique list for you.
Ancient Ones Expanded Techniques | |
Mystic Level | Techniques |
1st | delusional laughter, dissonant whispers |
3rd | detect thoughts, phantasmal spirit |
5th | revitalize, sending |
7th | death ward, phantasmal killer |
9th | geas, greater restoration |
Spirit Speak
Starting at 1st level, your understanding of the ancient spirits gives you the ability to understand spirits. You learn one spirit language of your choice and are able to share your thoughts telepathically with any spirit you can see within 30 feet of you. You must share a language with the spirit for it to understand you.
Channel Spirit
At 3rd level, you gain the following two Channel Spirit options.
Fear of the Unknown. As an action, you evoke the power and indifference of the Ancients, using your Channel Spirit. Each creature that can see or hear you within 30 feet of you must make a Wisdom saving throw, unless it is immune to being frightened.
On a failed save, the creature is frightened for 1 minute or until it takes damage. As long as the creature can see you, it must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Favor of the Ancients. You can use your Channel Spirit to call on the primordial energybending abilities of the ancients to replenish an ally or exhaust an enemy. As an action, you can touch a creature to tap into its energy to either replenish or drain its chi points (your choice). If you replenish its energy, the creature regains chi points equal to your Wisdom modifier. If you drain its energy, the creature must succeed on a Wisdom saving throw against your mystic save DC or lose a number of chi points equal to your Wisdom modifier.
Shroud of Mystery
Starting at 6th level, you learn to obscure a creature’s perception of you. When a creature makes an attack roll against you, you can use your reaction and expend 2 chi points to obfuscate a creature’s perception of you, causing the creature to have disadvantage on attack rolls against you. This effect lasts for one minute or the creature makes a successful attack roll against you, whichever comes first.
Creatures that do not rely on sight to make attacks are not affected by this ability.
Unfathomable Psyche
Starting at 10th level, your thoughts can’t be read by other creatures unless you allow it. You also have resistance to mind damage, and whenever a creature deals mind damage to you, that creature takes the same amount of damage that you do.
Channel Spirit: Immortal Torment
Starting at 14th level, you can use your Channel Spirit to attempt to send the creature’s mind spiraling through the immortal, infinite unknown. The creature must make a Wisdom saving throw against your mystic save DC. On a failed save, the creature becomes incapacitated as their mind tumbles through the abyss.
At the end of your next turn, the target returns to its body. If the target is not a spirit, it takes 10d10 mind damage as it reels from its tormenting experience.
Elder Champion
At 20th level, you can assume the form of an ancient spirit, taking on an appearance you choose. Your skin, eyes, or hair may change color, or you may sprout extra appendages.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you perform a mystic technique that has an execution time of 1 action, you can perform it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your mystic techniques and Channel Spirit options.
Once you use this feature, you can’t use it again until you finish a long rest.