Вы находитесь на странице: 1из 10

MYSTIC

Fan-Made Class Supplement


Version 0.5

Credits
Supplement Designer: Dalagrath

Testing & Balance: Jaydor

Flavor Texts: Dalagrath

1
Mystic Creating a Mystic
As you begin creating your mystic character, consider how he or
A bulky man screams as he falls to the ground, clutching his head,
she would be using their psionic power. Do you meditate every
trying to scratch out the pain. Above him stands a young woman,
day doing complex thought processes to sharpen their mind, or do
staring deeply into his minds eye. She blinks, and all goes quiet
you tend to focus your mind and prowess during combat instead
for him.
of in private? Perhaps you show your mental ability off to others to
Blood spatters against the cold stone floor, followed shortly by
make a point of how powerful you truly are.
a stout dwarf. He falls to one knee, focusing on his injuries as his
Is your character afraid of losing their psionic power? How
gaping wound seems to shut slowly. He stands back up, his blade
often do you make displays of your abilities if at all? Were
becoming ethereal and his shield calling out to be struck.
you born with the abilities of a mystic? Or did you awaken to
As the dagger flies through the air, it seemingly transforms into
them in a time of great need and mental focus? Perhaps you
the shape of a greataxe before the orcs very eyes. It impacts into
are from another plane or realm of existence? What led you to
his chest, sending streaks of blood arcing into the air. As the orc
the adventuring life? Were you already an adventurer when you
goes into a fury and tries to pull the axe out, it disappears as he
became a mystic? Maybe you were always a mystic and you
blinks.
recently found yourself bored of your own mental prowess
As the council begins their final vote on whether or not to raise
seeking a role in a group of people to enlighten.
an army for the capital, it all comes down to one woman. She
stands up about to speak her opinion, but the words she wanted to
speak never came. In fact only the opposite words could be found.
Quick Build
The mystic draws upon the power of psionics the energy of You can make a mystic quickly by following these suggestions.
the mind to create powerful effects. A mystic focuses their mind First, Intelligence should be your highest ability score, as mystics
throughout their life to improve upon their powers. Although rare, tend to push the limits of mental ability. Make Constitution
a mystic that practices long enough can augment their physical your next highest if you plan on being apart of the Order of the
abilities, affect the minds of others, and even alter material Awakened or Invisible Hand. Choose Strength as your next
objects. highest ability score if you plan on joining the Order of the
Immortal, or choose Dexterity as your next highest if you join
Psionics the Order of the Knife. Secondly, choose the Sage or Hermit
background.
Psionics is a source of power that originates from within a mystics
mind. Psionic abilities are called disciplines, since each one
consists of a set of specific, rigid mental exercises that place the
mystic in a mind set to wield psionic power.
A mystic wielding psionic power focuses its concentration
on a discipline, and in doing so, manifests a minor psionic effect.
Once a mystic has concentrated on a discipline, he can then tap
into its reservoir of inner energy to create even greater effects.

Otherworldly Power
Not all worlds feature the ability to control psionic power, and
as the laws of reality twist and turn, individual minds can be
awakened to the cosmic underpinnings that dictate the form of
nature and reality.
Psionics is more prevalent in worlds where the bounds
of reality have been twisted, or the planes of existence are
intermingled to the point of osmosis. A mystic can be awakened
through a traumatic event in their life, or by focusing so intensely
on something in a life or death situation. When this happens, a
mystics mind bursts to life and the ability to become a mystic is
possible.

Rarity of Psionics
As a DM, you can decide whether or not your world contains psionic
power, and furthermore if it contains the Mystic class. Feel free to alter
any part of this class in order to better suit it to your world.

Disciplined Mind
A mystic must devote concentration to a discipline in order to use
it. Psionics are powerful enough that concentration alone can
create psionic effects, though such effects are subtle or limited.
One a mystic learns a discipline, the character knows that
discipline until her or she chooses to purge it from their mind.
A discipline requires exhaustive study and constant practice to
maintain its use. A mystic masters only a few disciplines at a time.

1
The Mystic
Proficiency Disciplines Psi
Level Bonus Features Known Psi Points Maximum
1st +2 Psionic Power, Psionic Order 1 4 2
2nd +2 --- 2 6 2
3rd +2 Psionic Order feature 2 15 3
4th +2 Ability Score Improvement 2 21 3
5th +3 --- 2 36 5
6th +3 Psionic Order feature 2 40 5
7th +3 --- 3 44 5
8th +3 Ability Score Improvement 3 48 5
9th +4 --- 3 56 5
10th +4 Mental Adaptation 3 60 5
11th +4 --- 3 68 7
12th +4 Ability Score Improvement 4 75 7
13th +5 --- 4 81 7
14th +5 Psionic Order feature 4 86 7
15th +5 --- 4 92 7
16th +5 Ability Score Improvement 4 96 7
17th +6 --- 5 104 10
18th +6 Psionic Order feature 5 118 10
19th +6 Ability Score Improvement 5 126 10
20th +6 Interplanar Connection 5 140 10

shown in the Disciplines Known column of the Mystic Table.


Class Features Additionally, when you gain a level in this class, you can choose
one of the disciplines you know and replace it with another
As a mystic, you have the following class features.
discipline from the order you have chosen.
Hit Points Psi Points
Hit Dice: 1d8 per mystic level
Hit Points at 1st level: 8 + your Constitution modifier A mystic has an internal reservoir of energy that can be devoted to
Hit Point at Higher Level: 1d8 (or 5) + your Constitution modifier the discipline he or she knows. This energy is represented as Psi
per mystic level after 1st Points, which can be used to further empower a mystics abilities.
As a mystic, you gain a pool of psi points based on your mystic
Proficiencies level. Your psi point total returns to its maximum after you finish
Armor: Light armor, medium armor a long rest. You have a maximum number of psi points you can
Weapons: Simple weapons spend to activate a discipline or to augment a discipline. This
Tools: None is based on your mystic level and is shown in the Psi Maximum
column of the Mystic table.
Saving Throws: Wisdom Each discipline features augments the mystic can activate by
Skills: Choose two skills from Arcana, History, spending the appropriate amount of psi points. (A discipline that
Insight, Medicine, Nature, Perception, and Religion has an asterisk to indicate a number can be used with a varying
number as indicated in the option text.) If an augment option does
not state that it is requires an action, bonus action, or reaction, it
Equipment requires no action at all.
You start with the following equipment, in addition to the
equipment granted by your background: Using Disciplines
(a) a spear or (b) a mace You can activate a discipline using your bonus action, and must
(a) leather armor or (b) scale mail immediately begin concentration on it. You immediately gain a
(a) a light crossbow and 20 bolts or (b) any simple weapon benefit from your discipline when you begin concentrating on
(a) a scholars pack or (b) an explorers pack it. You continue to gain this benefit as long as you maintain your
concentration on the discipline.
Concentrating on a discipline uses the same rules as
Psionic Power concentrating on a spell. Due to this, the mystic may only
As a student of psionics, you can master and use psionic concentrate on a single discipline at one time, unless a magical
disciplines. effect says otherwise.
Disciplines and their related augments do not require the
Disciplines components that many spells require as well. Using a discipline
or augment requires no spoken words, gestures, or materials. The
At 1st level, you know one discipline of your choice. You choose power of psionics comes entirely from within the mind.
disciplines from the list included in your chosen order (see below).
You learn additional disciplines of your choice at higher levels, as
2
Using Augments Psionic Order
Augments are represented under their correlating disciplines in At 1st level, you choose a psionic order. Each order specializes in
bold with a psi point price next to them. a specific type of psionic energy. Your order allows you to choose
You can spend psi points to activate an augment that is related from its unique disciplines and grants you class features.
to a discipline that you know. Each discipline has details on its
relative augment effects, and the type of action (if any) required to
spend psi points on an augment.
Ability Score Improvement
You can combine different augmented effects together while the When you reach 4th level, and again at 8th, 12th, 16th and 19th
duration of the augment(s) stays active. A single augment effect level, you can increase one ability score of your choice by 2, or you
does not stack on top of itself. can increase two ability scores of your choice by 1. As normal, you
You can end all augment effects you are currently using as a cant increase an ability score above 20 using this feature.
free action. However, if you want to end a single augment but still
maintain another augment, you can end a that specific augment as
a bonus action. All augments end after you finish a long rest.
Mental Adaptation
By 10th level, you have fortified your mind and have expanded
Psionic Ability your mental ability beyond that of a normal mystic. You are able to
Intelligence is your psionic ability for your mystic disciplines. choose one discipline from any order when you learn a discipline
Your intellect determines the strength of the psionic effects you towards your Disciplines Known total.
manifest. In addition, you use your Intelligence modifier when
setting the saving throw DC for a mystic discipline or when Interplanar Connection
making an discipline attack roll with one.
At 20th level, you have access to pure mental energy. You
Discipline save DC = 8 + your proficiency bonus + permanently gain truesight up to 30 feet. In addition, once per
your Intelligence modifier long rest you can cast the gate spell as a psionic ability. When
Discipline attack modifier = your proficiency bonus + using this feature, you cannot use the portion of the gate spell
your Intelligence modifier where you speak a creatures name. Refer to Psionics and Magic
from the additional rules for more info.

Psionic Orders
Psionics is a mysterious form of power within most game worlds.
Secretive cabals study its origins and applications, while always
pushing the boundaries of what psionics can achieve.

Each psionic order pursues a specific goal for psionic power. That
goal shapes how the members of an order understand psionics
and determines the disciplines they master.

Order of the Awakened


Mystics dedicated to the Order of the Awakened seek to unlock
the full potential of the mind. By transcending the physical, the
awakened hope to attain a perfect state of beingfocused on pure
intellect and mental energy.
The awakened are skilled at bending minds and unleashing
devastating psionic attacks, and are able to read the secrets of
the world through psionic energy. Awakened mystics who take to
adventuring excel at unraveling mysteries, solving puzzles, and
defeating monsters by turning them into unwilling pawns.
You choose disciplines from the awakened disciplines list below.

Mind and Body


You gain proficiency in Constitution saving throws.

Mind Thrust
You learn a deadly technique for channeling disruptive psychic
energy into another creatures mind. As an action, you can make a
ranged discipline attack against a creature within 60 feet of you.
You must be able to perceive the creature, but you do not need
to see it. The target uses its Intelligence score in place of its AC
against this attack, and gains no benefit from cover. You do not
have disadvantage with this attack if a hostile creature is within 5
feet of you.

3
On a hit, the target takes 1d8 psychic damage. The damage of Broken Tether
this attack increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8). At 14th level, you gain the ability to surround yourself in psionic
energy, usually green or blue, and gain a flying speed equal to your
Psychic Mind current speed. You can envelop yourself in this energy as a bonus
action on your turn. The energy lasts until you dismiss it as a
Your mastery of psionic power allows you to tap directly into bonus action on your turn, or you are unconscious.
the minds of others. You can communicate telepathically with
any creature you can see within 120 feet of you. You dont need Ethereal Psicrown
to share a language with a creature for it to understand your
telepathic utterances, and the creature understands you even if When you reach 18th level, a ring of ethereal energy forms
it lacks a language. You can allow a creature to respond to you around your head, giving your mind a constant connection to
telepathically, but it must understand at least one language in specific psionic energy. Choose 2 augments from the Order of the
order to communicate this way. Awakened and 1 augment from any order under a psi point cost
of 7. These three augments can be used by you, regardless if you
Object Reading know their respective disciplines. In addition, these 3 augments
have their psi point costs removed.
At 3rd level, you can focus your mind to read the psionic imprint
left on an object. If you hold an object and concentrate on it for 10
minutes, you learn a few basic facts about it. You gain a mental
Order of the Immortal
image from the objects point of view, showing a vague image of The Order of the Immortal strives to achieve physical perfection
the last creature to hold the object, regardless of how long ago it by augmenting the bodys natural strength with psionic power.
was last handled. This orders goal is for its members to achieve immortality by
You also learn of any events that have occurred within 20 feet overcoming the effects of aging through rigorous discipline and
of the object within the past 12 hours. The events you perceive psionic perfection. To members of this order, psionic energy is a
unfold from the objects perspective. You see and hear such events tool to augment, control, and perfect the physical body.
as if you were there, but cannot use other senses. This vision can Those Immortals who take up the adventuring life are skilled
be descriptive as your DM deems necessary. warriors. Their psionic abilities allow them to shrug off injuries
Additionally, when you use Object Reading on an object, you and hazards, while focusing their strength and speed in combat.
can choose to embed a psychic sensor within the object. For the You choose disciplines from the immortal disciplines list.
next 12 hours, you can use an action to learn the objects location
relative to you (its distance and direction) and to look at the Strength of Mind
objects surroundings from its point of view as if you were there.
In order to adapt to every circumstance and survive, an immortal
Psionic Affinity must be able to change their defenses often. This understanding
allows the mystic to alter their defenses to better deal with
Starting at 6th level, your body and mind become refined by the persistent threats.
very power you wield. You gain resistance against psychic damage. After completing a short of long rest, choose one ability score.
Additionally, you now add your Intelligent modifier to the damage You gain proficiency in saving throws using the chosen ability
dealt by Mind Thrust or Ray of Energy. score. This benefit lasts until you choose to change the ability

4
score during your next short or long rest. concentrate on a secondary discipline, but lose the benefits
of the Durable Mind feature above while doing so. If you lose
Durable Mind concentration while focusing on two disciplines at once, you only
lose concentration on the secondary concentration.
You gain the ability to maintain your focus despite injury. Your
concentration on a psionic discipline cannot be ended as a result
of taking damage.
Psionic Tattoos
At 18th level, your connection to the psionic forces of the cosmic
Martial Order binding are so powerful, your body becomes engraved with psionic
tattoos. Choose one Discipline from the Order of the Immortal.
You gain proficiency with martial weapons and shields. In
This discipline is woven into your skin using psionic power. You
addition, you can use your Intelligence modifier instead of your
can use any of the related augments of this discipline without any
Dexterity modifier for purposes of calculating base Armor Class.
costs. The pattern of the tattoos is determined by the player.
Psionic Regeneration
Order of the Knife
At 3rd level, you learn to use psionic energy to augment and speed
up your natural healing abilities. At the end of your turn, if your The Order of the Knife is currently a work in progress. It focuses
current hit point total is half or less of your hit point maximum, purely on the weapon that the mystic uses, and how it can enhance
you can use your bonus action to regain hit points equal to half the mind through a physical object.
your mystic level. You cannot use this ability if you are unconscious
or incapacitated. Order of the Invisible Hand
Psychic Safeguard The Order of the Invisible Hand is currently a work in progress. It
focuses purely on the mystics tactical mind and how it can alter
Starting at 6th level, you are able to form a semi-solid skin of the flow of an entire battlefield from the shadows using psionic
psionic energy around you that protects you from area effects such power.
as lightning breath or fireball spells. When you are subjected to an
effect that allows you to make a Dexterity saving throw to take half
damage, you instead use your Intelligence for the saving throw
and take no damage if you succeed on the saving throw and half
damage if you fail.

Immortal Age
At 14th level, you can manipulate time itself within the confines of
your body. For every 20 years that pass, your body only ages 1 year.

Secondary Discipline
At 14th level, your training and studies with psionic power has
left your mind concentrating on disciplines constantly. You can

5
Mystic Disciplines Intellect Fortress
Awakened Discipline
These disciplines can only be mastered by those who go through You forge an indomitable wall of psionic energy around your
the rigorous trials of mental exercise and training. mindone that allows you to launch reflexive counterattacks
against your opponents.
Awakened Disciplines Concentration: While concentrating on this discipline, as a
reaction, you can impose disadvantage on a ranged attack or a
The psionic disciplines you select as a member of the Order of melee attack made against you if you can see your attacker.
the Awakened allow you to manipulate awareness - your own and Psionic Thorns (1): For the rest of the round, if an attack hits
other creatures - to your advantage. you, the attacker takes psychic damage equal to half your mystic
level (rounded up).
Clairsentience Mental Riposte (2): If the attack misses you, you can use your
Awakened Discipline reaction to perform a Mind Thrust to that target.
By opening your minds eye, you are able to connect to your allies Ricochet (5): If the attack misses you and is a ranged physical
minds and assist them both in and out of battle. attack, you can use a discipline attack to stop the ammunition and
Concentration: While concentrating on this discipline, you throw it back at the target. Range 20/60 ft.
can assist a willing target with any intelligence-based skill check
regardless if you are proficient in that skill as well. Psychokinesis
Extended Telepathy (1): You can open your mind to a non- Awakened Discipline
hostile target and allow them to use your Psychic Mind feature to By sending out psionic power to the cosmic binding of the world,
say and hear a single sentence with another creature. you are able to assault another creatures mind with better finesse,
Understanding (3): You can assist with any skill check and are able to modify your mental energy into a more physical
regardless if you are proficient in that skill as well for 1 minute. power.
Psionic Influence (*): As a bonus action, can spend up to 7 Concentration: While concentrating on this discipline, the
psi points, but a minimum of 3 psi points, to grant a non-hostile range of your Mind Thrust and Ray of Energy is doubled.
target a Psionic Influence die. This die acts the same as a Bardic Force Screen (2): As a reaction to being targeted by an attack,
Inspiration die. Every other psi points spent (3, 5, 7) on this you can activate this augment. You gain +2 to your AC for this turn.
augment increases the die type by 1 (1d4, 1d6, 1d8). This ability Ray of Energy (5): Choose a damage type from this list: cold,
can only be used once per long rest. fire, lightning, or acid. Your Mind Thrust turns into a visible ray of
Sacrifice (7): As an action, you can sacrifice your bonus action elemental power doing the damage type you chose. In addition, the
to grant a non-hostile target within 60 feet of you an additional dice type increases to a d10 from a d8, only has a range of 30 feet,
bonus action on their next turn. and no longer ignores cover.
Psionic Boulder (10): As an action, you can make a discipline
Conquering Mind attack to create and hurl a giant energy-based boulder at a target
Awakened Discipline location within 60 feet. When the boulder impacts with the target
By channeling psionic power, you gain the ability to shortly control location, creatures within 20 feet must make a Dexterity saving
other creatures by substituting your will for their own. throw equal to your Discipline DC. On a failed saving throw,
Concentration: While concentrating on this discipline, you have creatures take 8d6 force damage and are knocked prone, while
advantage on Charisma checks. creatures who make a successful saving throw take half damage
Exacting Query (1): As an action, you target a creature you can and are not knocked prone. Damage from this discipline is
see and that you can communicate with using your Psychic Mind considered magical for creature defense purposes.
feature. The target makes an Intelligence saving throw. On a failed
save, the target truthfully answers one question of your choice Third Eye
through the telepathic link of your Psychic Mind. On a successful Awakened Discipline
save, the target is unaffected and you cannot use this ability on This discipline grants you the ability to open a third eye within
that creature again until you finish a long rest. Either way, the your mind, allowing you to perceive things that others miss
creature is immediately aware of your probing mind. Concentration: While concentrating on this discipline, you gain
Occluded Mind (3): As an action, you target a creature you advantage on Wisdom skill checks.
can see and that you can communicate with using your Psychic Tremorsense (*): As a bonus action, you can spend up to 5 psi
Mind feature. The target makes an Intelligence saving throw. On a points to gain tremorsense with a radius of 30 feet. Each psi point
failed save, the target believes one statement of your choice for the spent increase the duration of this augment by 1 minute.
next 5 minutes. The statement can be up to ten words long, and Blindsense (*): As a bonus action, you can spend up to 10 psi
must describe you or a creature or object the target can see. On a points to gain blindsight with a radius of 30 feet. Each 2 psi points
successful save, the target is unaffected and you cannot use this spent increase the duration of this augment by 1 minute.
ability on that creature again until you finish a long rest. Truesight (5): As a bonus action, you gain truesight with a
Broken Will (5): As an action, you target a creature you can radius of 30 feet for 1 minute.
see and that you can communicate with using your Psychic Mind
feature. The target makes an Intelligence saving throw. On a failed
save, you choose the targets movement and action on its next turn.
Immortal Disciplines
On a successful save, the target is unaffected and you cannot use The psionic disciplines you select as a member of the Order of the
this ability on that creature again until you finish a long rest. Immortal allow you to hone your strength and speed for maximum
effectiveness on the battlefield.

6
Celerity Psionic Protection (5): Whenever an ally within 30 feet of
you is attacked, and you are wearing a shield, you can throw your
Immortal Discipline
shield to intercept the attack. Your shield has the same AC as you
You channel psionic power into your body, honing your reflexes due to being psionically connected to it. If your shield is hit, you
and agility to an incredible degree. In your eyes, the world seems take half the damage of the attack. If your shield is missed, the
to slow down while you continue to move as normal. creature that made the attack re-rolls the attack dice and uses its
Concentration: While concentrating on this discipline, your new value towards its originally intended target. Your shield flies
speed increases by 5 feet and you have advantage on Initiative back to you on the start of your next turn as a free action.
checks. Absorption (10): As a reaction to being encompassed in an
Rapid Reaction (1): If you are surprised, you can activate this area of effect spell, you can activate this augment for this turn.
augment to no longer be surprised. You take half damage on a failed saving throw and no damage on
Surge of Speed (3): As a bonus action, you can increase your successful one.
speed by 30 feet until the end of your turn. In addition, you do not
provoke opportunity attacks this turn. Iron Durability
Seize the Initiative (*): When you roll initiative, you can spend Immortal Discipline
up to 5 psi points, gaining a +2 bonus to your initiative roll for each
psi point spent. This discipline grants you unmatched toughness and resilience on
Surge of Attack (5): As a bonus action, you can activate this the battlefield.
augment. When you use the Attack action this turn, you can attack Concentration: While concentrating on this discipline, you gain
each targeted creature twice. an additional +! to your AC. As an action, you can spend one Hit
Die. You roll the die and add your Constitution modifier to it, then
Displacement regain hit points equal to the total.
Iron Hide (*): As a reaction when you are attacked, you can
Immortal Discipline
spend up to 3 psi points, gaining a +1 bonus to AC for each psi
By maintaining a constant connection to the psionic energies point you spend until the end of your turn. You spend these points
in the world, you are able to quickly understand and control the after learning the attacks result but before applying its effects.
status of the battlefield using time and space.
Concentration: While concentrating on this discipline,
a creature that casts a single-target spell attack at you has
disadvantage.
Illusory Allies (*): You can spend up to 10 psi points as a bonus
action to create static illusions of yourself in a single targets mind.
For every 2 psi points you spend, a single static minor illusion
appears within 10 feet of you in their vision. The illusions
cannot move, speak, and have no physical form. If attacked or
investigated (Your Discipline DC), they disappear from the
targets vision.
Deracination (5): Targets that attempt to make a non-
spell attack against you have disadvantage. This effect
lasts until you are hit with a non-spell attack or area of
effect spell.
Blink (5): As an action, you can cast the blink
spell. You cannot use this augment again until you
finish a long rest. Refer to Psionics and Magic for
rulings about this augment effect.

Forceful Bulwark
Immortal Discipline
Using your psionic connection, you can create a
shield of psionic energy, or connect to a shield that
you are currently using, allowing psychic energy
to course through the shield and enhance your
combat prowess.
Concentration: While concentrating on
this discipline, you create shield made of pure
psionic energy. It has the same stats as a normal
shield.
Telekinetic Push (1): Whenever you are
missed by a melee attack, you can use your
reaction to use your shields energy towards a
creature that hit you and move it backwards
(relative to the creatures back) up to 10 feet.
Shield Slam (*): As a bonus action, you
can spend up to 3 psi points to make a
discipline attack with your shield that deals
1d4 + psi points spent as bludgeoning
damage.
7
Iron Resistance (5): As an action, you can activate this
augment to gain resistance to acid, cold, fire, lighting, or thunder
damage (your choice). This benefit lasts for 1 hour, until you drop
concentration, or until you use this option again.
Mental Defense (7): When you are hit by an attack and take
damage, you can use your reaction and only take half the dmage
from the damage. You must decide whether or not to use this
augment before you know the total damage of the attack. You
cannot use this ability again until you have had a long rest.

Psionic Weapon
Immortal Discipline
You channel psionic energy into an aura around a weapon you
wield (including your unarmed strike), lending devastating power
to your attacks.
Concentration: While concentrating on this discipline, you
form an aura around one weapon you carry with psionic energy.
While you hold this weapon, it gains a +1 bonus to attack rolls
and damage rolls, but is not considered magical against creatures
defenses. If you use this option on a magic weapon, use the
weapons bonuses or the disciplines bonuses, whichever are
higher.
Connection (1): Your psionic weapon cannot be disarmed.
You can also throw your psionic weapon with your Intelligence
modifier rather than Dexterity (or Strength).
Ethereal Weapon (3): Your psionic weapon becomes magical
for purposes of passing creatures defenses. In addition, each time
you attack with your psionic weapon, you can spend 1 psi point to
transform it into pure psionic energy. You do not make your attack
roll against the targets AC. Instead, the target makes a Dexterity
saving throw against this discipline. On a failed save, the target
takes the attacks normal damage and suffers its additional effects.
Lethal Strike (*): Each time you hit with your psionic weapon,
you can spend up to 5 psi points to increase your damage. The
attack deals an extra 1d6 damage of the same type dealt by the
weapon for each psi point you spend.
Augmented Weapon (5): You can strengthen the energy that
you have infused into your psionic weapon, increasing its bonus to
attack rolls and damage rolls to +3 for 1 minute.

8
Additional Rulings Credits
These are the additional rules regarding the mystic class. These are the credits for all illustrations and other media not my
own.
Psionics and Magic
Psionics and magic are two distinct forces. In general, an effect
Art
that alters or affects a spell has no effect on a psionic effect. Mystic Man by Kevin Hou (Page 1)
There is one important exception to this rule. A psionic effect that Master of Golems by Sergey Samarkiy (Page 3)
reproduces a spell its treated as magic. In this case, psionic energy Sketch by ArashRadkia (Page 7)
taps into the weave of magic itself and manipulates it to cast that Landscape by Unknown (4 & 5)
spell.
For example, the mind flayer as represented in the Monster
Manual has the Innate Spellcasting (Psionics) feature. This
feature allows the mind flayer to cast a set of spells using psionic
energy. These spells can be countered with dispel magic and
similar effects.

Rage
Psionics, while not magic itself, is an extremely intricate and
powerful force of the world. Due to this, it requires a vast amount
of concentration and dedicated. Barbarians or creatures under
a Rage effect cannot concentrate on a discipline, regardless of
mystic or psionic order features.

Вам также может понравиться