Mystic
Role: Spell caster/ DPS
Description: A scholar of the Aether, the Mystic sees mana not as a tool, but as a fundamental force to be shaped. They are living conduits for raw arcane power, heavily attuned to the flow of mana, and can push their bodies to their absolute limits, risking their very being for ultimate power.
Class Details
- Hit Dice: 1d6 per Mystic level
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: Calligrapher`s supplies
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, and Religion
- Spellcasting Ability: Intelligence is your spellcasting ability for your Mystic features. You use your Intelligence modifier when setting the saving throw DC for a feature.
- Arcane Save DC: 8 + your proficiency bonus + your Intelligence modifier
The Mystic
| Level | Bonus | Features | Mana Points |
|---|---|---|---|
| 1st | +2 | Mana Bolt (1d10), Mana Shield | 3 |
| 2nd | +2 | Arcane Attunement | 4 |
| 3rd | +2 | Arcane Eruption (2d8) | 5 |
| 4th | +2 | Ability Score Increase | 6 |
| 5th | +3 | Bolt & Eruption Scaling (2d10 / 3d8) | 7 |
| 6th | +3 | Mana Siphon | 8 |
| 7th | +3 | Potent Mana | 9 |
| 8th | +3 | Ability Score Increase | 10 |
| 9th | +4 | Eruption Scaling (4d8) | 11 |
| 10th | +4 | Absorb Magic | 12 |
| 11th | +4 | Bolt & Eruption Scaling (3d10 / 5d8) | 13 |
| 12th | +4 | Ability Score Increase | 14 |
| 13th | +5 | Siphon Mastery | 15 |
| 14th | +5 | Shield Overcharge | 16 |
| 15th | +5 | Eruption Scaling (6d8) | 17 |
| 16th | +5 | Ability Score Increase | 18 |
| 17th | +6 | Bolt & Eruption Scaling (4d10 / 7d8) | 19 |
| 18th | +6 | Arcane Singularity | 19 |
| 19th | +6 | Ability Score Increase | 20 |
| 20th | +6 | Archmystic | Unlimited |
Class Features
Mana
Starting at 1st level, you have a pool of Mana points as shown in the Mystic table. You expend these points to fuel your arcane abilities. You regain all expended Mana points when you finish a long rest.
Shatter Casting
You can attempt to use one of your Mystic abilities that costs Mana (such as mana bolt) even when you do not have enough Mana Points to pay its cost. This is called Shatter Casting. You still spend the required amount of Mana, putting your current total into a negative value (e.g., casting a 3-Mana ability with 1 Mana point brings you to -2).
When you use Shatter Casting, you are tapping directly into your soul`s power and must immediately make a Shatter Save to avoid fracturing your being.
Minor Shatters
Major Shatters
Mana Bolt
(Level 1)
- Action: Action
- Cost: 1 Mana
- Effect: You hurl a bolt of raw magical energy at one creature you can see within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
- Scaling: The damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Mana Shield
(Level 1)
- Action: Reaction (triggered when you are hit by an attack)
- Cost: 1 Mana
- Effect: You erect an instantaneous barrier of pure force. You gain a +5 bonus to your AC against the triggering attack, which may cause it to miss.
Arcane Attunement
(Level 2)
You gain proficiency in the Arcana skill. If you are already proficient, you gain expertise (your proficiency bonus is doubled for any check you make with it). You can also cast the Detect Magic spell at will, without expending a spell slot or components.
Arcane Eruption
(Level 3)
- Action: Action
- Cost: 2 Mana
- Effect: You create a blast of arcane power in a 20-foot radius sphere centered on a point you can see within 90 feet. Each creature in that area must make a Dexterity saving throw (against your Arcane Save DC). On a failed save, a creature takes 2d8 force damage, or half as much on a successful save.
- Scaling: The damage increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 11th level, 6d8 at 15th level, and 7d8 at 17th level.
Ability Score Increase
(Level 4, 8, 12, 16, 19)
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.
Mana Siphon
(Level 6)
- Action: Bonus Action
- Effect: You drain latent magical energy from a creature you can see within 30 feet. The target must make a Constitution saving throw (against your Arcane Save DC). On a failed save, it takes 2d6 psychic damage and you regain 1 Mana Point.
- Uses: You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Potent Mana
(Level 7)
You add your Intelligence modifier to one damage roll of any Mystic ability you use.
Absorb Magic
(Level 10)
When you succeed on a saving throw against a spell or magical effect, you can use your Reaction to absorb its power, regaining 1 Mana Point.
Siphon Mastery
(Level 13)
When you successfully use your Mana Siphon feature, you now regain 2 Mana Points instead of 1.
Shield Overcharge
(Level 14)
When you use your Mana Shield feature and the attack misses you, the creature that made the attack takes force damage equal to your Intelligence modifier (minimum of 1).
Arcane Singularity
(Level 18)
Once per long rest, you can use an action to create a 30-foot radius sphere of magical disruption centered on yourself for 1 minute (concentration).
- When you cast this, and as a bonus action on subsequent turns, you can choose one creature in the sphere, which takes 4d10 force damage.
- The area is difficult terrain for all other creatures.
- Any creature attempting to cast a spell within the sphere must first succeed on a saving throw using its spellcasting ability (against your Arcane Save DC) or the spell fails.
Archmystic
(Level 20)
You have become a perfect conduit of the Aether.
- You no longer need to expend Mana Points to use your Mystic abilities, and you can never suffer a Shatter.
- Your Potent Mana feature now applies to all damage dice rolled for your Mystic abilities, not just one. (For example, a 4d10 Mana Bolt would have your Int mod added to each of the 4 dice).