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Mystic

The Mystic Class

A
brass dragonborn in ceremonial robes sits on Superior Minds and Humble Lives
the edge of a high cliff, overlooking a roaring
river below and a sunrise in the distance. She As a mystic begins to awaken, the power of their mind grows.
contemplates the vastness of the world she lives This manifests itself in a number of ways, from enhanced
in as her finger traces the image emblazoned on memory to more easily learning new skills. Most importantly,
her forehead. they develop psychic phenomena. They can assert control

over the world around them with a thought, sense things they
A red-haired gnome smiles as he twirls his fingers and makes should not be able to know, and even see the future. Some
a pair of porcelain dolls dance across a sturdy oak table to never realize they’ve developed this aptitude and write off the
the delight of the children he teaches. They ask how he does strange occurrences around them as coincidence or good
it, but he won’t say. fortune, but those that do can become incredibly powerful

with enough practice.
As a crowd gathers, a tall half-orc spins yarns of places like In stark contrast to their otherworldly abilities, the lives of
Gehenna and the Beastlands, and tells legend of those who mystics are typically quite meager. Many are nomads or
can sail from plane to plane like islands in an ocean. They recluses, while others use their knowledge and skills to
know the crowd does not believe them, but they believe become teachers, artisans, or fortune tellers. Glory is not
sharing knowledge is its own reward. something most mystics achieve, nor do they think they want

it. And they are not wealthy. Even mystics who use their gifts
Mystics are united in their search for enlightenment. They for underhanded purposes tend to be satisfied with taking
want to reach a harmony that allows them to become one enough to get by. The one thing that is likely to tempt a mystic
with the cosmos. Through a variety of techniques including is the chance to gain a following, though they would say they
study, travel, and meditation, they seek to better know simply want to pass on what they’ve learned.
themselves by better knowing the world. Their journeys
unlock secrets of the mind, allowing them to manage all Creating a Mystic
manner of weird and wonderful tasks using only their When creating your mystic character, it’s important to decide
thoughts. what set you on your path to enlightenment. Did a brush with
Higher Calling death change the course of your life? Did you grow up in a
monastery or church and have an epiphany that made you
Mystics come from a wide variety of backgrounds. They may want to approach your spiritualism from a new direction? Did
begin as warriors or priests, vagabonds or scholars, but each you have a strange encounter with an extraplanar being, such
one finds themselves on a path to inner peace and cosmic as a fey or an aberration? Were you born with innate psychic
awareness. All mystics search for enlightenment, but what abilities and wanted to learn how to properly harness them?
that means is unique to each individual. It may involve an Once you’ve had your higher calling, how did you approach
unquenchable thirst for knowledge or honing a specific craft. your education? Did you train under another mystic or join a
It may take living in uninhabited countryside or in the streets sect? Did you go in search of books on the mind or scrolls
of a crowded city. Mystics tend to want a life of goodness and about other planes of reality? Is adventuring part of your
tranquility, but even these traits are relative – a mystic journey? If not, what led you to it? Were you driven out of your
vanquishing foes on the battlefield may feel as harmonious as town because of your unnatural powers? Did you have a
one tending garden in a secluded valley. falling out with the person you’ve been training under? Or are
For most mystics, the higher calling becomes very literal. you trying to solve a mystery that you believe will help you
Through their studies, mystics will often come across become one with the multiverse?
information about various planes and realities. When this
happens, they realize that learning more about them – Quick Build
perhaps even visiting them – is the key to enlightenment. It is You can make a mystic quickly by following these
then that the expansion of their mind truly begins. suggestions. First, make Intelligence your highest ability
score. Your next-highest score should be Charisma. Second,
choose the hermit background. If you choose the Genius of
the Thoughtful Push, make Charisma your highest ability
score and Intelligence your next-highest score.

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The Mystic Table
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mystical Mind 2 2 — — — — — — — —
2nd +2 Unearthly Genius, Extrasensory Gift 2 3 — — — — — — — —
3rd +2 Strengthened Bond 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 4 3 — — — — — — —
5th +3 3 4 3 2 — — — — — —
6th +3 Unearthly Genius Feature 3 4 3 3 — — — — — —
7th +3 Lifelong Learning 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 4 3 3 2 — — — — —
9th +4 Extrasensory Gift 3 4 3 3 3 1 — — — —
10th +4 Unearthly Genius Feature 4 4 3 3 3 2 — — — —
Mystical Mind Improvement, Lifelong
11th +4 4 4 3 3 3 2 1 — — —
Learning
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 Transvection 4 4 3 3 3 2 1 1 — —
14th +5 Unearthly Genius Feature 4 4 3 3 3 2 1 1 — —
15th +5 Lifelong Learning 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Lifelong Learning 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Transcendence 5 4 3 3 3 3 2 2 1 1

Equipment
Class Features You start with the following equipment, in addition to the
As a mystic, you gain the following class features. equipment granted by your background:
Hit Points any simple weapon
Hit Dice: 1d8 per mystic level (a) a whip or (b) any simple melee weapon
Hit Points at 1st Level: 8 + your Constitution modifier (a) a scholar's pack, (b) priest's pack, or (c) explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution leather armor and a mystic focus
modifier after 1st
Proficiencies
Armor: light armor
Weapons: clubs, daggers, darts, nets, quarterstaffs,
shortbows, sickles, slings, whips
Tools: Herbalism kit and one of the following: (a) cook's
utensils, (b) disguise kit, or (c) playing card set
Saving Throws: Intelligence, Charisma
Skills: Choose three from Arcana, Animal Handling,
Deception, History, Investigation, Insight, Medicine,
Nature, Perception, Persuasion, and Religion

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Mystical Mind You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of mystic spells
As you have trained your mind and spirit, you have gained requires time spent in meditation: at least 1 minute per spell
resistance to psychic damage. level for each spell on your list.
Your studies have also put you in touch with new cultures
and may have caused you to travel or consult texts from Spellcasting Ability
distant lands. You can now speak, read, and write two Intelligence is your spellcasting ability for your mystic spells,
standard languages in addition to any you already know. since your magic draws upon your mental acuity. You use
You have also picked up a mystic focus during your studies. your Intelligence whenever a spell refers to your spellcasting
The focus stands in for all material components of spells that ability. In addition, you use your Intelligence modifier when
don’t have a cost. You determine the object, or generate it setting the saving throw DC for a mystic spell you cast and
randomly by rolling on the mystic focus table. when making an attack roll with one.

d6 Focus Object Spell save DC = 8 + your proficiency bonus + your


1 Spoon Intelligence modifier

2 Pocket watch Spell attack modifier = your proficiency bonus + your


3 Sachet of tea leaves Intelligence modifier
4 Crystal necklace Ritual Casting
5 Always-spinning top
You can cast a prepared mystic spell as a ritual if that spell
has the ritual tag.
6 Forehead tattoo (design of your choice)
Spellcasting Focus
Mystical Mind Improvement You can use a mystic focus (see the Adventuring Gear
At 11th level, you become immune to psychic damage and section) as a spellcasting focus for your mystic spells.
your mystic focus now also stands in for verbal components Extrasensory Gift
of spells. You can also add another standard language to the
list of languages you can speak, read, and write. At 2nd level, your powers of the mind increase in skill. You
gain either the telekinetic or telepathic feat.
Spellcasting

Your studies in connecting to other realms of being have By 9th level, you have unlocked even greater psionic skill and
provided you with an inner power that manifests in a form you gain whichever of the above feats you don’t already have.
indistinguishable from spells. See Spells Rules for the
general rules of spellcasting and the Spells Listing for the Unearthly Genius
mystic spell list. At 2nd level, you have opened your mind to such a degree that
you are able to bond with a Genius, a spirit from another
Cantrips plane. This extraplanar bond will provide you with many
At 1st level, you know two cantrips of your choice from the extra abilities as you advance in your enlightenment. What
mystic spell list. You learn additional mystic cantrips of your abilities you gain are dependent on the kind of Genius you
choice at higher levels, as shown in the Cantrips Known bond with.
column of the Mystic Table. Each Genius is listed after the class description. Your
choice grants you features at 2nd level and again at 6th, 10th,
Preparing and Casting Spells and 14th level.
The Mystic Table shows how many spell slots you have to
cast your mystic spells of 1st level and higher. To cast one of Strengthened Bond
these mystic spells, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you finish At 3rd level, the bond between you and your Genius grows in
a long rest. strength. You can cast spells on your expanded spell list at
You prepare the list of mystic spells that are available for will, as long as they are cast at their standard level. You can
you to cast, choosing from the mystic spell list. When you do cast them at a higher level by using a spell slot.
so, choose a number of mystic spells equal to your
Intelligence modifier + your mystic level (minimum of one Lifelong Learning
spell). The spells must be of a level for which you have spell You are always working to better yourself.
slots. At 7th level and 15th level, you gain one skill proficiency,
For example, if you are a 3rd-level mystic, you have four one tool proficiency, and you learn to read, write, and speak
1st-level and two 2nd-level spell slots. With an Intelligence of one language.
16, your list of prepared spells can include six spells of 1st or At 11th level and 18th level, you gain a feat.
2nd level, in any combination. If you prepare the 1st-level
spell charm person, you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn’t remove it from your list of
prepared spells.

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Transvection
At 13th level, your heightened consciousness has begun to
give you control over your own body. You gain a flying speed
of 1.5 times your walking speed, and you can hover.
Transcendence
At 20th level, you have moved beyond the need for a physical
body. You gain immunity to piercing/slashing/bludgeoning
damage from non-magical items, as well as immunity to
necrotic damage. You also gain resistance to acid, cold, fire,
lightning, and thunder damage. You cannot be Poisoned,
Grappled, or Restrained. The Blinded, Deafened, Paralyzed,
and Stunned conditions only last one turn.
Despite not having a physical body, you can still interact
with the physical world as you normally would.
Unearthly Genius
Mystics dedicate their lives to becoming one with higher
powers, whether that’s a specific god, another plane, or
simply inner enlightenment. Their path to this transformation
allows them to naturally tap into powers of the mind few can
fathom, but if their skill is great, they will sometimes attract a
Genius.
Genii are ethereal spirits from other planes who will bond
to mystics and not only increase their power, but influence
how their psychic abilities manifest. Mystics familiar with this
phenomenon will often try to attract a particular Genius,
while others are taken by surprise when the bond occurs.
You may select the Genius you want to bond with, or you
(or the Dungeon Master) may use the following table to select
one for you.
d10 Unearthly Genius
1 Genius of the Astral Plane
2 Genius of the Dancing Flame
3 Genius of the Eyeless Sight
4 Genius of the Foolish Eye
5 Genius of the Gabbing Ghost
6 Genius of the Knowing Hand
7 Genius of the Spectral Forge
8 Genius of the Spirit Cure
9 Genius of the Thoughtful Push
10 roller's choice

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Genius of the Astral Plane If your physical body takes damage while in your astral
form, you cannot use the astral form again until you finish a
These genii reside in the Astral Plane and generally seek out long rest. If your physical body does not take damage while in
nomadic mystics, although they have been known to bond your astral form, you can use the astral form again when you
with secluded individuals as a way to broaden their horizons. finish a short rest.
They make interplanar travel easier and will put you in touch
with a non-material version of yourself that is not bound by Zen
the physical world. Mystics wanting to attract a Genius of the At 6th level, you have reached a level of inner peace that
Astral Plane are usually interested in seeing all the worlds allows you to meditate while remaining active. This Zen state
have to offer, though they often find the act of travelling too grants you all the benefits of a short rest, except that you do
burdensome to do so. not regain your astral form. You can enter a Zen state a
number of times equal to your proficiency bonus. You regain
Genius Spells all expended uses when you finish a long rest.
Your mystical bond with your Genius infuses you with the
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th Astral Possession
level you gain access to spells connected to the Genius who At 10th level, your control over your astral form has
bonded with you. increased. As an action, you can attempt to possess a
Once you gain access to a genius spell, you always have it creature within a distance of your walking speed and with a
prepared, and it doesn’t count against the number of spells challenge rating of no more than 1/2 your Mystic level
you can prepare each day. If you gain access to a spell that rounded down. The target must succeed on an Intelligence
doesn’t appear on the mystic spell list, the spell is saving throw or they become possessed.
nonetheless a mystic spell for you. When possessed, you have control of the creature’s body
and you can use it to move or take actions on both its turn
Mystic Level Spells and yours. If you are possessing a creature’s body at the start
2nd expeditious retreat, zephyr strike of its turn or yours, can choose to exit the body or continue to
possess it. If you continue to possess it, the creature makes
3rd misty step, rope trick an Intelligence saving throw. If it succeeds on a saving throw,
5th blink, gaseous form you are shunted back into your body and take 1d12 psychic
damage.
7th banishment, dimension door Once you successfully possess a creature, you cannot use
9th banishing smite, far step this feature again until you finish a long rest.
Astral Split
Bonus Proficiency At 14th level, you no longer need to go into a meditative pose
When this Genius chooses you at 2nd level, you gain to release your astral form and you can use your astral form
proficiency in Arcana. If you already have this proficiency, you and physical body simultaneously. When you use this feature,
gain proficiency in another Intelligence skill of your choice. your astral form has an AC of 14 + your proficiency bonus.
You can also read, write, and speak an exotic language of On your turn, you can mentally command your physical body
your choice. to move up to 30 feet in any direction (no action required). If
your physical body is ever more than 30 feet from you at the
Astral Arms end of your turn, the mental strain becomes too great and you
At 2nd level, you learn the mage hand cantrip, which doesn’t are pulled back into your physical body.
count against the number of mystic cantrips you know. For When you take the Attack action on your turn, any spell
you, it generates two hands and you can control either hand attack you make with that action can originate from your
with either an action or a bonus action. space or your physical body’s space. You make this choice for
Astral Form
each attack. Your physical body make melee attacks and
ranged weapon attacks with disadvantage.
At 6th level, you can use an action to leave your body as an When a creature that you can see within 5 feet of your
astral form. A translucent blue copy of yourself manifests in physical body moves at least 5 feet away from it, you can use
an unoccupied space you can see within 15 feet of you. While your reaction to make an opportunity attack against that
in your astral form, your body is left vulnerable in a creature.
meditative pose. Your astral form lasts until you dismiss it as
a bonus action, you’re incapacitated, you travel more than 100
feet from your physical body, or your physical body receives 1
hit point of damage.
You can move through objects and obstacles that aren’t
protected by magic, but you can’t interact with them. You also
can’t use physical attacks, but psychic damage is doubled for
any attack you make. Your astral form has resistance to all
damage and immunity to all conditions. After one minute, you
take one level of exhaustion for each additional minute you
spend in your astral form.

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Genius of the Dancing Flame Fiery Fog. As an action, you can release a fog in a thirty
foot sphere around you, which causes the area to become
These genii originate in the Plane of Fire and seek out heavily obscured. When you release the fog, any creature
mystics with strong personalities and fierce tempers. They within the affected area (other than you) takes 6d6 Acid
allow you to harness the power of one of nature’s basic damage. On each turn after the fog is released, any creature
elements. Mystics who try to attract a Genius of the Dancing that touches the fog receives 5d6 Acid damage.
Flame may be interested more in having the power of a god Fog Booster. While you are flying, you may release the
than achieving inner peace, or they may simply be an artistic ignited phlogiston to double your flying speed.
sort who wants more control over their creations. Fog of War. As an action, you can summon the fog and
focus it around a target’s metal weapon or metal armor to
Genius Spells corrode it. The target must be within 30 feet of you.
Your mystical bond with your Genius infuses you with the Corroding a metal weapon halves the weapon’s damage.
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th Corroding metal armor halves the armor’s AC.
level you gain access to spells connected to the Genius who Raging Fire. As an action, you can summon the phlogiston
bonded with you. to make your flames more potent for one minute. You can
Once you gain access to a genius spell, you always have it double the distance of bright light your flames emit, or you
prepared, and it doesn’t count against the number of spells can double your Fire damage.
you can prepare each day. If you gain access to a spell that You can summon fog of phlogiston a number of times equal
doesn’t appear on the mystic spell list, the spell is to your Intelligence modifier. You regain all expended uses
nonetheless a mystic spell for you. when you finish a long rest.
Mystic Level Spells
2nd burning hands, hellish rebuke
3rd flame blade, scorching ray
5th fireball, flame arrows
7th fire shield, wall of fire
9th flame strike, immolation

Bonus Language
When this Genius chooses you at 2nd level, you gain the
ability to read, write, and speak Primordial.
Kindling
At 2nd level, you learn the control flames cantrip, which
doesn’t count against the number of mystic cantrips you
know, and you gain resistance to Fire damage.
If you already know the produce flame cantrip, its damage
increases to 1d10.
Spark of Inspiration
At 2nd level, you can now use heat metal a number of times
equal to your Intelligence modifier. You regain all expended
uses when you finish a long rest. You also gain proficiency in
two of the following: smith’s tools, tinker’s tools, glassblower’s
tools, or cook’s utensils. If you are in a campaign that uses
firearms, you also gain proficiency in firearms.
Smoldering Look
At 10th level, your psychic abilities have increased to a degree
that you can cause materials to ignite by looking at them. You
can now ignore somatic components of cantrips and spells
that make fire or cause Fire damage. You can also burn
simple messages or designs into wooden objects within 120
feet. Each letter or symbol takes ten seconds to create.
Fog of Phlogiston
At 14th level, you have mastered control over the very
substance that makes fire possible and can harness it in a
number of ways.

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Genius of the Eyeless Sight The Fool.
Lowly. People ignore you, treating you as Invisible, unless
These genii live in the Ethereal Plane, and seek out mystics you do something that would get their attention.
interested in using their abilities to help others. You can use Troubadour. You are proficient in one musical instrument
their power to divine – and perhaps even influence – the of your choice.
future. Mystics looking to attract a Genius of the Eyeless Topsy-turvy. Choose one ability and swap the skill
Sight may be worried about the future, or they may be proficiencies. You become proficient in the skills you don’t
looking to benefit from privileged knowledge of what will have proficiency for and vice-versa.
come to pass.

The World.
Genius Spells Well Oriented. You always know what direction you’re
Your mystical bond with your Genius infuses you with the facing.
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th Well Oriented. You can understand and speak any language
level you gain access to spells connected to the Genius who of a race from the same plane as you, but you cannot read the
bonded with you. language unless you already know it.
Once you gain access to a genius spell, you always have it Well Oriented. You always know the nearest source of
prepared, and it doesn’t count against the number of spells water.
you can prepare each day. If you gain access to a spell that

doesn’t appear on the mystic spell list, the spell is If the deck is destroyed or you lose it, you can perform a 1-
nonetheless a mystic spell for you. hour ceremony to receive a replacement from your Genius.
Mystic Level Spells This ceremony can be performed during a short or long rest,
and the previous deck is destroyed if it still exists. The deck
2nd identify, alarm sublimates into nothingness when you die.
3rd augury, locate animals or plants At 10th level, if you have chosen to draw The Fool or The
World, you can draw the other one when you finish a short
5th clairvoyance, nondetection rest. If you take this action, the effects of the new card
7th divination, locate creature replace the effects of the old card.
9th commune, scrying Future Sight
At 10th level, the future starts to become clearer to you. You
Bonus Proficiency can use your Future Sight to perform a number of actions:
When this Genius chooses you at 2nd level, you gain Before you enter a room, you may divine the number of
proficiency in Insight. If you already have this proficiency, you traps, monsters, or treasure items in that room (select one
gain proficiency in another Wisdom skill of your choice. category).

Before any creature makes an attack roll, ability check, or
You can also read, write, and speak Celestial. saving throw, you can guess whether the roll will succeed
Mind's Eye or fail and what the value of the roll will be. If you
At 2nd level, you learn the True Strike cantrip, which doesn’t correctly guess the outcome of the roll, you choose
count against the number of mystic cantrips you know. For whether the roll succeeds or fails. If you correctly guess
you, it can be cast as a bonus action. the value of the roll, the roll succeeds at the maximum

value or fails at the minimum value.
You also gain Blindsight to 30 feet. You can determine the distance and direction from you of
a specific person, creature, or object.
You may choose to
Deck of Divination Adept perform an action from the Future Sight list a number of
At 6th level, you gain proficiency in playing card sets and a times equal to your proficiency bonus.
magical deck of cards that you can use to affect the future. Your Future Sight also lets you gain advantage on Deck of
When you finish a long rest, draw from the deck by rolling a Divination rolls.
d20. The number you roll will correspond to a card on the
Deck of Divination Table (see next page). Most cards will Deck of Divination Master
cause an effect that lasts until you finish a long rest, but the At 14th level, you have mastered the Deck of Divination. At
Wheel of Fortune card is special. If you roll a 10, the Wheel of the start of each of your turns, you can roll on the Deck of
Fortune will change the effects of the cards; roll another d20 Divination table and choose a result from either column, or
and choose the corresponding effect on the Wheel of Fortune you may select The Fool or The World. If you roll Wheel of
Table. Fortune in this manner, you can select any effect. The effect
Alternatively, you can forego the die roll to select either The lasts until the start of your next turn.
Fool card or The World card. Each one provides you three Alternatively, when you finish a long rest, you may use the
effects. Deck of Divination and transfer the effect to another member
of your party until you finish a long rest. If you use the Deck
of Divination in this manner, you can still choose a result
from either column and the Wheel of Fortune still allows you
to select any effect.

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d20 - card Deck of Divination Table d20 Wheel of Fortune Table
1 - The 1 Disadvantage on spell attacks
Advantage on spell attacks
Magician
Subtract 1d10 damage from your attacks, minimum
2
2 - The High zero
Add 1d10 radiant damage to your attacks
Priestess
3 Highest initiative in every encounter
3 - The
Lowest initiative in every encounter 4 Disdvantage on melee weapon attacks
Empress
4 - The 5 Disadvantage on Wisdom checks and saving throws
Advantage on melee weapon attacks
Emperor 6 Disadvantage on Charisma checks and saving throws
5 - The Advantage on Wisdom checks and saving 7 Halved movement speed
Heirophant throws
8 Truesight until next long rest
Advantage on Charisma checks and saving
6 - The Lovers 9 Lose 5 hit points
throws
7 - The Chariot Doubled movement speed 10 Nothing happens
8 - Justice Blinded until next long rest 11 Disdvantage on Strength checks and saving throws
9 - The Hermit Gain 5 temporary hit points 12 Advantage on Dexterity checks and saving throws
10 - Wheel of 13 Gain 5 temporary hit points
Roll again on the Wheel of Fortune Table
Fortune
Disadvantage on Constitution checks and saving
14
Advantage on Strength checks and saving throws
11 - Strength
throws
Spell attacks trigger a roll on the Sorcerer's wild
15
12 - The Disadvantage on Dexterity checks and magic table
Hanged Man saving throws
Subtract 1d10 damage from your attacks, minimum
16
13 - Death Lose 5 hit points zero The Tower
14 - Advantage on Constitution checks and Magic item attunement cap is doubled until your
17
Temperence saving throws next long rest
Spell attacks trigger a roll on the Subtract 1d10 damage from your attacks, minimum
15 - The Devil 18
Sorcerer's wild magic table zero
Add 1d10 Lightning damage to your Subtract 1d10 damage from your attacks, minimum
16 - The Tower 19
attacks zero
17 - The Star Cannot use any items Disadvantage on Intelligence checks and saving
20
throws
18 - The Moon Add 1d10 Cold damage to your attacks
19 - The Sun Add 1d10 Fire damage to your attacks
Advantage on Intelligence checks and
20 - Judgment
saving throws

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Genius of the Foolish Eye
These genii hail from the Feywild and typically seek out
mystics who are creative and free-spirited. They will grant you
the ability to create realistic illusions. Mystics who want to
attract a Genius of the Foolish Eye tend to either be artists
and storytellers or tricksters and charlatans.
Genius Spells
Your mystical bond with your Genius infuses you with the
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th
level you gain access to spells connected to the Genius who
bonded with you.
Once you gain access to a genius spell, you always have it
prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn’t appear on the mystic spell list, the spell is
nonetheless a mystic spell for you.
Mystic Level Spells
2nd disguise self, silent image
3rd blur, invisibility
5th fear, phantom steed
7th greater invisibility, hallucinatory terrain
9th mislead, seeming

Bonus Proficiency
When this Genius chooses you at 2nd level, you gain
proficiency in Perception and Investigation. If you already
have these proficiencies, you gain proficiency in one other
Intelligence skill and one other Wisdom skill. Alternatively,
you may trade either of those for proficiency in Performance.

You can also read, write, and speak Sylvan.


Keen Eye
At 2nd level, you learn the minor illusion cantrip, which
doesn’t count against the number of mystic cantrips you
know. For you, it can create an image and sound
simultaneously.

You also gain Truesight to 60 feet.


Art of Illusion
At 6th level, you gain the ability to ignore concentration
requirements when casting Illusion spells. You also gain
proficiency in Painter’s tools, Disguise kit, or Forgery kit
(choose one).
False Attack
At 10th level, if you attack a target and miss, you can make
the target think the attack was successful. After a failed
attack, roll damage dice as if it were a success. The false
attack does psychic damage equal to one half of your roll. You
may use this feature once per turn.
Double Vision
At 14th level, any creature hostile to you thinks there are two
of you. It attacks you with disadvantage unless it has
truesight or blindsight.

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Genius of the Gabbing Ghost The spirit is friendly to you and your companions and
obeys your commands. See this creature's game statistics in
Ravenloft is the normal haunt of these genii, and they tend to the Spirit Companion stat block, which uses your proficiency
seek out mystics who have strong interpersonal skills and big bonus (PB) in several places.
hearts, though the more mischievous among them may look In combat, the spirit shares your initiative count, but it
for mystics who are fearful and superstitious. They will put takes its turn immediately after yours. On its turn, it can
you in tune with spirits of the dead. Mystics who want to Attack, Dash, Disengage, or Dodge. You can take a bonus
attract a Genius of the Gabbing Ghost often want to help action on your turn to command it to take another action.
themselves or others handle the loss of a loved one, though That action can be one in its stat block or some other action.
they may instead be more interested in summoning demons The spirit still takes its turn if you are incapacitated.
or becoming one with devils. As an action, you can see through the spirit’s eyes and hear
what it hears until the start of your next turn, gaining the
Genius Spells benefits of any special senses that the spirit has. During this
Your mystical bond with your Genius infuses you with the time, you are deaf and blind with regard to your own senses.
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th You can also speak through the spirit’s mouth if they are
level you gain access to spells connected to the Genius who within 100 feet of you.
bonded with you. The spirit manifests until you dismiss it, until it is reduced
Once you gain access to a genius spell, you always have it to 0 hit points, or until you die.
prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn’t appear on the mystic spell list, the spell is
nonetheless a mystic spell for you. Spiritual Companion
Mystic Level Spells Small elemental

2nd cause fear, dissonant whispers


Armor Class 13
3rd animal messenger, gentle repose Hit Points 5 + five times your mystic level
Speed fly 30 ft. (hover)
5th speak with dead, spirit shroud
7th summon aberration, summon greater demon
STR DEX CON INT WIS CHA
9th contact other plane, raise dead
10 (+0) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

Bonus Proficiency Damage Resistances: acid, fire, lightning, thunder


When this Genius chooses you at 2nd level, you gain Damage Immunities: bludgeoning, piercing, and
proficiency in Religion. If you already have this proficiency, slashing from nonmagical attacks
you gain proficiency in another Intelligence skill of your Condition Immunities: charmed, exhaustion,
choice. Alternatively, you may forego this skill proficiency in frightened, grappled, petrified, poisoned, prone,
order to learn a language. restrained, unconscious
You can also read, write, and speak Abyssal or Infernal. Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Message From Beyond and any languages it knew in life
At 2nd level, you learn the message cantrip, which doesn’t Proficiency Bonus: equals your bonus
count against the number of mystic cantrips you know. For Flyby: The spirit doesn't provoke opportunity attacks
you, up to two targets can hear your message at once, and when it flies out of an enemy's reach
that number increases by one at 5th, 11th, and 17th levels.
Spirit Companion
Actions
At 6th level, you gain the ability to summon a ghostly Soul Fire. Ranged Weapon Attack: your spell attack
companion. You determine the spirit’s appearance, including modifier to hit, Range 60 ft., one target you can see.
its race, clothing, and how well creatures can see it, as long Hit: 1d6 + PB fire damage.
as it does not take the form of a creature larger than Medium. Withering Touch. Melee Weapon Attack: +5 to hit,
Your choices have no effect on its game statistics. The spirit Reach 5 ft., one target. Hit: 2d6 necrotic damage.
is always with you, but you can use an action to turn it
invisible, or dismiss it entirely. It takes another action to
summon it or make it visible again. Reactions
When you summon the spirit during combat, it appears in Deflect Attack. The spirit imposes disadvantage on
an unoccupied space of your choice that you can see within the attack roll of one creature it can see that is
30 feet of you. Each creature within 10 feet of the spirit within 5 ft. of it, provided the attack roll is against a
(other than you) when it appears must succeed on a Dexterity creature other than the spirit.
saving throw against your spell save DC or take 2d6 psychic
damage.

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Near Death
At 10th level, your connection to the spiritual realm has made
death easier to navigate. When reduced to 0 hit points, you
only have to make 1 successful death saving throw to become
stable.
Spectral Swarm
At 14th level, you can now summon the spirits of all those
who have died in the area. You can use them to create a
protective aura around you (+5 to AC) and enhance your
attacks (+5 necrotic damage). If a creature successfully
attacks you while you use the aura or protects against an
enhanced attack, they take 5 points of psychic damage and
become Frightened. When this happens, the spirits disperse
and cannot be resummoned until you finish a long rest.
Areas such as graveyards, crypts, tombs, and sites of mass
death (such as battlefields) have more powerful spirits. A
swarm summoned in one of these areas will add +10 to your
AC or +10 necrotic damage to your attacks, and a creature
will receive 10 points of psychic damage and become
Stunned.

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Genius of the Knowing Hand Area of Knowledge
At 10th level, touching the ground at a location will let you
These genii belong to the Outlands, and they normally seek feel recent events; if you think of a specific person or object,
out mystics who have inquisitive natures. They grant you you will know if it has been in the area within the past 24
knowledge of your surroundings, objects, and even other hours. Otherwise, you'll receive impressions of major
living things with a simple touch. Mystics looking to attract a emotional events that occurred in the past week, such as
Genius of the Knowing Hand are typically not afraid to get deaths, declarations of love, fights, and artistic inspiration. If
their hands dirty and may be looking to use their skills in an you touch the ground indoors, your knowledge is limited to
official capacity, such as criminal justice or archaeology. what happened in the room you are currently in, while
Genius Spells touching the ground outdoors will show you anything that
Your mystical bond with your Genius infuses you with the happened in a 100 foot radius of where you touched.
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th When you are in combat, you can touch the ground as an
level you gain access to spells connected to the Genius who action. When you do this, select up to three targets within a
bonded with you. 50 foot radius. Each target must make an Intelligence saving
Once you gain access to a genius spell, you always have it throw; each target who fails the saving throw will believe the
prepared, and it doesn’t count against the number of spells 50 foot radius around you is difficult terrain for one minute.
you can prepare each day. If you gain access to a spell that Body of Knowledge
doesn’t appear on the mystic spell list, the spell is At 14th level, touching a creature will open its heart and mind
nonetheless a mystic spell for you. to you. You'll learn its name (if it has one), age, whether it
Mystic Level Spells means you harm, and the answer to one specific question you
want to know. If it does mean you harm, this touch may
2nd identify, comprehend languages trigger a combat encounter.
3rd beast sense, Nystul's magic aura If you are in combat, a touch can also tell you what a
creature currently plans to do on their next turn. A successful
5th bestow curse, remove curse melee attack or unarmed strike is considered a touch.
7th death ward, Evard's black tentacles
9th commune with nature, legend lore

Bonus Proficiency
When this Genius chooses you at 2nd level, you gain
proficiency in History and Investigation. If you already have
these proficiencies, choose two other Intelligence skills.

You can also read, write, and speak Celestial.


Guiding Hand
At 2nd level, you learn the guidance cantrip, which doesn’t
count against the number of mystic cantrips you know. For
you, the target rolls a d4 with advantage.
Touch of Knowledge
Beginning at 6th level, you can focus your mind to read the
psychic 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 image from the object’s point of
view, showing the last creature to hold the object within the
past 24 hours. You also learn of any events that have occurred
within 20 feet of the object within the past hour. The events
you perceive unfold from the object’s perspective. You see and
hear such events as if you were there, but can’t use other
senses.

8
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Genius of the Spectral Forge If you have a second free hand, you can use a bonus action
to create and attack with a second psychic weapon. This
These genii come from Shadowfell, and you can use your second weapon does 1d6 psychic damage and disappears
connection to that world to create weapons from pure after you use it.
thought. They typically seek out mystics who find inner peace At 10th level, your skills advance and you can create two
in the midst of battle or those who want to fight for a noble permanent psychic weapons. Furthermore, a mage hand
cause, although some want mystics with a bloodlust. Mystics counts as a free hand.
aiming to attract a Genius of the Spectral Forge often want to
avenge a misdeed, though some are simply too weak or too Guarded
untrained to fight properly. In either case, mystics usually At 10th level, you harness the ability to craft your thoughts
don’t have enough money to properly afford armor and into an armor or shield. The armor your create is equivalent
weapons. to plate armor, except that it is weightless and does not cause
disadvantage on Dexterity (Stealth) checks. The shield you
Genius Spells create is equivalent to a shield, or can be formed around a
Your mystical bond with your Genius infuses you with the physical shield to add +1 to the shield’s AC.
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th
level you gain access to spells connected to the Genius who Psychic Smith
bonded with you. At 14th level, you have mastered the use of the spectral forge.
Once you gain access to a genius spell, you always have it You can create psychic versions of any weapons, armor, or
prepared, and it doesn’t count against the number of spells shields and you can create up to three objects at once.
you can prepare each day. If you gain access to a spell that You have proficiency with any weapon you create and you
doesn’t appear on the mystic spell list, the spell is gain +5 to attack if you are already proficient in the weapon
nonetheless a mystic spell for you. you choose. You do not need an empty hand to create a one-
handed weapon, but you need two empty hands to create a
Mystic Level Spells two-handed weapon. Weapons not created in your hand will
2nd shield of faith, magic missile hover at a height of five feet. You can use a bonus action to
attack with one psychic weapon not in your hand or move
3rd cloud of daggers, spiritual weapon them up to 30 feet.
5th elemental weapon, lightning arrows
7th fabricate, stone shape
9th creation, swift quiver

Bonus Proficiency
When this Genius chooses you at 2nd level, you gain
proficiency in smith’s tools, shields, and either medium armor
or martial weapons.

You can also read, write, and speak Undercommon or


Dwarvish.
Sharp as a Tack
At 2nd level, you learn the sword burst cantrip, which doesn’t
count against the number of mystic cantrips you know. For
you, it uses 1d8.
When you hit a creature with a melee weapon attack, you
can expend one spell slot to deal psychic damage to the
target, in addition to the weapon’s damage. The psychic
damage is 1d10 for a 1st-level spell slot, plus 1d10 for each
Spell Level higher than 1st.
Rapier Wit
At 2nd level, you learn how forge your thoughts into weapons.
You can use your action to create a melee weapon in your
empty hand. You can choose the form this weapon takes, but
it must be one you are proficient with. This weapon counts as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks. This weapon does the same
damage as a physical version of the same weapon plus 1d6
psychic damage. This weapon disappears if it is more than 5
feet away from you for 1 minute or more. It also disappears if
you dismiss the weapon (no action required) or if you die.

9
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Genius of the Spirit Cure Pound of Cure
Beginning at 10th level, when you successfully attack a
These genii call the Positive Energy plane home, and they creature, you may choose to halve the damage to the target in
tend to seek out mystics with an overflowing love of life or order to heal a creature within 30 feet of the target a number
those repenting for violent acts. They provide you the power of hit points equal to the damage the target received.
to harness a small amount of the plane’s energy to heal those (Example: if an attack would deal 30 hit points of damage to a
around you. Mystics who try to attract a Genius of the Spirit target, you may choose to deal 15 hit points of damage in
Cure often want to help others even at the expense of order to heal another creature 15 hit points.)
themselves.
Healing Radiation
Genius Spells At 14th level, the healing power of the Positive Energy plane
Your mystical bond with your Genius infuses you with the emanates from you. The radius of Aura of Vitality, Aura of
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th Life, and Aura of Purity is doubled.
level you gain access to spells connected to the Genius who
bonded with you.
Once you gain access to a genius spell, you always have it
prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn’t appear on the mystic spell list, the spell is
nonetheless a mystic spell for you.
Mystic Level Spells
2nd cure wounds, healing word
3rd prayer of healing, lesser restoration
5th aura of vitality, mass healing word
7th aura of life, aura of purity
9th greater restoration, mass cure wounds

Bonus Proficiency
When this Genius chooses you at 2nd level, you gain
proficiency in Medicine if you are not already proficient in it.

You can also read, write, and speak Celestial.


Ounce of Prevention
At 2nd level, you learn the spare the dying cantrip, which
doesn’t count against the number of mystic cantrips you
know. For you, touching the creature is not required, though
you do have to be within 5 feet of it.

You also gain proficiency with healer’s kits.


Wellspring of Health
At 6th level, you gain a pool of hit points equal to your
Wisdom (Medicine) score (minimum 1). You can use your
action to give a number of these hit points to a creature
within 30 feet of you (including yourself). You can also use an
action to take hit points from yourself or a creature within 30
feet of you to fill the pool up to a number of hit points equal to
3 times your Mystic level. If the creature you choose is not a
willing creature, you must succeed on a saving throw. You
cannot take hit points from undead creatures. When you
finish a long rest, the pool is reset to its original number.
Genial Sacrifice. If you take hit points from yourself to add
to the pool, you may choose to add twice as many hit points
as you took, even if that exceeds the normal limit. If you use
this feature, you cannot use the pool to replenish your own
hit points. You may use this feature once until you finish a
long rest.

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Genius of the Thoughtful Push Puppeteer
At 14th level, you may choose to let a creature of your choice
These genii dwell in the Gray Waste, and they usually seek within 50 feet of you to move or perform an action as your
out mystics who are charismatic leaders, though on occasion bonus action.
they will bond with an odious individual if they see a need. You may use this feature a number of times equal to your
They permit you to influence the actions of others. Mystics Charisma modifier. You regain all expended uses when you
who want to attract a Genius of the Thoughtful Push usually finish a long rest.
want their abilities for nefarious ends, such as gaining a
following, spycraft, or crime, though some may have more
benevolent ideas, such as helping to turn people’s lives
around.
Genius Spells
Your mystical bond with your Genius infuses you with the
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th
level you gain access to spells connected to the Genius who
bonded with you.
Once you gain access to a genius spell, you always have it
prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn’t appear on the mystic spell list, the spell is
nonetheless a mystic spell for you.
Mystic Level Spells
2nd charm person, command
3rd suggestion, gift of gab
5th fast friends, enemies abound
7th charm monster, compulsion
9th dominate person, geas

Bonus Proficiency
When this Genius chooses you at 2nd level, you gain
proficiency in Deception and Persuasion. If you already have
these proficiencies, choose two other Charisma skills.

You can also read, write, and speak Abyssal or Infernal.


Best Friends
At 2nd level, you learn the friends cantrip, which doesn’t
count against the number of mystic cantrips you know. For
you, the creature does not realize that you used magic to
influence its mood.
Ignore
At 6th level, you can use your bonus action to force a creature
within 30 feet of you to make a Charisma saving throw. On a
failed save, the target can no longer make direct attacks
toward you. This effect lasts for one minute.
At 11th level, this applies to you and one other creature of
your choice. At 15th level, it applies to two creatures within
30 feet of you or one creature within 60 feet of you.
Think Again
At 10th level, when a creature chooses to attack you, you can
use your reaction to have them attack the next nearest
creature instead. They must have enough movement to reach
the next nearest creature. You may use this feature a number
of times equal to your Charisma (Persuasion) score. You
regain all expended uses when you finish a long rest.

11
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Cantrips (0 Level) 2nd Level 5th Level 8th Level
Encode Thoughts Aid Animate Objects Antipathy/Sympathy
Fire Bolt Arcanist's Magic Aura Bigby's Hand Demiplane
Friends Beast Sense Contact Other Plane Dominate Monster
Guidance Blindness/Deafness Dominate Person Feeblemind
Mage Hand Calm Emotions Dream Glibness
Message Crown of Madness Geas Illusory Dragon
Mind Sliver Detect Thoughts Hold Monster Incendiary Cloud
Minor Illusion Enhance Ability Legend Lore Maddening Darkness
Mold Earth Enthrall Mislead Maze
Prestidigitation Gift of Gab Modify Memory Mind Blank
Produce Flame Levitate Negative Energy Flood Power Word: Stun
Resistance Mind Spike Rary's Telepathic Bond Reality Break
Thaumaturgy Mirror Image Scrying Telepathy
Vicious Mockery Pass Without Trace Skill Empowerment
Phantasmal Force Synaptic Static 9th Level
1st Level Ray of Enfeeblement Telekinesis Astral Projection
Alarm See Invisibility Wall of Force Blade of Disaster
Animal Friendship Shadow Blade Foresight
Armor of Agathys Suggestion 6th Level Gate
Arms of Hadar Summon Beast Arcane Gate Imprisonment
Bane Tasha's Mind Whip Blade Barrier Mass Healing
Beast Bond Zone of Truth Contingency Power Word: Heal
Burning Hands Create Homunculus Power Word: Kill
Catapult 3rd Level Find the Path Psychic Scream
Cause Fear Beacon of Hope Heal Weird
Charm Person Catnap Investiture of Flame Wish
Command Clairvoyance Mass Suggestion
Compelled Duel Enemies Abound Mental Prison
Comprehend Languages Fast Friends Move Earth
Detect Evil and Good Fear Otto's Irresistible Dance
Dissonant Whispers Fly Planar Ally
Gift of Alacrity Haste Programmed Illusion
Guiding Bolt Hypnotic Pattern Scatter
Heroism Incite Greed True Seeing
Identify Intellect Fortress
Mage Armor Major Image 7th Level
Sanctuary Motivational Speech Divine Word
Shield Sending Dream of the Blue Veil
Silent Image Slow Etherealness
Sleep Tongues Fire Storm
Tasha's Hideous Laughter Forcecage
Unseen Servant 4th Level Mirage Arcane
Wrathful Smite Arcane Eye Plane Shift
Charm Monster Power Word: Pain
Compulsion Project Image
Confusion Regenerate
Dominate Beast Simulacrum
Evard's Black Tentacles Symbol
Hallucinatory Terrain Teleport
Phantasmal Killer Whirlwind
Staggering Smite

12
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The Mystic Class
A full-caster class for players who want psychic abilities and
to be most useful outside of combat. Mystics bond with
extraplanar beings to gain mental control over the Astral
Plane, Dancing Flame, Eyeless Sight, Foolish Eye, Gabbing
Ghost, Knowing Hand, Spectral Forge, Spirit Cure, or
Thoughtful Push.

Art:

Hand of the Gods: Prescience: Eksafael

Unknown Title: William Blake Keller

Sacred Flame Spell: robrey

Master of Illusions: kir-tat

Where darkness meets the Light: uildrim

Dreamreader: DiegoGisbertLlorens

Healing Hands: Josu Hernaiz for Wizards of the


Coast

The Astral Sea: Wuggynaut

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