Mystic (5A)

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This is an original Sorcerous Origin for 5A.

The spark of mystic talent is an inborn trait, but unlike most sorcerous origins, it requires training and discipline to awaken to full power. This is usually given in a monastery or in the wilderness, away from the distracting bustle of normal life. Whether you studied in a school or a single master, it is likely that your trainers have contacts with monks and clerics sympathetic to mystics.

You have honed your mind to channel the vast energies of the Netherworld, thought to be related to the Far Realm. Though meditation and discipline, you shield yourself against the influence of aberrations and other mystic threats. Your mind is in touch with the universe, and when you reach out with your thought, reality complies with your wishes.

Greyhawk Mystics are never common, and most that exist live in the Baklunish lands to the north-west of the Flanaess. A few natural mystics exist in other lands, often considered freaks or allies of the Far Realm.

Psionic Subclasses

In 5E, psionics does not have its own classes, it is instead expressed through subclasses. The this subclass uses psionic powers, along with a number of other subclasses in the game, the artificer Archivist and Psychometrist, bard College of Whispers and Psychic, cleric Spiritualist, fighter Psi Warrior, monk Way of the Soft Whisper, Spiral Monk, rogue Soulknife, sorcerer Aberrant Mind and Mystic, and wizard Arcane Horizon and Mentalist.

Subclass Features

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the bard or sorcerer spell list or a wizard spell of the divination or enchantment school.

Aberrant Mind Spells
Sorcerer Level Spells
1 Command, Faerie Fire
3 Detect Thoughts, Levitate
5 Hypnotic Pattern, Clairvoyance
7 Death Ward, Locate Creature
9 Contact Other Plane, Modify Memory

Mystic Telepathy

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand and use this telepath, a creature must be able to understand a language.

The telepathic connection lasts for a number of hours equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

At 6th level you can remain in telepathic contact with a number of creatures equal to your Charisma bonus (minimum 2 creatures). You decide if these creatures can communicate directly with each other. If not, they are unaware you have telepathy with others. When you are in contact with too many creatures, you must choose which telepathic connections to drop.

At 14th level you can maintain Mystic Telepathy indefinitely, even if you are incapacitated.

Centering

Beginning at 6th level, you can take a minute to use any artisan's tool proficiency, musical instrument proficiency, Acrobatics, Athletics, Insight, or Perform to center yourself. You regain a number of sorcery points equal to your proficiency bonus in the skill, tool or instrument used. After centering you cannot have more sorcery points than your starting value. You can use centering only once and recharge the ability at the end of a long rest.

You also learn the Subtle Spell metamagic. If you already know this metamagic, you learn another metamagic of your choice. When you use Subtle Spell, the spell requires no material components unless the components are consumed by the spell.

Mystic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against effects that cause the charmed or frightened conditions.

Mystic Alliance

At 14th level, when you or an ally within 1 mile fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to grant a bonus on that saving throw equal to your proficiency bonus. You must see or be in Mystic Telepathy with the ally.

You can now use Mystic Telepathy to establish telepathic communication with any willing creature you have ever used Mystic Telepathy with, regardless of range. The target is aware it is you seeking contact and can accept or decline.

Universe of Thought

At 18th level, you can cast spells on creatures you are in Mystic Telepathy contact with as if you were touching them, regardless of range and even on other planes of existence. A target can end the Mystic Telepathy after you cast a spell on them or witness the effect of a spell cast this way.