Mystic (Wisdom) (5A)

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An Exemplar subclass.

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3rd Level: Focus Ability

Your Focus Ability is Intelligence. You are proficient in Intelligence and Wisdom saving throws.

3rd Level: Mystic Proficiencies

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3rd Level: Mystic Identification

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3rd Level: Mystic Tricks

You can choose these tricks only available to Mystics.

  • Create Instability. When you hit an enemy with an attack, you can use this trick to create an instability in the creature. The target must make an Intelligence saving throw, or it suffers disadvantage on all saving throws until the start of your next turn.
  • Create Opening. When you hit an enemy with an attack, you can use this trick to create an opening. The target must make an Intelligence saving throw, or all attacks against the creature have advantage until the start of your next turn.
  • Create Weakness. When you hit an enemy with an attack, you can use this trick to create a vulnerability or weaken a resistance in the target for the next minute. The target must make a Constitution saving throw. If it fails, choose one damage type. If the creature lacks resistance or immunity to the chosen damage type, it gets vulnerability to this damage. If it has resistance to this damage, it loses that resistance. The effect ends at the start of your next turn.
  • Find Opportunity. Choose a creature you see and an immediate objective towards that creature, such as defeating, escaping, bypassing, or befriending it. You learn an action that (in the GM's estimation) would be a good way of achieving this immediate goal, and if you follow this advice, you have advantage on attack rolls or ability checks to focus this out until the start of your next turn. You can use Find Opportunity on behalf of another, in which case they get the advantage instead of you as long as they follow the recommended course of action. The suggested action is always something that can be done or at least started within the next round, but not necessarily something you are good at or eager to do.

Spellcasting

When you reach 3rd level, you augment your skills with the ability to cast spells.

Exemplar Spellcasting
Exemplar
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spell List

You use either the cleric or druid spell list.

Cantrips

You learn two cantrips of your choice from your chosen spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Mystic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from your spell list.

The Spells Known column of the Mystic Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your mystic spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier (same as your trick save ability)

Spell attack modifier = your Proficiency Bonus + your Wisdom modifier

6th Level: Mystic Dice

When you spend an Exemplar Die on an action to interact with, harm, observe, or defend against a creature, you learn additional information about the target. Read the Exemplar Die and learn information as given below.

  1. What attacks the creature has and the damage each attack.
  2. What Armor Class the creature has, any reactions it can use, and what saving throws it is proficient in.
  3. What spells the target knows (if any). In the case of creatures that prepare spells, you learn what spell lists they can pick spells from.
  4. What skills the target knows.
  5. The target's point of origin, native terrain, and what languages it speaks (if any).
  6. On a result of six or more, you get to chose what information you learn.

10th Level: XXX

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14th Level: XXX

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