Mystic

As a Mystic, you gain the following class features

* **Hit Points at Higher Levels:** 1d5 (or 3) + your Constitution modifier per Mystic level after 1st

#### Proficiencies

* **Armor:** None
* **Weapons:** Simple Weapons
* **Tools:** Calligrapher's Supplies

* **Saving Throws:** Constitution, Wisdom
* **Skills:** Choose Three from: Acrobatics, Arcana, Athletics, History, Insight, Perception, and Religion

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* *(a)* Any Polearm Weapon, or *(b)* x10 Javelins
* *(a)* Any 2 Simple Weapons, or *(b)* 1 Medium Shield
* *(a)* 1 Artisans Tool, or *(b)* 1 Instrument
* *(a)* Explorers Pack, or *(b)* Priests Pack

## Mystic Influencing

Beginning at 1st level you gain the influencing for your Mysticism, chose:

* Abyssokinesis
* Arcanokinesis
* Eldrichokinesis
* Elementonokinesis
* Jaded Spirit (WHB)
* Psychokinesis
* Weaponokinesis

## Arcane Knowledge

Beginning at 1st level, With knowledge about how arcane magics work, you are able to influence the weave to do actions on your command. You gain spellslots (Shown on the Mystic table), and can cast spells from the WIZARD Spell List. Your spellcasting ability for these spells is Wisdom.

*Your spellcasting DC is equal to 8 + Your Wisdom Modifier + Your proficiency Bonus*

*Your spellcasting Modifier is equal to your Wisdom Modifier + Your proficiency Bonus*

## Traditions

Starting at 2nd level you learn a tradition. Traditions influence the way you cast your spells, or attack your enemies. At 2nd level you may learn 1 Tradition, and you may chose more at levels 7, 13, and 18.

## Discipline

Disciplines limit your psychic abilities, they stem from the constant mental stress from psychic abilities, and take different tolls on the body. These tolls are represented by the disciplines.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.

## Aura

Beginning at 5th level you learn how to use and change Aura's. Your *Mystic Influencing* will change how your Aura works, and you have a base range of 10ft. for your Aura, and your neutral aura is that you have 20ft. of True sight. If your Mystic Influence gives you another option for an Aura, you may switch between them during a short or long rest.

## Arcane Overflow

Starting at 6th level, your mystic aptitude starts to affect the way you cast your spells.

Because your magic does not come from the weave, and rather comes from your psychic abilities, your Mystic Influence begins to affect your spellcasting, down below are the listed ways that your psychic influence changes your spells.

***Abyssokinesis***- Beginning at 6th level, whenever you force a creature to make a saving throw in any way, they take 2d6 psychic damage. If you had forced a creature to make a saving throw using a spell, then you may expend a 1st level spell slot to give the creature disadvantage on the save. Beginning at 9th level, they take an additional 3d6 psychic damage if they fail any saving throw imposed by you. At 15th level, the damage for both abilities increases by 2d6. At 20th level, once per day, if a creature that you forced to make a saving throw fails a save, then you may cause it to be your choice of Frightened, Charmed, Paralyzed, Unconscious, Poisoned, Blinded, or Deafened.

***Arcanokinesis***- Starting at 6th level, you gain 1 spell slot for the Wizard spell list. This spell slot can be either a 1st or 2nd level spell. Your spellcasting ability for this spell is Wisdom. When choosing a spell for this feature, you may not pick a spell that would directly damage a creature (EX: Burning Hands). Starting at 9th level, you gain another; At 15th level you gain another slot, and you may chose to pick a 1st, 2nd, 3rd, or 4th level spell; and finally at 20th level you gain one more (For a total of 4), and this may be any spell slot in between 1st and 7th levels. Spells casted this way are treated as totals, for example, if you have 3 spell slots (level 15), and you cast a 1st level spell, then you have 2 spell slots remaining, even if the maximum level of spells you can cast is 4th. All spells are casted at the highest level available, if they can be.

***Eldrichokinesis***- Starting at 6th level, you may pick 1 cantrip from the Warlock spell list. Your spellcasting ability for this spell is Wisdom. You may chose another at levels: 9th, 15th, and 20th.

***Elementonokinesis***- Beginning at 6th level you may "Burn" a spell slot whenever casting a spell. "Burning" a spell slot causes you to roll 1d20, if you roll lower than your mystic level on the d20, then you may cast as many copies of the spell as the spell slot you burned. For example, if you casted a 2nd level spell, and burnt a 3rd level spell slot, assuming that you rolled lower than your mystic level, you may cast 3 versions in total of that second level spell. Beginning at 9th level, you may do this once for free (treated as a 2nd level slot), at 15th level the free slot is treated as a 4th level slot, and at 20th level the free slot is treated as a 5th level spell and you have 2 of them.

You regain the free slot at the end of a short or long rest.

***Jaded Spirit***- Beginning at 6th level your jaded body begins to use your psychic powers for defense. For as many times as your Wisdom modifier (minimum of 1) if you are to take damage you may spend a reaction to expend a spell slot. If you expend a spell slot then you may reduce the damage by an amount of d12's equal to the spell slot level that you consumed. For example, if you are to take 24 damage, and consume a 1st level spell slot, you roll 2d12 and roll a total of 8, you then may reduce the damage to a total of 16. Beginning at 9th level, you may add your Wisdom modifier to the roll. Starting at 15th level, you may add an additional d12 to the roll and add your mystic level to the reduction. Starting at 20th level, once per day, you may instead opt to take no damage instead (This ability lasts until the start of your next turn).

These features replenish at the end of a short or long rest.

***Psychokinesis***- Beginning at 6th level you may go into a psychic rage. To enter this rage, you must expend a spell slot and a bonus action. When expending spell slots, you may expend an amount that you wish to, there is no limit. When going into a rage, the duration is equal to an amount of rounds equal to the amount of spell slots you sacrificed. (1st=1, 2nd=2, etc.). When in a psychic rage, you gain the effects of the levitation spell, in addition to being able to move any one object that is size large or smaller by a maximum of 20 feet. Instead of moving an object, you may also wish to throw it, if throwing an object at a creature, you deal damage equal to the amount of spell slots consumed when activating the rage. The damage die is dependent on the size of the object (Tiny=d4, Small=d6, Medium=d8, Large=d10). The damage type is bludgeoning. Beginning at 9th level, if the time of the rage is less than 1 minute, you may chose to have it last one minute. Beginning at 15th level, the size restriction is altered to size Huge (Huge=d12). Starting at 20th level, the size limitation is limited to Gargantuan (Gargantuan=d20). Upon moving gargantuan objects, you gain 1d4-1 (Minimum of 1) Exhaustion Points).

***Weaponokinesis***- Starting at 6th level as a bonus action you may apply a psychic smite to your melee weapon attacks. The smite must be applied to a physical weapon that uses Strength, Dexterity, or Wisdom. The smites last for 1 minute, or until they are used. To create a smite, you must expend one spell slot of any level. On your next attack that hits, you may add an amount of psychic damage equal to: 2d8+xd8, where x is equal to the level of spell slot that you used. Starting at 9th level the base damage increases to 3d8. Beginning at 15th level, you may apply this smite to your Phantom Glaives. Beginning at 20th level, all weapon attacks (regardless of if they have a smite or not) deal an extra 3d8 psychic damage.