The Mystic (But Good)

***While some waste away in the stodgy, old magic schools of stifling academia, others tap into the music of creation, and still others call upon nature or deities to aid them in their times of need. Falling neatly outside of these categories is an old and (dare I say it)*** **mystic *power known as Psionics. The origin of such power varies from individual to individual: some may have been cursed or scarred by an encounter with an ancient power like an Aboleth or a Mind Flayer; some may have learned this power through meditation and strict self-discipline; some may have simply woken up one day to find they could move things with their minds. Regardless of origin, wielders of psionics are not to be underestimated. (Though far less so than if they were from Unearthed Arcana)***

***This is a reconstruction/total overhaul of the UA Mystic class in an effort to make it balanced, or at least playable. Enjoy.***

# Class Features

-Hit points-

Hit Dice: d8. 1d8 + constitution per Mystic level.

Hit points at first level: 8 + constitution.

-Proficiencies-

Saving Throws: Intelligence, Wisdom

Armor: None

Weapons: Simple weapons

Skills: Choose three from Arcana, Animal Handling, Perception, Insight, Religion, History, Medicine, Intimidation.

## Psionics

As a Mystic, your main magical ability takes the form of Psionics. At 1st level, you gain access to the following Psionic abilities.

* **Telepathy:** You have telepathy out to 30 feet. This range increases to 60 feet at 5th level and to 120 feet at 11th level. This does not cross language barriers.
* **Telekinesis:** You may lift and move up to 50 pounds with your mind, as long as it is within 60 feet of you, and isn't you. You can move it up to 30 feet per round. Doing so takes your action. Creatures that wish to avoid being moved may attempt a strength save (DC=10 + your intelligence modifier) This range and weight restriction increases to 75 pounds and 90 feet at 5th level and to 100 pounds and 120 feet at 11th level. This feature cannot be used for fine motor movement or to make attacks, but can be used to grapple.

## Spellcasting

Also at level 1, your rudimentary psionic abilities manifest as spells you can cast. At 1st level, you know two cantrips of your choice from the Mystic Spell List. Whenever you complete a long rest, you may prepare a number of Mystic spells equal to 1/2 your level (rounded down) + your intelligence modifier. These spells must be of a level for which you have slots and intelligence is your casting modifier. As this represents your character's innate psionic abilities, any verbal and material components can be ignored. Material components with a gold piece cost must still be provided.

## Psionic Powers

At level 2, your psionic abilities expand as you either explore your potential or learn new techniques. You may choose two Psionic Powers from the list provided, gaining another at levels 5, 9, 13, and 17. Any time you level up in this class, you may choose to replace a Psionic Power you know with one you don't.

## Mystical Archetype

At level 3, your psionics have developed enough for you to notice strengths in your range of abilities. These strengths manifest as Mystical Archetypes, from which you may choose one of the listed options:

The Psion

The Psychic

The Telepath

The Telekineticist

## Ability Score Improvement

At 4th level, and again at levels 8, 12, 16, and 19, you may increase one ability score by two, two ability scores by one, or take a feat.

## Will of Iron

Beginning at 7th level, your psionics offer increased defense against mental assaults. You add your Intelligence modifier to all mental saving throws, even if you already added them. Additionally, you have advantage on saves against being Charmed and Frightened, and on saves against any Enchantment spell.

## Psychic Recharge

At 11th level, you may spend at least 30 minutes of a short rest meditating to regain spell slots of a level equal to 1/2 your level, rounded down. For example at 11th level, you may regain up to 5 levels of spell slots. Once you use this ability, you must complete a long rest before you may use it again.

## Psychic Wards

At 13th level, you gain the Magic Resistance trait thanks to your heightened psionic abilities.

## Impenetrable Mind

At 20th level, your psionic powers know no limit. You may cast 1st and 2nd level Mystic spells without expending spell slots and you become immune to the Charmed and Frightened conditions.