D&D Character Class Exploration: Mystic

In Dungeons and Dragons 5th Edition there is a class that is very versatile. This class is the Mystic class. It is worth noting that this class is currently being play-tested which means that it is not a part of the official classes that have been released by Wizards of the Coast.

Let’s start with the basic description of this class. The Mystic character obtains its abilities from mastering the power of the mind. Through the power of the mind, the player has access to points called Psi points. These Psi points are what power the disciplines of this class. At level one, the player has access to four Psi points and cannot spend more than two on any discipline. The maximum amount of Psi points that can be acquired can be obtained at level eighteen which grants you seventy-one Psi points and you can use up to seven of these points on a single discipline. 

This class’s primary stat is that of intelligence which was previously the sole domain of the Wizard. This is of itself an appealing aspect of this class. You will have proficiency in intelligence and wisdom saving throws.

The Mystic is able to use disciplines and talents. Disciplines are equivalent to spells and take Psi points to activate. Talents are like cantrips because they can be used as much as desired without any cost.

As you level up, there are several very potent abilities that you will have access to. Starting at level one you will be able to pick a Mystic Order which is where you will have a significant amount of options to tailor your character to your desires. As I mentioned before, the Mystic class is very versatile. The Mystic Order that you pick is where that variety comes into play.

At level two the Mystic gains two different abilities. The first is called Mystical Recovery. This ability is designed to help the Mystic survive longer. You can use a bonus action to recover hit points equal to the amount of Psi points you spent during your turn. For example, if you use two Psi points to activate Inertial Armor, then you can use your bonus action to regain two hit points. Depending on how you play this class, this can be a very useful ability.

The second ability that you gain at level two is the ability to communicate telepathically with a target that is no more than 120 feet away from you, as long as that target can understand at least one language.

At level four, the Mystic is able to use Strength of Mind. This ability allows you to switch proficiency from the wisdom saving throw to any other saving throw when you finish a short or long rest.

At level eight you gain, Potent Psionics which allows you to add an additional 1d8 to one weapon attack per turn. When you reach level fourteen, that damage increase becomes a 2d8. On top of that, any psionic talent that does damage is able to be added your intelligence modifier to that damage.

At level ten the Consumptive Power ability becomes available. This ability is usable once per long rest. When you use this ability, you are able to spend hit points to activate a discipline instead of Psi points. I see this as a last ditch effort to destroy an enemy when you are completely out of Psi points.

At level eleven, the ability Psionic Mastery comes into play. On an action, you can use this ability to gain nine special Psi points. What makes these Psi points special, is that you can spend them on multiple concentration disciplines and you can concentrate on all of them at the same time. It is worth noting that any concentration discipline that may already have been active will end when you activate these new concentration disciplines with the special Psi points.

If you don’t use all these special Psi points before a long rest they will disappear. In other words, these special Psi points do not stack. When you reach level fifteen the number of special Psi points go up to eleven. From level eleven to level twelve you can use this ability once. At level thirteen it becomes usable twice. At fifteen it is usable three times and at level seventeen you can use it four times.  

At level twenty, you gain the final standard ability. This ability is truly impressive in the benefits that it gives you. This ability is called Psionic Body and it has the following effects. You become resistant to bludgeoning, piercing, and slashing damage. The guide doesn’t specify if that includes magical attacks so I would imagine that call would be left up to your DM. The next effect is that your character no longer ages. You also become immune to all diseases, all poisons, and the poison condition.      

The final aspect of this ability is truly amazing. If your character dies, as in fails all three death saving throws, you can still roll a 1d20 and if the roll is a ten or higher, your character will disappear with his or her gear and return at a location that you specify, as long as it is on the same plane of existence after 1d3 days. In other words, at this point of the game, if you don’t want your Mystic to die, then it is really hard for that to happen.

Thank you very much for taking the time to read this exploration of the Mystic class. Come back to explore the Mystic Orders with me in the next installment of this series.

For more D&D 5e articles that look at the Wizard class and different recommended spells look no farther than here at Gaming Historia.

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Brandon Terrazas

Brandon is from the sunny state of Arizona and has been gaming since his teenage years. The most influential game that inspired him to get more involved in gaming was Knights of the Old Republic from Bioware. This game is still one of his all time favorites having completed it a total of twenty-five times. The genre of games that appeals the most to Brandon are RPG's but he is willing to try out other genres such as first and third person shooters.

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