Base Class: Warlock
Similar to a Hexblade Warlock, you have made your pact with a mysterious entity with force that manifests in sentient magic weapons carved from the stuff of legends. The magical force behind these weapons can offer power to warlocks who form pacts with it. Many Mystic Blade Warlocks create weapons that emulate those formed of the mysterious entity. Others forgo such arms, content to weave the magic of that plane into their spellcasting. Much like the Hexblade, the Mystic Blade specialize in a mixture of both spellcasting and marshal combat, with the spells your patron grants enhancing, changing, or adding to your marshal fighting style.
Entities of this type include Raven Queen; Bahamut; Vecna; Tiamat; Great Cthulhu; and other beings, demigods and Deities.
Expanded Spell List
The Mystic Blade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Mystic Blade Expanded Spells
SPELL LEVEL | SPELLS |
---|---|
1st | hunters mark, shield |
2nd | find steed, spiritual weapon |
3rd | blink, haste |
4th | death ward, find greater steed |
5th | banishing smite, [Tooltip Not Found] |
Mystic Blade Adept
When you choose this patron at 1st level, you learn to imbue powerful arcane strikes to disable, weaken, or damage your opponents using your mystic weapon.
Mystic Strike. You learn two mystic strikes of your choice, which are detailed under “Mystic Strikes” below. Many strikes enhance or add an effect to a attack in some way. Each use of a mystic strike must be declared before the attack roll is made. You can use only one mystic strike per attack.
You learn an additional mystic strike of your choice at 3rd, 6th, 10th, and 14th level. Each time you learn a new mystic strike, you can also replace one mystic strike you know with a different one.
Strike. You gain a number of strike points equal to your Charisma modifier (minimum of 1). You regain 1 expended strike point each time you roll a 20 on the d20 roll for an attack with your mystic weapon, or deal a killing blow with your mystic weapon to a creature of significant threat (DM’s discretion). You regain all expended strike points after a short or long rest.
Saving Throws. Some of your mystic strikes require your targets to make a saving throw to resist the mystic strike’s effects. The saving throw DC is calculated as follows:
Mystic Strike save DC = 8 + your proficiency bonus + your Charisma modifier
Mystic Strikes
These mystic strikes are presented in alphabetical order.
Agathys Strike
When you make a pact weapon attack against a creature, you can expend 1 or more strike die. Ice then begins to form around you pact weapon. On a hit, the creature takes cold damage equal to the number you rolled on your strike die’s spent.
Archfey Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, the creature becomes charmed or frightened by you (Your Choice) until the end of your next turn.
Blighted Strike
When you make a weapon attack against a creature, you can expend 1 strike die to cause necromantic energy washes over your pact weapon, draining vitality from the creature you hit. On a hit, the creature suffers normal damage must make a Constitution saving throw. On a failed save, the creature takes your expended strike die necrotic damage, or half as much damage on a successful one. This feature has no effect on undead or constructs.
Dark Ones Strike
When you make a weapon attack against a creature, you can expend 1 or more strike die to make the creature suffer horrific images that harms the creature's psyche. On a hit, the creature takes psychic damage equal to the number you rolled on your strike dies.
Disaster Strike
When you make a weapon attack against a creature, you can expend 1 or more strike die to make your attack cause disastrous effects from the strike. On a hit, the target and other creatures within a 15 foot line in the direction you attacked take force damage equal to the number you rolled on your strike dies.
Dreadful Strike
When you make a weapon attack against a creature, you can expend 1 strike die to draw on the deepest fears of that creature, you create illusory creatures in their mind, visible only to them. On a hit, the creature takes psychic damage equal to the number you rolled on your strike die, as well as becomes frightened until the end of your next turn.
Eldritch Strike
When you make a weapon attack against a creature, you can spend 1 or more strike die to attempt to strike a creature with eldritch energy. On a hit, the creature takes force damage equal to the number you roll on your strike dies. In addition, any other creatures within 10 feet in the direction of the attack of the target must make a Dexterity saving throw or take force damage equal to the number you roll on your strike dies.
Entropic Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, you make the creatures thoughts become foggy and affects its movement. Until the end of your next turn, when the creature you hit makes an attack roll against you, the creature makes their first attack with disadvantage. If the creature misses you with their attack, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Ethereal Strike
When you make a weapon attack against a creature, you can expend 2 strike die to make a creature you hit become temporarily ethereal. On a hit, the creature becomes ethereal until the end of your next turn. While ethereal, the creature can’t attack anyone nor can any other creatures attack the ethereal target.
Far Step Strike
When you make a weapon attack against a creature, you can expend 1 strike die to attempt to teleport to a different spot. On a hit, you teleport up to 30 feet to an unoccupied spot that you can see within range. In addition, if you expend your bonus action this turn, then you can double the distance in which you teleport. You may only use this strike feature once per turn.
Genie’s Strike
When you make a weapon attack against a creature, you can expend 2 strike die. On a hit, the creature is banished into a genie bottle that appears. While there, the creature is incapacitated. The creature remains there for 1d4 rounds, at which point the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied. The bottle has an AC 10 and 5 + your Charisma modifier. Once the bottles hit points are reduced to 0, the creature reappears. You may only use this strike feature once per round.
Hadar’s Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, The creature can’t take reactions until the end of your next turn. In addiction, the creature must make a Strength saving throw. On a failed save, tendrils appear on the creature. The creatures melee attacks are made with disadvantage until the end of your next turn.
Healing Ones Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, you choose one willing creature within 10 feet of the creature you hit and invigorate them. The creature you choose regains hit points equal to the number you rolled on your strike die + your Charisma modifier.
Hex Strike
When you make a weapon attack against a creature, you can expend 2 strike die. On a hit, the creature takes additional necrotic damage equal to the number you rolled on your strike die. In addition, the creature must make a Constitution saving throw. On a failed save, until the end of your next turn, for the duration the creature is cursed.
Hexblade Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, the creature takes necrotic damage equal to your Proficiency bonus + your Charisma Modifier. In addition, the creature must succeed on a Constitution saving throw. On a failed save, the target is cursed until the end of the next turn.
Shrouded Strike
When you make a weapon attack against a creature, you can expend 1 or more strike die. On a hit, the creature takes radiant, necrotic, or cold damage (Your Choice) equal to the number you rolled on your strike dies. In addition, the creature must succeed on a Constitution saving throw. On a failed save, the creature speed is reduced by 10 feet, as well as unable to regain hit points until the end of your next turn.
Thunder Strike
When you make a weapon attack against a creature, you can expend 1 or more strike die. On a hit, you teleport 15 feet to an unoccupied space that you can see within range. In addition, each creature within 10 feet from where you teleported must succeed on a Dexterity saving throw or take thunder damage equal to the number you rolled on your strike dies.
Undying Strike
When you make a weapon attack against a creature, you can expend 1 strike die. On a hit, you cipher vitality from the creature to restore your own. you gain regain hit points equal to the number you rolled on your strike die + your Charisma modifier.
Mystic Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Mystic Boon
6th level, the mystic pact boons are presented in alphabetical order. You choose one based on the pact boon you chose.
Pact of the Blade
You can make one weapon attack as a bonus action using your mystic weapon.
Pact of the Chain
You can grant your familiar more vitality. As an action, your familiar gains temporary hit points equal to 2 x your Warlock level. The temporary hit points disappear after 1 hour, nor can you cannot stack the temporary hit points. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of the Talisman
When a creature wearing your talisman makes an attack against a creature within range that you can see, they can add a d4 to their attack roll. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of the Tome
When you use your action to cast a spell, you can immediately cast an attack cantrip against a creature using your bonus action.
Mystic Warriors Defense
At 10th level, you gain a defense type ability based on the pact boon you have. The options are presented here in alphabetical order.
Pact of the Blade
Once per round, when a hostile creature attempts to hit you with an attack roll, you can use your reaction to expend and roll one of your strike die. You add to your AC the number you rolled on your strike die until the end of your next turn. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of the Chain
When you or your familiar are attacked by a creature, can use your reaction to expend and use one of your strike die. You reduce the creatures attack roll by the number you rolled on your strike die. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of the Talisman
When a creature in possession of your talisman is attacked by a creature, you. can use your reaction to expend and use one of your strike die. They can either increase their AC or reduce the creatures attack roll by the number you rolled on your strike die. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of the Tome
You learn the fire shield spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is your Charisma modifier.
Mystic Blade Master
Starting at 14th level, you have master your mystic strikes and you can now utilize them with greater potencies. When you roll a 18, 19 or 20 on a D20, you regain 1 strike point.
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