Your patron is a being of excessive power over the planes. An entity so powerful, objects move, creatures die, nature twists and rules shift by it’s mere thought of will. Examples of such a patron could be a very powerful Alhoon, a Hellcat with immense power gifted to it by an archdevil. Or simply some other psionic creature. Whether this being is a devil, demon, primordial or a forgotten demigod is up to you or the DM. Remember that it need not be a psychic creature, it could merely be a very powerful fey entity, disguising itself, or a mighty ex adventuring bard who wanted one last joke. Work with your DM (or let him have fun) to figure out who or what your patron is and how it affects you as a character. A mystic patron is not of a specific type of creature, it could merely be a manifestation of some loose power or a leak from another plane.
Expanded Spell List:
1st lvl: Dissonant Whispers, Catapult (XGTE)
2nd lvl: Invisibility, Shadow Blade (XGTE)
3rd lvl: Haste, Dispel Magic
4th lvl: Phantasmal Killer, Dimension Door
5th lvl: Bigby’s Hand, Telekinesis
Intellectual Manipulation:
Starting at 1st level, you may choose one of your first level domain spells. You can cast the chosen spell at will, without expending a spell slot. When you reach 6th level in this class, it’s level increases by one. It does so again at 9th level, and 15th level. You can still expend a spell slot to cast the spell as your highest spell level.
Might of Mind:
Starting at 6th level, whenever you roll psychic or force damage for a spell of 1st level or higher you may add your spellcasting ability modifier to the damage of one roll. This can only happen once per round.
Forceful Mind:
You gain telepathy out to a range of 60 feet. And you also have resistance to psychic damage. Additionally, you ignore resistances to psychic damage.
Arcane Mind:
Starting at 14th level, your mind allows you to generate the effects of spells you’ve seen. At the end of a long rest, you may choose two spells from the bard, sorcerer, or wizard spell list and add it to your spell known. They must be of a spell level of which you can cast. They do not count against your total number of spells known, and they are warlock spells for you. Alternatively, you can sacrifice one or both of these spells. For each spell you sacrifice you gain an additional pact magic spell slot.
(This is 50% me wanting to cast a shit load of catapult. And 50% me wanting several spells and needed a reason to not do it as a wizard. Mind you, this build is built for a specific character, but it should work with other characters.)
Mystic Patron
Your patron is a being of excessive power over the planes. An entity so powerful, objects move, creatures die, nature twists and rules shift by it’s mere thought of will. Examples of such a patron could be a very powerful Alhoon, a Hellcat with immense power gifted to it by an archdevil. Or simply some other psionic creature. Whether this being is a devil, demon, primordial or a forgotten demigod is up to you or the DM. Remember that it need not be a psychic creature, it could merely be a very powerful fey entity, disguising itself, or a mighty ex adventuring bard who wanted one last joke. Work with your DM (or let him have fun) to figure out who or what your patron is and how it affects you as a character. A mystic patron is not of a specific type of creature, it could merely be a manifestation of some loose power or a leak from another plane.
Expanded Spell List:
1st lvl: Dissonant Whispers, Catapult (XGTE)
2nd lvl: Invisibility, Shadow Blade (XGTE)
3rd lvl: Haste, Dispel Magic
4th lvl: Phantasmal Killer, Dimension Door
5th lvl: Bigby’s Hand, Telekinesis
Intellectual Manipulation:
Starting at 1st level, you may choose one of your first level domain spells. You can cast the chosen spell at will, without expending a spell slot. When you reach 6th level in this class, it’s level increases by one. It does so again at 9th level, and 15th level. You can still expend a spell slot to cast the spell as your highest spell level.
Might of Mind:
Starting at 6th level, whenever you roll psychic or force damage for a spell of 1st level or higher you may add your spellcasting ability modifier to the damage of one roll. This can only happen once per round.
Forceful Mind:
You gain telepathy out to a range of 60 feet. And you also have resistance to psychic damage. Additionally, you ignore resistances to psychic damage.
Arcane Mind:
Starting at 14th level, your mind allows you to generate the effects of spells you’ve seen. At the end of a long rest, you may choose two spells from the bard, sorcerer, or wizard spell list and add it to your spell known. They must be of a spell level of which you can cast. They do not count against your total number of spells known, and they are warlock spells for you. Alternatively, you can sacrifice one or both of these spells. For each spell you sacrifice you gain an additional pact magic spell slot.
(This is 50% me wanting to cast a shit load of catapult. And 50% me wanting several spells and needed a reason to not do it as a wizard. Mind you, this build is built for a specific character, but it should work with other characters.)