Bard
Base Class: Bard

You have studied the connections of mind and soul, seeking out the truths of magic, reality and thought. Somewhere in between sorcery and physics lies a forbidden power of psyonic proportions; a mystic's role is to understand this incomprehensible power. Whenever it be the result of old ones outside mortal understanding, or a deep understanding of physical laws of the universe you have found the keys to unlocking the lore of creation itself and how it can be functioned. Those who choose the College of Mystics are often either evil or good; too extreme for the unpalatable moat that is neutrality. 

Psionic Path

When you join the College of Mystics at 3rd level, you must decide on your path. Evil Mystics tend to the matter path, while Good Mystics prefer the path of Will. The path you decide on can never be changed, and will determine future abilities as well.

Matter: When your bardic inspiration is expended to deal damage, the creature damaged is also knocked "psionically prone". a psionically prone creature floats in the air slightly, and ranged attacks have advantage against them. Getting out of the condition still requires expending half of their movement.

Will: When you use a spell on a hostile creature and they pass the saving throw, you may cast sanctuary on yourself as a free action, without expending a spell slot. Once this trait is used, you may expend a spell slot of any level to use it again. Otherwise, it recharged on a short rest.

You also gain the ability to make your weapon attacks imbued with mystic energy, shredding mind and gravity alike. When you hit a creature with a thrown weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. 

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Mystic Whispers

At 3rd level, you learn to speak telepathically to other creatures. In addition, if you throw a weapon, that weapon returns to your hand right after you've thrown it

 

Superior Psionics

At 6th level, you gain the ability to adapt to the psionic powers of the universe, but at a cost; they affect you even more. You gain vulnerability to psychic damage, and cannot absorb, resist or be immune to psychic damage. However, psychic damage you deal ignores resistance, and if you make an attack with a weapon as a part of your attack action and deal psychic damage with that attack, you may make a second attack as a part of that attack action.

Shadow Lore

At 14th level, you realize your full powers as a mystic, completing your path to understanding.

Matter: You learn the spells Dark Star and Ravenous Void, though you still need the appropriate spell slots to cast them. Whenever you restrain a creature, they cannot speak or take an action to use an item magical or otherwise (things like attacking with a held item is allowed). Creatures cannot be immune to the restrained condition if you apply it.

Will: You learn the spells Shield and Spiny Shield. Whenever you use a reaction that makes an attack miss you, you regain that reaction. Whenever a creature takes the attack action against you and you do not take damage (reduced to 0, misses, sanctuary's effect, ect), you may make a thrown weapon attack against that target. You can only attack each hostile creature this way once per turn.

In addition, your magic secrets are considered "Psionic spells". They cannot be countered, work in antimagic, and do not need verbal or somatic components.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/10/2024 2:50:23 PM
22
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes