Wizard
Base Class: Wizard

The school of Mysticism, or the Old Way, can unravel the mysteries of the universe if properly applied. It can also tell one what is around the next corner, lying in wait for a hapless adventurer to wander by. Mysticism is one of the oldest and least understood Schools of Magic. The psionic powers practiced by the Psijic Order have been described as "a combination of mysticism, magic and divine laws that define the nature of reality."

Mental Durability

Starting at 2nd level, your hit point maximum increases by 1 per wizard level.

In addition, at the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the magical energy you use to power your spells.

Immediately after you cast a spell, you can take a bonus action to regain hit points double to the number of spell slot level you spent.

Potent Psionics

Starting at 6th level, you can discharge your psyche to batter down an opponent’s defenses. As a reaction when you cast a spell that requires a saving throw, you can impose disadvantage on a target.

In addition, you can overload your psyche to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you.

You can’t use each feature until you finish a short or long rest.

Psychic Mastery

Beginning at 10th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. You can concentrate on two spells at the same time as long as they are 5th level or lower.

Casting another concentration spell 5th level or lower while already concentrating on two 5th level or lower spells ends the oldest cast spell but casting another concentration spell 5th level or higher while already concentrating on two 5th level or lower spells ends both spells.

Mystic Body

Starting at 14th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.

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