Base Class: Sorcerer
A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.
The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.
Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.
These heroes are all mystics, followers of a strange and mysterious form of power.
Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their psionic abilities to read minds, manipulate matter, and seize the material world as their own.
Psionics
You learn 2 Psionic Talents of your choice. When you reach 2nd level in this class, you may learn 1 Psionic Disciple. Your Psionic Talent list replaces your Cantrip list.
A Psionic Talent is a small Psionic ability you have developed through your Sorcery.
On the other hand, a Psionic Disciple is a rigid set of mental exercises that a Mystic Sorcerer can use to manifest Psionic Power. When choosing a Psionic Disciple, you may choose to take a Psionic Talent instead.
You learn additional Psionic Talents at the 3rd, 7th, 10th, and 17th levels in this class.
You learn additional Psionic Disciples in this class at the 3rd, 5th, 7th, 9th, 12th, 15th, and 19th levels.
You also produce a Psionic barrier that protects you from harm; you gain the benefits of the Tough Feat, and add your Charisma modifier to your Armor Class.
At 3rd level, you choose exactly how you want to shape your Psionics. Choose one of the following orders. When you learn a Psionic Disciple at 3rd level, you learn an additional Psionic Disciple of the same Psyche.
If a Psionic Talent/Disciple specifically lists the name of a Psyche under its name, Mystics of the same Psyche can use that Disciple as a Psychic Focus.
When you complete a long rest, you can choose a Disciple you know, you gain its Psychic Focus effect until you complete another long rest (of which you can switch it to another or keep it the same).
Avatar Of The Wu Jen
The Psyche of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves.
Psyche Of The Astral Blade
The Psyche of the Astral Blade sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.
Psyche Of The Avatar
Mystics of Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.
Psyche Of The Awakened
Mystics dedicated to the Psyche of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
Psyche Of The Immortal
The Psyche of the Immortal uses psionic energy to augment and modify the physical form through Psionic projection. Followers of this psyche are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
Potent Psionics
At 6th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d6 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
Consumptive Power
At 14th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its sorcery point cost with your hit points, instead of using any sorcery points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
Master Of The Psyche
Starting at 18th level, you gain power that represents that of your Psyche.
Avatar. Your presence inspires your allies; friendly creatures that can see you have +3 to Initiative rolls.
Awakened. You have learned to transcend the mortal coil, and awaken your inner spirit. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.
Once you use this feature, you can’t use it again until you finish a long rest.
Nomad. Your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Awakened Blade. You can make an attack that phases through most defenses. As an action, you can make one attack with a weapon. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
Wu Jen. If you have resistance to a type of damage, you can complete your chrysalis known as resistance, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

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