Mystic Class in Kenpeitai | World Anvil
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Mystic Class

Mystic

The mystic is bound to arcane otherworldly forces whether by blood or creed. The mystic gains psychic tendrils or arms that is can use to manipulate the world around it.
hit dice: 1d8 per mystic level
hit points at 1st level: 8+ constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Vector level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, Improvised weapon proficiency
tools: One gaming or tool set of your choice
saving throws: Intelligence, Dexterity
skills: Choose two from Arcana, Intimidation, Persuasion, Performance, Insight, Investigation
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a dagger or (b) a Quiver with 10 arrows
  • (a) an entertainer’s pack or (b) an explorer’s pack
  • (a) one gaming or tool set of your choice
  • spellcasting:
    While not a spellcaster, some abilities might use a spell save for which you will use intelligence as your spell casting modifier   Spell Attack Modifier = INT modifier + Proficiency modifier   Spell Save DC = 8 + INT modifier + proficiency modifier
    class features:

    Tendrils

    At level 1 you gain the power of invisible arms called tendrils that are able to interact with the material world. These tendrils have the ability to slash, pierce, and pick up creatures and objects as an action, using Intelligence as your attack modifier.   Tendrils have the attack characteristics of a very sharp blade. When slashing or piercing, each vector does 1D10+Int slashing or piercing damage. The range of your tendrils is specified on the leveling chart   Tendrils have the ability to pick up and throw objects up to a range of 30 feet. Targets must make dex saves against your spellcasting DC. Additional tendrils can use their actions to increase the size of object thrown, increasing area of effect and damage
  • 1 Tendril - Medium (1x1) 1d8 bludgeoning
  • 2 Tendrils - Large (2x2) 2d8 bludgeoning
  • 3 Tendrils - Huge (3x3) 3d8 bludgeoning
  • 4 Tendrils - Gargantuan (4x4) 4d8 bludgeoning
  •   You start with a single tendril and gain an additional vector at levels 7, 11, and 16. Each individual tendril is able to make its own attack, against a different target  

    Levitation

    At 2nd level you gain the following abilities:
  • You gain a fly speed of 30 up to a height of 15 feet
  • You are always under the effect of featherfall
  • You can choose to use your bonus action instead of action to dash
  •  

    Paranormal Restraints

    At level 2 your tendrils gain the ability to grapple targets   At level 9 you gain the ability to grapple huge creatures, and at level 16 you gain the ability to grapple gargantuan creatures using your tendrils.   Grappled creatures can be picked up and moved up to 30 feet in any direction up to the limit of the range of the tendrils. Creatures can be thrown, and are treated as objects of their size per the thrown objects section of your tendril's ability if thrown at another creature. The thrown creature will automatically fail the save and take the amount of damage detailed in the chart for their size.   After being thrown, the creature is no longer grappled  

    Tendril Augmentations

    At level 3 you are able to draw from a reserve of power to enhance your abilities in exchange for points from a limited pool   You start off with 3 known abilities, and learn a new one every 2 levels (5, 7, 9, 11, 13, 15, 17, 19) Augmentation points are fully regained on a long rest, or half on a short rest   A list of all available abilities is detailed further below under “Augmentations”  

    Mystic Path

    At 3rd level, you choose a Mystic Path. Each path specializes in a specific approach to psionics. Your path gives you features when you choose it at 3rd level and additional features at 6th, and 14th level.  

    Apparitious Strength

    At level 5 you are able to use your INT modifier for strength based attacks, checks, and saves while using your tendrils   Gain proficiency in athletics, or double proficiency is you are already proficient  

    Apparitious Dexterity

    At level 7 you gain the following abilities:
  • You are able to use your INT modifier for dex saves (not checks) while using your tendrils
  • You are able to use your INT modifier for acrobatics and sleight of hand checks
  • Gain proficiency in acrobatics and sleight of hand, or double proficiency if you are already proficient
  •  

    Heightened Sensitivity

    At level 10 you gain the following abilities:
  • Your tendrils gain the ability to move through solid objects like walls
  • You gain blindsight up to 30 feet, increases to 60 feet at level 15
  •  

    Cryptocarpus

    At level 11 you are able to cast Arcane Hand once per day. The hand is able to be invisible  

    Slice and Dice

    At level 14 you gain the following abilities:
  • As an action gain the ability to quickly tear up the ground and create rough terrain equal to twice your level worth of tiles
  • As an action gain the ability to quickly carve away rough terrain caused by solid obstructions (rubble, objects, etc.) equal to twice your level worth of tiles
  •  

    Trapped in Here with Me

    At level 15 you gain the following ability:
  • Against adjacent enemies, gain +2 to hit and an additional 1d4 of damage for each slashing or piercing attack made with your tendrils
  •  

    Hack and Slash

    At level 17, critical hits fromn your tendrils result in the enemy having one of their hands or legs severed as determined by a 1d4 roll
  • 1 - Right Hand
  • 2 - Left Hand
  • 3 - Right Leg
  • 4 - Left Leg
  •  

    Unconstrainable

    At level 9 you gain the following abilities:
  • You can use your action to remove grappled, restrained, or paralyzed conditions
  • You become Immune to frightened or charmed
  •  

    Life Force Reserves

    When you are out of augmentations, you can expend 1d10+3 of your own hitpoints to give yourself an additional point.   This ability can be used as a free action when you use your tendrils 3 times per long rest  

    Mass Destruction

    At level 20 you gain the following abilities:
  • You can cast Earthquake once per day
  • For one turn you gain 2 additional vectors, and for the duration unlock the ability to throw a colossal object (30x30), dealing 8d8 bludgeoning
  •  

    Augmentations

    Reflection

    When using your Unseen Deflection ability, you can instead reflect the damage back towards the creature who dealt it  

    Guarding Tendrils

    Add AC equal to the number of tendrils you have for one round  

    Breakoff

    You are able to disengage as a bonus action  

    Tendril Surge

    For one turn, gain an additional tendril  

    Restrain

    If you have grappled a creature you can make another grapple check to try to restrain the creature. If this check fails, the creature is unrestrained but still grappled  

    Disarm

    On a hit you can impose a STR save against your spell save DC against hit creature. If they fail and are holding a weapon or arcane focus, you can disarm them and the held object falls to the floor  

    Sweep

    On a successful attack with one of your tendrils, you can knock the creature prone, given they are large size or smaller  

    Condensed Defense

    As a reaction, you can take half damage from a failed dex save, and no damage from a successful one  

    Pinned

    When throwing objects, you can make any creatures who fail their saves be pinned under the rubble, and must use half of their movement to escape on their turn  

    Boosted

    Your tendrils propel you. Double your movement speed for the turn  

    Focused Attack

    You automatically do critical damage for a single one of your vector attacks (does not count as a critical for the purpose of the “Hack and Slash” ability)  

    Barrier

    Gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources for the turn  

    Ragdoll

    You are able to move grappled targets and extra 30 feet, or throw an object and additional 30 feet, and add an additional 1d8 bludgeoning damage when thrown  

    Supercharged

    For a single tendril attack, double its range and add another 1d10 to its damage  

    Better Luck Next Time

    After you miss an attack, you can try to reroll it one more time, and add an additional +2 to the new roll
    LevelProficiency BonusVector RangeAugmentation PointsAugmentations KnownFeatures
    1+25--Vectors
    2+210--Levitation, Paranormal Restraints
    3+21542Mystic Path, Vector Augmentations
    4+22042Ability Score Improvement
    5+32553Apparitious Strength
    6+33053Mystic Path
    7+33564Ability Score Improvement
    8+34064Apparitious Dexterity
    9+44575Heightened Sensitivity
    10+45075Cryptocarpus
    11+45586Ability Score Improvement
    12+46086Slice and Dice
    13+56597Trapped in Here with Me
    14+57097Mystic Path
    15+575108Ability Score Improvement
    16+580108Hack and Slash
    17+685119Unconstrainable
    18+690119Ability Score Improvement
    19+6951210Life Force Reserves
    20+61001210Mass Destruction

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