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Mystic Blood

Mystic Bloods are beings that can utilize the magic in the air around them. They are sensitive the powers of Strong Magic Regions, having what seems like an allergic reaction when in the vicinity of one. When these magic-touched beings learn to use their power, they can manifest it in multiple ways.  

Mystic Blood Awakening

After coming in contact with Crystal Dust, your Mystic Blood abilities begin to show themselves. You may choose one Divergence. These will get stronger as you uncover more about the Strong Magic Regions. The available divergences are Weave Dancer, Modulator, Mentalist, Trailblazer, and Blaster.   Should you not want to explore your mystic blood abilities, you may instead choose a feat, learn any two Cantrips, or take an ability score improvement (2).   Balancing perspective - I plan to level these feats around 4th, 7th, and 12th character levels respectively, should we even play that much. So if the 3rd Mystic Blood level abilities seem insane, that’s why!!! You won’t get them for a bit.   Each ability you cast as a Mystic Born costs one Power Mote. You begin with 3 motes to spend per long rest. Mystic Borns begin at first level, and can become a maximum of third level.   Feats casted by Mystic Bloods are not considered spells, but rather a primal manipulation of raw magic. As such, spells like Silence and Counterspell will not effect Mystic Blood feats, however something like an Anti-Magic field would cancel them out.  

Weave Dancer

Through the powers of your Mystic blood combined with your natural athleticism, you have learned to bring the two together. Weave Dancers specialize in mobility.
Level Motes per Long Rest Feats
1st 3 Natural Gymnast, Mystic Step
2nd 4 Pulse Jump
3rd 5 Jet Overdrive
Natural Gymnast - Passive   You gain proficiency in Athletics and Acrobatics. If already proficient in one or both, you gain expertise. When in a Strong Magic Region, gain advantage on all checks using these skills.   Mystic Step - Bonus Action   You can use Mystic Step as many times equal to your proficiency bonus per long rest. You may teleport up to 30ft to any space that you can see. After casting this spell, you will be considered incorporeal until the beginning of your next turn, meaning you cannot hit or be hurt by non-incorporeal creatures. You may use actions and bonus actions interchangeably while in this state.   Pulse Jump - Bonus Action   At second level, you gain access to Pulse Jump. Your body blasts forward from a forceful magic burst. Expend all of your movement to make a jump up to 50 feet forward, in a straight line. When moving at least 30 feet with this ability, any attack you make on an adjacent creature is an automatic critical hit. On the turn after using Pulse Jump, you cannot move. At third level, you face no penalties to movement when using Pulse Jump.   Jet Overdrive - Action   At third level, you gain access to Jet Overdrive. Upon using this ability, you can choose how many motes to expend. This will determine the potency of the feat.   You rush forward at blistering speeds, covered in raw energy. You deal mass amounts of damage to all foes in your path. For each mote above 1 expended, you may change your trajectory. Each creature must roll a CON saving throw. If failed, they are pushed back and knocked prone. On a success, they take half damage, and do not move.
Cost Move Damage Redirections Saving Throw Push Distance
1 mote 40 feet 3d6+1 force Straight Line DC11 CON 5 feet
2 motes 50 feet 4d6+2 force Up to 2 DC12 CON 10 feet
3 motes 60 feet 5d6+3 force Up to 3 DC13 CON 15 feet
4 motes 70 feet 6d6+4 force Up to 4 DC14 CON 20 feet
5 motes 80 feet 7d6+5 force Up to 5 DC15 CON 25 feet

Modulator

You have trained your body to react to the flow of mana in such a way that causes magic to materialize into a physical form. As such, you can use your power to create pure mana crystals.
Level Motes Per Long Rest Feats
1st 3 Mystic Armor, Crystal Strike
2nd 4 Shard Barrage
3rd 5 Blade of Purity
Mystic Armor - Passive   You gain +1 to natural AC. When in a Strong Magic Region, you instead gain +2 to natural AC.   Crystal Strike - Action   You can use Crystal Strike as many times equal to your proficiency bonus per long rest. When you hit a creature with a melee weapon, you may activate Crystal Strike. When doing so, add an extra 2d6 damage to your attack, adding either your STR or DEX as if attacking with a Finesse weapon. The creature must pass a DC12 WIS saving throw, or be blinded until their next turn. This attack is considered magical. At second level, deal 3d6 damage, and 4d6 at third level.   Shard Barrage - Action - 30 feet   At second level, you learn Shard Barrage. You can use Shard Barrage as many times equal to your proficiency bonus per long rest. Roll 2d10 and add your proficiency bonus x 2. You may separate the sum of that number into multiple attacks against each creature within 30 feet. For example, should you roll a 16 and have 3 creatures in range, you can spend 6 damage for one target, 5 for another and the remaining 5 for the final creature. This attack cannot miss. At third level, your shard pool increases to 3d10, proficiency bonus x 3.   Blade of Purity - Action   At third level, you gain access to Blade of Purity. Upon using this ability, you can choose how many motes to expend. This will determine the potency of the feat.   You manifest a gigantic sword of unwieldy proportions. Upon swinging, the blade will explode, centered around you, causing all nearby creatures to take massive damage. For each mote expended, the blade’s length will change, causing a larger blast radius. Creatures in the blast may make a DEX saving throw to only take half damage. The blast will also heal the user.
Cost Blast Radius Damage Saving Throw Self-Heal
1 mote 10 feet 3d4 Radiant DC11 DEX 1d6+1
2 motes 15 feet 6d4 Radiant DC12 DEX 2d6+2
3 motes 20 feet 9d4 Radiant DC12 DEX 3d6+3
4 motes 25 feet 12d4 Radiant DC13 DEX 4d6+4
5 motes 30 feet 15d4 Radiant DC13 DEX 5d6+5

Mentalist

As a Mentalist, you control your magic in a very intrinsic way – not necessarily as a tool to be utilized, but as an extension of your brain.
Level Motes Per Long Rest Feats
1st 3 Magic Sensitivity, Enchanted Aura
2nd 4 Magic Bending
3rd 5 Mind Form
Magic Sensitivity - Passive - Touch/30 feet   You’ve developed your ability to feel magical presences around you. You gain the effect of Detect Magic indefinitely, however only for creatures or objects you are within 5 feet of as opposed to 30. While in a Strong Magic Region, this reverts back to 30 feet.   Enchanted Aura - Action/Bonus Action*   You can use Enchanted Aura as many times equal to your proficiency bonus per long rest. Choose between two options:   All allied creatures within 30 feet of you gain advantage on their next attack.   All enemy creatures within 30 feet of you must make a DC13 CHA saving throw. If failed, they gain disadvantage on their next attack, and are charmed by you. *At second level onward, this is now considered a bonus action.   Magic Bending - Action - Concentration   You utilize your deep understanding of the body and mind to connect with the natural mana inside of another creature. They must make a DC13 WIS saving throw. On a successful roll, they take half damage, and the effect will fail. On failure, they take 4d6 Psychic Damage, and will gain an effect of your choice:   1. Mind Meld - You use your Magic Bending to constrict blood flow to the brain. Creatures will automatically fail WIS and INT saving throws they make until the spell is broken.   2. Cardiac Cling - Your Magic Bending forms into a hand-like structure in the chest cavity, and grasps onto the heart directly. Creatures cannot use reactions, and gain disadvantage on STR saving throws until the spell is broken.   3. Lung Overflow - You take the natural flow of magic inside one’s body and send it directly to their lungs. Affected creatures cannot speak, can only move ½ of their regular movement, and gain disadvantage on CON saving throws.   Each turn, the creature may make the saving throw to escape these effects. On continued fails, the creature takes an extra 1d6 psychic damage. Constructs are unaffected by this feat. At third level, you can cast Magic Bending on up to 3 creatures at once, but must spend motes equal to the number of creatures.   Mind Form - Action   At third level, you gain access to Mind Form. Upon using this ability, you can choose how many motes to expend. This will determine the potency of the feat.   You concentrate on your mystical abilities and transform into a planar being. While in this form, you gain advantage on INT and WIS saving throws, and float 5 feet in the air. You gain HP depending on the amount of motes used, and this HP pool temporarily replaces your standard one. At 0 HP, you revert to your original form. You gain the Psycho Blast attack, which is a standard attack that uses your intelligence + proficiency bonus to hit. While in your Mind Form, your Intelligence increases based on the amount of motes spent. You can use Actions and Bonus actions interchangeably while in Mind Form.
Cost Active Psycho Blast Temporary INT Score Mind Form HP
1 mote 10 turns 5+Prof. Hit, 2d6+INT Psychic, 30ft 21(+5) 50
2 motes 10 turns 6+Prof. Hit, 3d6+INT Psychic, 30ft 23(+6) 62
3 motes 12 turns 7+Prof. Hit, 4d6+INT Psychic, 30ft 25(+7) 78
4 motes 12 turns 8+Prof. Hit, 5d6+INT Psychic, 30ft 27(+8) 98
5 motes 15 turns 9+Prof. Hit, 6d6+INT Psychic, 30ft 29(+9) 122

Trailblazer

The way you use your Mystic Blood is antithetical to that of the Mentalist – an emphasis on variety over control. You can do a lot of wacky things for many situations, but tend to be a bit more unpredictable.
Level Motes Per Long Rest Feats
1st 3 Unstable Biorhythm, Elemental Boost
2nd 4 Magic Rope
3rd 5 Seeds of Chaos
Unstable Biorhythm - Passive   When you have an even number of motes available, add +3 to every hit, but -3 to attack (minimum of 1 damage). When you have an odd number of motes available, add +3 to every attack, but -3 to hit. When in a Strong Magic Region, double the positive/negative effects (+6/-6). If you have no motes available, gain no benefits nor penalties to hit or attack.   Elemental Boost - Action - Concentration   You can use Elemental Boost as many times equal to your proficiency bonus per long rest. When activating Elemental Boost, you may choose one attribute determined by a spoken word. This effect lasts for 1 minute.   1. Flare - Deal an extra 1d4 fire damage for every melee or ranged attack. Gain 10 feet of extra movement.   2. Freeze - Deal an extra 1d4 frost damage for every melee or ranged attack. On a failed DC10 DEX saving throw, Target falls prone.   3. Surge - Deal an extra 1d4 electric damage for every melee or ranged attack. On a failed DC10 CON saving throw, target will be stunned.   4. Woosh - User can fly up to 30ft for the duration, and gains the effects of Feather Fall.   5. Quake - When attacking a target with a melee or ranged attack, deal 2d4 damage to each creature within 5ft of the target. Creatures in range of the Quake can roll a DC10 CON saving throw to take half damage on success.   6. Balance - Gain advantage on all saving throws.   7. Chaos - Roll 1d6 every turn for the duration of Elemental Boost. Depending on what number is rolled, the user now has that attribute until their next turn.   While under the effects of Elemental Surge, you cannot cast spells. At second level, Flare, Freeze and Surge deal an extra 2d4 damage, and 3d4 at third level.   Magic Rope - Action - 30-60 feet   You can use Magic Rope as many times equal to your proficiency bonus per long rest. Choose one effect below:   1. Lasso - Your rope casts up to 30ft. When rolling to hit a creature, add your proficiency bonus, as well as your highest stat between DEX and INT. On a successful hit, this attack deals 1d8 damage, and the creature makes a DC13 CON saving throw. On failure, the creature will be dragged next to the player, and be considered grappled. On a success, nothing happens. The creature can continue to make the CON saving throw to attempt to escape the grapple.   2. Hookshot - Your rope casts up to 30ft. When rolling to hit a creature, add your proficiency bonus, as well as your highest stat between DEX and STR. On a successful hit, this attack deals 1d8 damage, and the user will be catapulted toward the enemy creature. They cannot move until the caster of Magic Rope finishes their next turn. The user will gain advantage on their next attack to this creature. This ability can be used outside of combat to clear obstacles by hooking onto soft walls and surfaces.   At third level, your rope casts up to 60 feet.   Seeds of Chaos - Action   At third level, you gain access to Seeds of Chaos. Upon using this ability, roll a d6. Depending on the number, you will use the determined ability, and expend all of your remaining motes.   1. Breaking Blast - You release a condensed blast of energy from your chest directly in front of you. This deals 4d10 damage to your target, and 2d6 damage to yourself. For each mote expended, add 1d10 to your target’s damage pool.   2. Blessing of the Ancients - Your body expulses a strong, yet soothing burst of energy. All creatures within 10 feet of the burst heal 6d6 health, and gain the effect of the Haste spell for the turns equal to the amount of motes remaining when casted.   3. Nature’s Bounty - The land, regardless of terrain, bursts into a floral, lush greenery within a 30 foot radius centered on you. You produce a dim light within this radius as well. Any creatures that enter this radius must roll a DC14 STR saving throw. If failed, they become Entangled, and take 1d8 damage. They can continue to make this check as an action until they are freed. When you or an allied creature stay in this space, you gain advantage on all saving throws, and restore 1d6+(mote) HP per turn.   4. Curse of Bones - You target as many creatures equal to your remaining motes and lay a curse on them. The creature must make a DC13 WIS saving throw. On success, the curse causes the creature to be temporarily turned into a skeleton. While in this form, they will take extra damage from Force and Bludgeoning Attacks, have disadvantage on all saving throws, and will have movement lowered by 10 feet. Their effective AC becomes 10, and they cannot don armor. They will remain in this form for as many hours as you have motes remaining.   5. Skyborne Calling - Your body blends in with the magic itself, as it allows you to fly through it and become one with the sky. Your body becomes temporarily ethereal, as if you were an air elemental. You can fly 30x(motes) feet. While in this form, you gain resistance to all non-magical attacks, and gain an extra action and bonus action per turn.   6. Forbidden Fruit - You create magical fruit, the amount equal to your remaining motes. Any creature that eats the fruit must roll a DC12 CON saving throw. On success, the creature gains 6x(mote) to their HP pool until the next long rest. On failure, the creature takes (mote)d10 damage, and is paralyzed until their next turn. Any uneaten fruit will disappear when you take a long rest.  

Blaster

Mystic Bloods attuned to the concept of using condensed magic to shoot at their foes. Instead of enhancing themselves or materializing mana into crystals, they just like to blast stuff.
Level Motes Per Long Rest Feats
1st 3 Attuned Shot, Magic Bullet
2nd 4 Ethereal Shotgun
3rd 5 Tactical Snipe
Attuned Shot - Passive   When shooting a non-magical ranged weapon, all attacks are considered magical. When in a Strong Magical Region, these attacks deal an extra 1d6 damage.   Magic Bullet - Action - 30/120 feet   You put your fingers into finger gun position and release a blast of pure energy at your foes. Roll to hit, adding your proficiency bonus and Dexterity. On hit, you deal 2d6 damage + your DEX bonus. At second level, deal 3d6+DEX, and 4d6+DEX at third level.   Ethereal Shotgun - Action - 15 foot cone   You gain access to Ethereal Shotgun at second level. You imagine yourself shooting an imaginary shotgun, and as you do, particles of magic fly toward in a 15ft cone. You deal 3d8 damage to all creatures within this cone. Creatures caught in the blast must make a DC13 DEX saving throw or take full damage. On a success, they take half. At third level, your Ethereal shotgun deals 4d8 damage.   Tactical Snipe - Action - 200-800 feet   At third level, you gain access to Tactical Snipe. Upon using this ability, you can choose how many motes to expend. This will determine the potency of the feat.   You put all of your power into one single souped up shot. Depending on the amount of motes you spend, your shot will deal different conditional effects to the target, as well as deal a different type of damage.
Cost Range Damage Hit Bonus Condition
1 mote 200 feet 2d10+2 thunder +2 Deafened
2 motes 350 feet 4d10+4 radiant +4 Blinded
3 motes 500 feet 6d10+6 acidic +6 Disarmed
4 motes 650 feet 8d10+8 force +8 Prone
5 motes 800 feet 10d10+10 lightning Automatic Success Paralyzed

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