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Unearthed Arcana: The Mystic Class
The mystic is an entire class to try out in your D&D
games. This version of the class arose out of
playtest feedback on two previous versions.
This Is Playtest Material
The material here is presented for playtesting and to spark
your imagination. These game mechanics are in draft
form, usable in your campaign but not refined by design
iterations or full game development and editing. They
aren’t officially part of the game and aren’t permitted in
D&D Adventurers League events.
As is typical in Unearthed Arcana, the options here
haven’t been tuned for multiclassing.
If we decide to make this material official, it will be
refined based on your feedback, and then it will appear in
a D&D book.
their inner, psychic strength, they can read minds,
fade into invisibility, transform their bodies into
living iron, and seize control of the physical world
and bend it to their will.
Hermits and Outcasts
Mystics are loners. Most discover the secrets of
their power through vague references in tomes of
lore or by ingratiating themselves to a master of
the power.
In order to master their power, mystics must
first master themselves. They spend months and
years in quiet contemplation, exploring their
minds and leaving nothing uncovered. During this
time, they shun society and typically live as
hermits at the edge of society. A mystic who
studied under a master worked as a virtual slave,
toiling away at mundane tasks in return for the
occasional lesson or cryptic insight.
When mystics finally master their power, they
return to the world to broaden their horizons and
practice their craft. Some mystics prefer to remain
isolated, but those who become adventurers aren’t
content to remain on the fringe of the world.
Mystic
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
©2017 Wizards of the Coast LLC
Eccentric Minds
In order to maintain the strict discipline and
intense self-knowledge needed to tap into their
power, mystics develop a variety of practices to
keep their focus sharp.
These practices are reflected in taboos and
quirks, strange little behaviors that govern a
mystic’s actions. These quirks are oaths or
behavioral tics that help keep mystics in the
proper frame of mind while maintaining perfect
control over their minds and bodies.
While these taboos are harmless, they help cast
mystics as outsiders. Few feel accepted by society,
and fewer still care to become integrated with it.
To mystics, the life of the mind is where they feel
most at home.
Selecting Quirks
To add some texture to your mystic, consider the
quirks your character has acquired. These
behaviors have no game effect, but your character
might become irritated or upset if forced to break
them. They’re a great roleplaying tool to add
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character to the game. You can roll on or pick from
the table below, or create your own quirks. Aim to
create two quirks, to give them more of a chance to
come into play. Finally, consider why your
character chose these behaviors. What do they say
about your character’s personality or background?
Are they based on a specific incident or a belief?
Consider also why you returned to the world
from your hermitage. Did you leave someone or
something behind when you took up your studies?
Are you driven by revenge or some other
motivation?
Quick Build
You can make a mystic quickly by following these
suggestions. First, make Intelligence your highest
ability score, followed by Dexterity or Constitution.
Second, choose the hermit background.
Mystic Quirks
d20
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2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Quirk
You never cut your hair.
You refuse to wear clothes of a specific
color.
You never say your name.
You never wear footwear.
You always wear a mask.
You dye your hair bright blue or green.
You pick a new name each day.
You never immerse yourself in water.
You sleep on bare earth.
You never consume alcohol.
You wear a veil to conceal your face.
You always wear a specific piece of
clothing.
You refuse to light fires.
You refuse to write things down, instead
using pictograms.
You never sit on a chair, preferring to stand
or sit on the floor.
You never answer to any name but your
own.
You write down the name of each creature
you slay, and name ones that are unnamed.
You consume only water and raw
vegetables.
You spend any money you earn within 1
week of gaining it.
You often speak to an imaginary
companion, and act only with its blessing.
Class Features
As a mystic, you gain the following class features.
Hit Points
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mystic level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,
Insight, Medicine, Nature, Perception, and
Religion
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
(a) a spear or (b) a mace
(a) leather armor or (b) studded leather armor
(a) a light crossbow and 20 bolts or (b) any
simple weapon
(a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here
and in your background, and buy 5d4 × 10 gp
worth of equipment from chapter 5 in the Player’s
Handbook.
Creating a Mystic
When creating a mystic, consider your character’s
background. How did you become a mystic? What
first drew you to this practice? Are you self-taught,
or did you have a master? If you had a master,
what is that relationship like?
©2017 Wizards of the Coast LLC
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The Mystic
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
Features
Psionics, Mystic Order
Mystical Recovery, Telepathy
Mystic Order feature
Ability Score Improvement, Strength of
Mind
Mystic Order feature
Ability Score Improvement, Potent Psionics
(1d8)
Consumptive Power
Psionic Mastery (1/day)
Ability Score Improvement
Psionic Mastery (2/day)
Mystic Order feature, Potent Psionics (2d8)
Psionic Mastery (3/day)
Ability Score Improvement
Psionic Mastery (4/day)
Ability Score Improvement
Psionic Body
Talents
Known
1
1
2
2
2
2
2
2
2
3
3
3
3
3
3
3
4
4
4
4
Disciplines
Known
1
1
2
2
3
3
4
4
5
5
5
6
6
6
7
7
7
8
8
8
Psi
Points
4
6
14
17
27
32
38
44
57
64
64
64
64
64
64
64
64
71
71
71
Psi Limit
2
2
3
3
5
5
6
6
7
7
7
7
7
7
7
7
7
7
7
7
Psionics
As a student of psionics, you can master and use
psionic talents and disciplines, the rules for
which appear at the end of this document.
Psionics is a special form of magic use, distinct
from spellcasting.
At 1st level, you know one psionic discipline of
your choice. The Disciplines Known column of
the Mystic table shows the total number of
disciplines you know at each level; when that
number goes up for you, choose a new discipline.
In addition, whenever you gain a level in this
class, you can replace one discipline you know
with a different one of your choice.
Psionic Talents
A psionic talent is a minor psionic effect you
have mastered. At 1st level, you know one
psionic talent of your choice. You learn
additional talents of your choice at higher levels.
The Talents Known column of the Mystic table
shows the total number of talents you know at
each level; when that number goes up for you,
choose a new talent.
Psi Points
You have an internal reservoir of energy that can
be devoted to psionic disciplines you know. This
energy is represented by psi points. Each psionic
discipline describes effects you can create with it
by spending a certain number of psi points. A
psionic talent requires no psi points.
The number of psi points you have is based on
your mystic level, as shown in the Psi Points
column of the Mystic table. The number shown
for your level is your psi point maximum. Your
psi point total returns to its maximum when you
finish a long rest. The number of psi points you
have can’t go below 0 or over your maximum.
Psionic Disciplines
A psionic discipline is a rigid set of mental
exercises that allows a mystic to manifest psionic
power. A mystic masters only a few disciplines at
a time.
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Psi Limit
Though you have access to a potent amount of
psionic energy, it takes training and practice to
channel that energy. There is a limit on the
number of psi points you can spend to activate a
psionic discipline. The limit is based on your
mystic level, as shown in the Psi Limit column of
the Mystic table. For example, as a 3rd-level
mystic, you can spend no more than 3 psi points
on a discipline each time you use it, no matter
how many psi points you have.
Mystical Recovery
Starting at 2nd level, you can draw vigor from
the psi energy you use to power your psionic
disciplines.
Immediately after you spend psi points on a
psionic discipline, you can take a bonus action to
regain hit points equal to the number of psi
points you spent.
Telepathy
At 2nd level, your mind awakens to the ability to
communicate via telepathy. You can
telepathically speak to any creature you can see
within 120 feet of you in this manner. You don’t
need to share a language with the creature for it
to understand your telepathic messages, but the
creature must be able to understand at least one
language or be telepathic itself.
Psychic Focus
You can focus psionic energy on one of your
psionic disciplines to draw ongoing benefits
from it. As a bonus action, you can choose one of
your psionic disciplines and gain its psychic
focus benefit, which is detailed in that
discipline’s description. The benefit lasts until
you are incapacitated or until you use another
bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at
a time, and using the psychic focus of one
discipline doesn’t limit your ability to use other
disciplines.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20
using this feature.
Psionic Ability
Intelligence is your psionic ability for your
psionic disciplines. You use your Intelligence
modifier when setting the saving throw DC for a
psionic discipline or when making an attack roll
with one.
Discipline save DC = 8 + your proficiency bonus + your
Intelligence modifier
Discipline attack modifier = your proficiency bonus +
your Intelligence modifier
Strength of Mind
Even the simplest psionic technique requires a
deep understanding of how psionic energy can
augment mind and body. This understanding
allows you to alter your defenses to better deal
with threats.
Starting at 4th level, you can replace your
proficiency in Wisdom saving throws whenever
you finish a short or long rest. To do so, choose
Strength, Dexterity, Constitution, or Charisma.
You gain proficiency in saves using that ability,
instead of Wisdom. This change lasts until you
finish your next short or long rest.
Mystic Order
At 1st level, you choose a Mystic Order: the
Order of the Avatar, the Order of the Awakened,
the Order of the Immortal, the Order of the
Nomad, the Order of the Soul Knife, or the Order
of the Wu Jen, each of which is detailed at the
end of the class description. Each order
specializes in a specific approach to psionics.
Your order gives you features when you
choose it at 1st level and additional features at
3rd, 6th, and 14th level.
Potent Psionics
At 8th 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 1d8 psychic
damage to that target. When you reach 14th
level, this extra damage increases to 2d8.
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©2017 Wizards of the Coast LLC
In addition, you add your Intelligence modifier
to any damage roll you make for a psionic talent.
Consumptive Power
At 10th level, you gain the ability to sacrifice
your physical durability in exchange for psionic
power. When activating a psionic discipline, you
can pay its psi point cost with your hit points,
instead of using any psi 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.
You gain resistance to bludgeoning, piercing,
and slashing damage.
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 1d3 days later on the plane of existence
where you died, having gained the benefits of
one long rest.
Mystic Orders
Psionics is a mysterious form of power within
most D&D worlds. Secretive orders study its
origins and applications, while pushing the
boundaries of what psionic power can achieve.
Each of these orders pursues a specific goal for
psionic power. That goal shapes how the
members of an order understand psionics.
Psionic Mastery
Beginning at 11th level, your mastery of psionic
energy allows you to push your mind beyond its
normal limits. As an action, you gain 9 special psi
points that you can spend only on disciplines
that require an action or a bonus action to use.
You can use all 9 points on one discipline, or you
can spread them across multiple disciplines. You
can’t also spend your normal psi points on these
disciplines; you can spend only the special points
gained from this feature. When you finish a long
rest, you lose any of these special points that you
haven’t spent.
If more than one of the disciplines you activate
with these points require concentration, you can
concentrate on all of them. Activating one of
them ends any effect you were already
concentrating on, and if you begin concentrating
on an effect that doesn’t use these special points,
the disciplines end that you’re concentrating on.
At 15th level, the pool of psi points you gain
from this feature increases to 11.
You have one use of this feature, and you
regain any expended use of it with a long rest.
You gain one additional use of this feature at
13th, 15th, and 17th level.
Order of the Avatar
Mystics of the Order of the 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.
Avatars can bring out extreme emotions in the
people around them. For their allies, they can
lend hope, ferocity, and courage, transforming a
fighting band into a deadly, unified force. For
their enemies, they bring fear, disgust, and
trepidation that can make even the most
hardened veteran act like a shaky rookie.
Bonus Disciplines
At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
from among the Avatar disciplines.
Psionic Body
At 20th 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:
Armor Training
At 1st level, you gain proficiency with medium
armor and shields.
Avatar of Battle
Starting at 3rd level, you project an inspiring
aura. While you aren’t incapacitated, each ally
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