Mystic

Where most Fighters look to increase their physical abilities, those known as Mystics work to unlock the psionic potential of their mind. Drawing upon a wondrous inner power, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive toward physical perfection, Mystics strive for spiritual enlightenment.

Psionics

3rd-level Mystic Archetype feature

You have unlocked the true potential of your mind, and have learned to manifest psionic spells:

Psi Points. The potential of your mind is represented by a pool of Psi Points. The Mystic Psionics table shows how many Psi Points you have to manifest your spells of 1st-level and higher. To manifest a spell, you expend Psi Points equal to the spell’s level (0 for Cantrips). You regain all expended Psi Points when you finish a short or long rest.

Mental Limit. Your Fighter level limits the potency of spells you can manifest with your psionics. This is shown in the Mental Limit column of the Mystic Psionics Table.

Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Mystic spell list at the end of this Archetype description. The Spells Known column of the Mystic Psionics table shows when you learn more Mystic spells of 1st-level and up, but they cannot exceed your Mental Limit level.

Whenever you gain a Fighter level, you can pick one of the Psion spells that you know and replace it with another Psion spell of your choice, of a level equal to your Mental Limit or lower.

Spellcasting Focus. Your mind is your spellcasting focus for your Psion spells. You must have a free hand to cast spells with somatic or material components, and you must provide material components consumed by the spell or with a required gold cost. When you manifest a spell with Psionics, you exhibit noticeable changes.

Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells. You use Intelligence when a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a Psion spell you know.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Psionics

Fighter
Level
Spells
Known
Psi
Points
Mental
Limit
3rd221st
4th231st
5th331st
6th331st
7th442nd
8th442nd
9th542nd
10th552nd
11th652nd
12th652nd
13th763rd
14th763rd
15th863rd
16th873rd
17th973rd
18th973rd
19th1084th
20th1084th

Psionic Talents

3rd-level Mystic Archetype feature

Your training has begun to unlock minor psionic abilities. You unlock two Mystic Talents of your choice from those available below this subclass. If a Talent has a prerequisite Psion level, you can learn it if your Fighter level meets that prerequisite.

You unlock an additional Mystic Talent of your choice when you reach 7th, 15th, and 18th level in this class.

If you learn a spell through a Mystic Talent, it is a Mystic spell for you, using Intelligence as its spellcasting modifier.

Phase Step

7th-level Mystic Archetype feature

When you use Second Wind, you also gain the benefits of the Dash action and partially discorporate. Until the end of your current turn, you can move through solid nonmagical objects and creatures as if they were difficult terrain.

If you end your movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.

Inscrutable Mind

10th-level Mystic Archetype feature

Your psionic abilities make you difficult for others to control. You gain resistance to psychic damage, and whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to the roll equal to your Exploit Die.

Mental Ward

15th-level Mystic Archetype feature

You can project psionic power to shield others. As a bonus action, you can spend 5 Psi Points to project a psionic ward out to a 30-foot radius. For 1 minute, creatures of your choice in this area gain the benefits of Inscrutable Mind.

Legendary Mystic

18th-level Mystic Archetype feature

You have unlocked the full potential of your mind. You learn the telekinesis spell, but it does not count against your number of Mystic Spells Known.

You can manifest the telekinesis spell once between each long rest, without expending any Psi Points. After that, you can expend 5 Psi Points to manifest it again.

Finally, whenever you use Phase Step, you also gain a flying speed equal to your walking speed until the end of your current turn. If you end your turn flying, you fall.

Mystic Spell List

Here is the list of spells available to a Mystic Fighter. Spells can be found in the Player’s Handbook, Xanathar’s Guide to Everything¹, and in Tasha’s Cauldron of Everything². Spells marked with LL are found in the laserllama Spell Compendium.

1st Level

catapult¹, cause fear¹, charm person, command, dissonant whispers, ethereal anchor, hideous laughter, id insinuation, jump, magic missile, shield, sleep LL

2nd Level

blindness/deafness, blur, calm emotions, crown of madness, detect thoughts, levitate, mind spike¹, mind whip², mirror image, mystic spear, phantasmal force, suggestion LL

3rd Level

blink, cerebral blast, clairvoyance, enemies abound¹, fear, feign death, hypnotic pattern, intellect fortress², major image, nondetection, sending, slow, spectral passage, tongues, water walk LL

4th Level

arcane eye, charm monster¹, compulsion, confusion, dimension door, ego scourge, freedom of movement, phantasmal killer, resilient sphere LL

Mystic Talents

Below are the Mystic Talents available to a Psion. If a Talent has a prerequisite, like your Psion level or another Talent, you can learn it at the same time you meet the prerequisites.

If you learn a new Cantrip or spell through a Mystic Talent, it doesn’t count against your total number of Cantrips Known or Spells Known. But, if you already know the spell, you learn another Psion Cantrip or spell of the same level in its place.

Celerity

Psions who unlock the Celerity Talent use the mystical power of their minds to move at blinding speeds, enhance reflexes, and overcome any obstacles that may stand in their way.

Celerity I

Your speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action on each of your turns.

Celerity II

Prerequisite: 5th-level Psion, Celerity I

Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you ignore the effects of difficult terrain, and you can move across liquids and along vertical surfaces without falling until the end of your turn.

Celerity III

Prerequisite: 11th-level Psion, Celerity I, II

Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you can become invisible until you stop moving, or until the end of your turn.

Celerity IV

Prerequisite: 16th-level Psion, Celerity I, II, III

You have unlocked the full potential of your Celerity Talent. You can take a second action on each of your turns, but it can only be used to take the Dash, Disengage, or Dodge actions.

Iron Durability

Psions who unlock the Iron Durability Talent use their mystic mental abilities to enhance and harden their physical forms.

Iron Durability I

When you are not wearing armor, your Armor Class equals 10 + your Constitution modifier + your Intelligence modifier. You can benefit from this Talent if you are wielding a shield.

Iron Durability II

Prerequisite: 5th-level Psion, Iron Durability I

As a bonus action on each of your turns, you can infuse your body with psionic vitality to gain temporary hit points equal to your Intelligence modifier (minimum of 1).

Iron Durability III

Prerequisite: 11th-level Psion, Iron Durability I, II

When you take damage from a source you can see, you can use a reaction to expend 3 Psi Points and gain resistance to that type of damage. This resistance lasts until you use this feature to gain resistance to another type of damage.

Iron Durability IV

Prerequisite: 16th-level Psion, Iron Durability I, II, III

You unlocked the full potential of your Iron Durability Talent. You gain resistance to all bludgeoning, piercing, and slashing damage, and whenever you take damage you reduce it by an amount equal to your Intelligence modifier (minimum of 1).

Metamorphosis

Psions who unlock the Metamorphosis Talent use the mystic power of their mind to manipulate their body size and shape.

Metamorphosis I

You learn the psionic strike Cantrip. Whenever you make an unarmed strike, manifest psionic strike, or make a Strength check, you can use your Intelligence in place of Strength.

Metamorphosis II

Prerequisite: 5th-level Psion, Metamorphosis I

As a bonus action, you can spend 2 Psi Points to change your size, becoming Large or Tiny, gaining the respective benefits. This transformation lasts for up to 1 minute, but ends early if you are incapacitated or use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by one additional minute.

Large. You become Large if you were not already, your height and weight increase to match your size, and you gain temporary hit points equal to your Intelligence score. For the duration, your melee attacks deal a bonus 1d4 damage, and you have advantage on Strength checks and saving throws, even if you use your Intelligence with Metamorphosis I.

Tiny. You become Tiny if you were not already, and your height and weight decrease to match your new size. For the duration, you can move through gaps as narrow as 6-inches wide without squeezing, and you gain a bonus to all Stealth checks equal to your Intelligence modifier (minimum of +1).

Metamorphosis III

Prerequisite: 11th-level Psion, Metamorphosis I, II

As a bonus action, you can expend 4 Psi Points to transform as if you has manifested polymorph LL targeting yourself.

When you manifest polymorph in this way, you retain your mental ability scores, the ability to use your Psionics, and any Awakening features or Mystic Talents that your new form is physically capable of using with its anatomy.

Metamorphosis IV

Prerequisite: 16th-level Psion, Metamorphosis I, II, III

You unlock the full power of your Metamorphosis Talent. As a bonus action you can spend 5 Psi Points to change your size, becoming Huge or Diminutive, gaining the benefits here. This transformation lasts for up to 1 minute, but ends early if you are incapacitated or you use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by one additional minute.

Huge. You become Huge if you were not already, your height and weight increase to match, and you gain temporary hit points equal to two times your Intelligence score. For the duration, your melee attacks deal a bonus 2d6 damage, and you have advantage on Strength checks and saving throws, even if you use your Intelligence with Metamorphosis I.

Diminutive. You shrink to 1-inch in height and your weight decreases to match. For the duration, you can’t make weapon attacks, but you add your Psion level to all Stealth checks.

Precognition

Psions who unlock the Precognition Talent use the mystical power of their minds to gain flashes of insight into the future.

Precognition I

You cannot be surprised unless you are unconscious, asleep, or incapacitated, and you gain a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).

Precognition II

Prerequisite: 5th-level Psion, Precognition I

When you are hit by an attack that you can see,
you can use your reaction to add 1d4 to your
Armor Class against that attack.

Precognition III

Prerequisite: 11th-level Psion, Precognition I, II

As a bonus action, you can enter a heightened precognitive state which you must concentrate on as if concentrating on a spell. For the duration, whenever you make an ability check, attack roll, or saving throw, you gain a 1d4 bonus to the roll.

Precognition IV

Prerequisite: 16th-level Psion, Precognition I, II, III

You have unlocked the full power of your Precognition Talent. When you roll initiative you can use a reaction to take a turn before any other creature acts. This turn can only be used to take one action, one bonus action, or move up to your speed without provoking opportunity attacks.

Finally, while you are in your heightened precognitive state you gain an additional reaction that you can take each round, but you can only use one of your reactions per each trigger.

Restoration

A rare ability, Psions who unlock the Restoration Talent use the mystical power of the mind to restore and regenerate life.

Restoration I

You have a Restoration Pool of healing power that can heal
a number of hit points equal to five times your Psion level. As an action, you can touch a creature and channel power from the pool to restore a number of hit points up to the maximum amount left in your pool. You can’t heal undead or constructs. Your Restoration Pool replenishes at the end of a long rest.

Restoration II

Prerequisite: 5th-level Psion, Restoration I
  As an action, you can touch a creature and expend 5 points from your Restoration Pool to end the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. You can end multiple conditions with a touch, expending 5 points for each. You can use your other Restoration Talent powers as part of one touch, expending points for each of the effects.

Restoration III

Prerequisite: 11th-level Psion, Restoration I and Restoration II

As an action, you can touch a creature that has died within the last minute and expend 10 points from your Restoration Pool to bring it back to life with 1 hit point. This ability has no effect on creatures that die of old age or natural causes.

You can use the other powers of your Restoration Talent as part of the same touch by spending points for each individual effect.

Restoration IV

Prerequisite: 16th-level Psion, Restoration I, II, III

You have unlocked the full power of Restoration. As
an action, you can use your Restoration Talent powers
on any one creature that you can see within 120 feet.

You can also end the effects here with 10 points from
your Restoration Pool: petrified, one level of exhaustion,
or reduction to an ability score or hit point maximum.

Telekinesis

Often considered the purest Talent a Psion can master,
those who unlock the Telekinesis Talent use their mystic
power to move objects and creatures with their thoughts.

Telekinesis I

You learn the mage hand Cantrip, and when you manifest it you do not need to provide its verbal or somatic components. The hand is invisible and is capable of anything you would be capable of doing with one of your hands, including shoving, grappling, and using tools. However, it uses your Intelligence, in place of your Strength, for ability checks.

The hand can push, pull, drag, or lift a number of pounds equal to 10 times your Intelligence score (minimum of 10).

Telekinesis II

Prerequisite: 5th-level Psion, Telekinesis I

When you manifest mage hand, you manifest two hands that use the rules of Telekinesis I. You can move one of the hands as an action or bonus action (but not both). If the mage hands are in the same space you can use both of them together, and they are capable of anything you would be capable of doing with both of your hands at one time.

If they are in the same space and used together, the mage hands can push, pull, drag, or lift a number of pounds equal to 30 times your Intelligence score (minimum of 30).

Telekinesis III

Prerequisite: 11th-level Psion, Telekinesis I, II

You learn the telekinesis spell, and whenever you manifest it, you do not need to provide its verbal or somatic components, and it lasts as long as you can maintain your concentration.

Telekinesis IV

Prerequisite: 16th-level Psion, Telekinesis I, II, III

You have unlocked the full potential of the Telekinesis Talent. You can cast telekinesis at will, without expending Psi Points.

Finally, whenever you make an ability check with either of your mage hands or the telekinesis spell, you can expend one Psi Point to gain advantage on your roll.    

Telepathy

Psions who unlock the Telepathy Talent use the mystic power of their minds to mentally communicate with other creatures and can weaponize this power to mentally attack their foes.

Telepathy I

You can telepathically communicate with any creature you can see within 60 feet. You do not need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time.

When you manifest a Psion spell, you can use telepathy to fulfill the verbal component for one of the spell’s targets, so long as it meets the requirements for your telepathy above.

Telepathy II

Prerequisite: 5th-level Psion, Telepathy I

The range of your telepathy becomes 1,000 feet. As an action, you can form a telepathic network linking you to a number of creatures equal to your Intelligence modifier, so long as they are eligible for Telepathy I. Creatures within this web can all communicate telepathically while within 1,000 feet of you.

Telepathy III

Prerequisite: 11th-level Psion, Telepathy I, II

The range of your telepathy becomes 1 mile, but to establish a telepathic connection with a creature that you can’t see you must have previously connected telepathically with them.

Telepathy IV

Prerequisite: 16th-level Psion, Telepathy I, II, III

You have unlocked the full potential of your Telepathy Talent. There is no limit to the range of your telepathy, and whenever a creature within your telepathic network is forced to make a saving throw you can use your reaction to expend 1 Psi Point and add your Intelligence modifier to the result of its roll.