Mythic characters and monsters gain mythic feats as they gain tiers or ranks. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. This section includes some non-mythic feats. Many feats belong to a category that has special rules associated to it. This category is listed after the feat name. Metamagic feats allow spellcasters to modify and change their spells, granting the spells new powers and effects.
Such spells generally take up a higher-level spell slot than the normal spell. For the complete rules on how to apply metamagic feats to spells, see Metamagic Feats. Only characters with mythic tiers or creatures with mythic ranks can take these feats. If the creature becomes mythic again, it regains the use of all the mythic feats it once had. Many mythic feats enhance non-mythic feats with the same name.
Because mythic versions of spells are, in a way, metamagic of their own, and there are many mythic abilities that empower such spellcasting, there is no need for mythic metamagic feats. If you desire more potent spellcasting power, select the Mythic Spell Lore feat multiple times. There is also a non-mythic metamagic feat for casting spells as their mythic versions: Ascendant Spell.
Toggle navigation. Patreon Supporters. Accursed Hex Mythic. Accursed Hex. Target Accursed Hex must roll second save twice and take lower result. Acrobatic Mythic.Born with an untamed magical power buried deep within his soul, the mystic is a warrior who, much like a sorcerer, is filled with untapped energies.
This power however, is too primal and unstable, and is difficult to be formed effectively into a spell. By following a martial medium to tame this energy, the mystic is able to shape his wild power into martial maneuvers and this allows him to discover the deeper mysteries of his own inborn power. Adventures : Most mystics adventure to stretch the limits of their powers, learning to master the mysteries within their souls.
UA: The Mystic Class Breakdown, Part Three
Some do it to express their power in ways that suit their ethics, for good or for ill, and others travel to find others like themselves, to study and train with and hope to eventually learn more about why they are the way they are. Characteristics : Mystics tend to be a very introspective lot, wielding a power so foreign to most with an intuitive sense of understanding.
Others embrace their wild energies and move with the moment, pausing to reflect at the end of the day as to what drives their motivations. Alignment : Any. Mystics do not follow any ethical or moral path, and choose their own destiny. Some cling to lawful alignments to master their powers, and others embrace chaotic alignments to freely express their talents.
Religion : Mystics who follow religion often find their faith with gods of battle, nature, magic, or freedom. Mystics are born, and must train to master their energies. Races : Any member of any race could be a mystic, provided they had the ancestry and proper training available. Most commonly they are of the humanelvenand gnome races. Among monster races, kobolds and their draconic bloodlines are among the first and foremost experts in the realm of mysticism, and many fey or elemental blooded creatures as well.
Other Classes : Mystics tend to chafe with sorcerers around, as they see each other as failed expressions of the other. Otherwise, mystics find the most in common with rangers and monks for either their freedom or their discipline. Wizards find them interesting and enjoy studying their powers, and martially inclined characters find them to be steady and useful allies.
Role : A mystic will often find themselves in the role of both striker and party supporter. The glyphs they manifest will aid themselves and their allies, as their animus builds power and strength.
Not as hardy as other warriors, however, mystics will find themselves needing the protection of their more robust allies from time to time. Abilities : Wisdom is the primary attribute for the mystic, and this determines factors of their class features, maneuver saving throws, and their animus.
As martial characters, a good Strength or Dexterity will help their ability to fight and a good Constitution score helps with their otherwise modest hit points. In addition, each character begins play with an outfit worth 10 gp or less.
A mystic is proficient with all simple and martial weapons, katanas and wakizashis, and with light armor and shields except tower shields. A mystic begins her career with knowledge of seven martial maneuvers.
Once the mystic knows a maneuver, she must ready it before she can use it see Maneuvers Readied.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 gasps of shock as the human takes a single step, and vanishes from their sight. 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 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.
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 study, 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 servant, 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. In order to maintain the strict disciple and intense self-awareness 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. 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? Consider also why you returned to the world from your hermitage.It goes up to level 20, has six subclasses, and a quite a few disciplines and talents.
The installment opens with a few examples of what we should expect from the Mystic class. Moreover, we get a bit of lore on how Mystics master their powers. They either have to wander alone and away from civilization or stay under the strict tutelage of a master. Either way, their journey to become masters is not an easy one. Eccentric Minds. In order to maintain their strict discipline, Mystics usually develop some quirks. While they have no mechanical impact to the game, they could be used in role playing.
I like it when we get things like that for a class.
How To Play A Mystic 5e | DnD 5e Mystic | Unearthedarcana
It adds a uniqueness to it which I enjoy. The Mystic has a very good base which is complemented, power and flavor wise, by the subclasses quite nicely.
Overall, the core features of the Mystic class are above average, in my opinion. They provide some survivability, adjustable defenses, damage, and the ability to bypass game rules with various ways. As mentioned before, the Mystic has now six orders.
The core features are powerful but generic. Mystics who are members of the Order of the Avatar are masters at controlling the emotions of others. This way they can strike fear into the hearts of their enemies as well as bolster their allies. This could possibly make them good commanders. I believe that Order of the Avatar is heavily influenced by the Warlord.
To be honest, though, it feels a bit lacking. This is one of the old Orders. It was my favorite of the two, to be honest. Overall, the Order of the Awakened is fine. Members of this Order focus in honing their bodies, instead of their minds, using psionic energy. Wait, could this be the infamous muscle wizard? It definitely has features that make a good tank. Otherwise, if you want to play a badass and hard to kill Mystic, this is your choice.
Members of this Order seek knowledge and to unravel the mysteries of the multiverse. Overall, the features of the Order of the Nomad, pretty much describe what the members of this Order do. It has a good defensive feature, and two that boost mobility quite a lot. Overall, I like Order of the Soul Knife. I believe it has a fairly good damage output. Also, psi-blades. However, I believe that there are many options that will need your bonus action and that can lead to a problem.
Members of the Order of the Wu Jen are true masters when it comes to controlling the elements and even reality itself. Is this complexity worth it? A very important note, however, is that spells and Disciplines are different so their effects overlap.
That was a lot of Disciplines. I also like that there are a lot of utility options for in and out of combat.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. Members Current visitors New profile posts Search profile posts. Log in Register. Search titles only. Search Advanced search…. Post new thread.
Thread starter doctorbadwolf Start date Mar 9, I have often been frustrated with some of the weird little things that pop up when multiclassing. Some of these feel like detriments beyond what is "fair" or reasonable, while others are just annoyances that I would like to be able to solve with character options like feats.
Spoiler: Extra Attack and Multiclassing, variant optional rule. When you take levels in more than one class that normally gains Extra Attack as a base class feature, or when you take levels of such a class and of a class that can gain Extra Attack from a subclass or optional feature, you follow the rules below.
In all cases, if you gain a level of one of your classes that gives Extra Attack normally, you can ignore this rule and simply gain Extra Attack at that point.
If a class gains Extra Attack as a level 5 base class feature, count your levels in that class If a class gains Extra Attack from a subclass, and you have chosen that subclass, count your levels in that class If some of your levels are in the warlock class, count your levels in that class -1, for determining your warlock level for the purpose of determining when you can take an invocation that grants the Extra Attack feature. Your DM might allow you to count a class at level -1 if the chosen subclass gains Extra Attack at level 5, such as the Armorer Specialization for the Artificer.
Add your levels in all your classes, making the appropriate subtractions. If the result is 5 or greater, and you do not already have Extra Attack, you gain the Extra Attack feature. Wordy, but simple in practice, and just un-wierds a few sweet spot levels that can really such for a lot of builds.
So, if I understand your concept, a character with two classes with Extra Attack would have to gain the Extra Attack feature no later than level 7? I would find this too much of a boon personally. Remember that such a MC character will have additional features beyond the single class PC and the loss of Extra Attack is of course for balance.
Besides, an even split class will have Extra Attack by level 9 at the absolute latest anyway.
Unearthed Arcana: The Mystic Class Analysis
IME if Extra Attack is such a priority, the character reaches level 5 in one class before starting the other. As for spellcasting MCs, I don't find them having the extra higher slots without spells that much of a hindrance. It sucks in some ways, but odds are the increased versatility is well worth it.
Overall, I don't think any of your ideas will be completely OP in any way. Our house-rule is the ASIs are based on character levels, not class levels, with Fighters and Rogues gaining extras on class levels.
I disagree about Extra Attack.The new Unearthed Arcana document dropped toward the end of the West Coast working day yesterday, so getting an article up on the same day, while my perpetual goal, was a non-starter.
It is a doozy of a release, weighing in at 28 pages and carrying all the context of its predecessors. This in itself is a thoroughly divisive point in the community, but I am a huge fan of that name change — it feels like an appropriate in-setting work for the great majority of settings even of the subset that do include psionics. This goes far enough that mystics have a d20 Quirk table, from which they are advised to select two.
Many of these are lifted from various iterations of the 3. These quirks are presented as oaths or personal rituals. Some are substantially more meaningful to gameplay than others, particularly the one that stops you from hoarding money.
That brings us to the end of the core of the mystic class. This communicates a little more identity than, say, the wizard-writeup-sans-subclasses does: the body-mind connection is hammered home in multiple features. The six mystic Orders in this document are the Order of the Avatar leader-like empaths, somewhat reminiscent of the 3.
Anyway, they get:. This is a seriously underwhelming subclass, overall. There is just not much going on here. I hope to see substantial upgrades in the final version. In contrast to the Order of the Avatar, this Order has thematic clarity in spades. The Awakened features are lower-impact than I would have expected, though still more influential on gameplay getting to dominate investigation scenes is a big deal in some games than Avatar mystics.
Good stuff overall, though Psionic Surge is underwhelming. Notably, no extra armor, shield, or weapon proficiencies. I like several parts of what I see here, but the alternate AC calculation in Immortal Durability is just not very good, unless you have a huge list of crazy high ability scores.
A person in plain clothes with a dagger that is inexplicably impossible to kill? Are they seriously intended as villains from slasher films? It feels like that should be a weapon attack, but in general, characters that should use weapons for their at-will attack option get more proficiency options.
As was pointed out to me, this would also be a good place for a faux- shillelagh Talent to amp up their weapon attacks each round. Reading ahead, though, I see that Nomad Disciplines are interestingly character-defining… but the list is quite short. To my considerable surprise, the Nomad turns out to be probably my favorite of the Orders so far.
The light crossbow is quite good, though, and the Nomad gets around its limitations to some extent. Boy, is the theme on these guys thin. The Soul Knife features present a really stylish image that is, again, Psylockeand a total focus on combat. I expect a fair amount of decision paralysis on how to spend your bonus action each round.
Weapon-wielding classes with no interest in weapon upgrades are always kinda awkward. The subclass is fine, but I would love to see more setting integration. Filing telekinesis under Wu Jen, as a general statement, does violate theme for me a bit, but at least other Orders can cherry-pick it just fine.
This does get them out of building dozens of extra-weird spells just for Wu Jen, though see the 3.
In combination with the Quirks that were a wu jen thing in 3.Join our server for announcements, updates, and feature voting. As a player, you can import character options, spells, and items to quickly fill out a sheet. As a GM, you can additionally import monsters, tables, and adventures.
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