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 from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
Equipment
(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 from your class and background, and start with 5d4 x 10 gp.[1]
Psionics
Psionic Talents
At 1st level, you know one psionic talent of your choice. 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.
Psionic Disciplines
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.
Psi Points
You have an internal reservoir of energy that 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.
Psi Limit
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.
Psychic Focus
As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit. 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.
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
Mystic Order
At 1st level, you choose a Mystic Order. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Psionic Disciplines and Talents
A mystic can learn any discipline regardless of its associated order. Disciplines can be found with their associated order.
Using a Discipline
Each psionic discipline has several ways you can use it. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
Psychic Focus
The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
Effect Options and Psi Points
A discipline provides different options for how to use it with your psi points. Each effect option has a name and the psi point cost of that option appears in parentheses. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.
Some options show a range rather than a specific cost. To use that option, you must spend a number of points within that range, abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline. Each option notes specific information about its effect, including any action required to use it and its range.
Components
Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials.
Duration
An effect option in a discipline specifies how long its effect lasts.
Instantaneous: If no duration is specified, the effect of the option is instantaneous.
Concentration: Some options require concentration to maintain their effects. This requirement is noted with "conc.", and is followed by the maximum duration of the concentration.
Concentrating on a discipline follows the same rules as concentrating on a spell.
Targets and Areas of Effect
Psionic disciplines use the same rules as spells for determining targets and areas of effect.
Saving Throws and Attack Rolls
If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability.
Combining Psionic Effects
The effects of different psionic disciplines add together while the durations overlap. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect applies while the durations of the effects overlap.
Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
Mystical Recovery
Starting at 2nd level, 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, 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.
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.
Strength of Mind
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.
Potent Psionics
At 8th level, 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. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
Consumptive Power
At 10th level, 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.
Psionic Mastery
Beginning at 11th level, 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 use normal psi points at the same time you use your special psi points. 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.
Psionic Body
At 20th level, you gain the following benefits:
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.