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Mystic EU A4

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0% found this document useful (0 votes)
22 views8 pages

Mystic EU A4

Uploaded by

bewarkhoshnow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RACE BACKGROUND Mystic

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS


MYSTIC ORDER
LEVEL

PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
MYSTIC ORDER FEATURE
1
PASSIVE
INSPIRATION
INSIGHT

LEVEL

2
Hit Point Temporary
Maximum Hit Points
MYSTICAL RECOVERY
STRENGTH SAVING THROWS 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.
ATHLETICS
LEVEL
TELEPATHY
You can telepathically speak to any creature you can see within 120 feet of you. You
2
don’t need to share a language, but it must be able to understand at least one language or be
HIT DICE DEATH SAVES telepathic.

DEXTERITY Used Total LEVEL

3
SAVING THROWS SUCCESSES
MYSTIC ORDER FEATURE
ACROBATICS
FAILURES
SLEIGHT OF HAND d8
STEALTH

NAME ATK BONUS DAMAGE/TYPE

LEVEL
CONSTITUTION SAVING THROWS STRENGTH OF MIND
After a short or long rest you can replace your proficiency in Wisdom saving
4
throws with Strength, Dexterity, Constitution, or Charisma. This lasts until you finish
your next short or long rest.

LEVEL
MYSTIC ORDER FEATURE
6
INTELLIGENCE SAVING THROWS
DISCIPLINE DISCIPLINE
ARCANA PSI POINTS
ATTACK BONUS SAVE DC
HISTORY Used Total
INVESTIGATION LEVEL

NATURE
RELIGION
POTENT PSIONICS
Once on each of your turns when you hit a creature with a weapon, you can deal
8
Psi Limit 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
WISDOM SAVING THROWS KNOWN
PSIONIC TALENTS
ANIMAL HANDLING LEVEL

INSIGHT
MEDICINE
CONSUMPTIVE POWER
When activating a psionic discipline, you can pay its psi point cost with
10
your hit points instead. Your current hit points and hit point maximum are both
PERCEPTION reduced by the number of hit points you spend. This can’t be lessened in any
SURVIVAL 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.

CHARISMA SAVING THROWS


LEVEL
DECEPTION
INTIMIDATION
PSIONIC MASTERY
As an action, you gain 9 special psi points that you can spend only on
11
PERFORMANCE disciplines that require an action or a bonus action to use. You can use all 9
PERSUASION points on one or multiple disciplines. You can’t also spend your normal psi
points on these disciplines. You lose any of these special points that you
KNOWN haven’t spent after a long rest.
PSIONIC DISCIPLINES If more than one of the disciplines you activate 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
RACIAL TRAITS that doesn’t use these special points, the disciplines end that you’re
concentrating on. At 15th level, the pool of psi points from this feature
increases to 11.
You gain one additional use of this feature at 13th, 15th, and 17th level.
You regain any expended use of it with a long rest.

LEVEL
MYSTIC ORDER FEATURE
14

PROFICIENCIES LANGUAGES
LIGHT SIMPLE LEVEL

20
ARMOUR WEAPONS
PSIONIC BODY
• Resistance to bludgeoning, piercing, and slashing damage.
MEDIUM MARTIAL
• You no longer age.
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES • 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,
HEAVY instead of dying, and you fall unconscious. You and your
ARMOUR
SHIELDS 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.
RACE BACKGROUND

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS


MYSTIC ORDER
LEVEL

PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
MYSTIC ORDER FEATURE
1
PASSIVE
INSPIRATION INSIGHT

LEVEL

SAVING THROWS
Hit Point
Maximum
Temporary
Hit Points
MYSTICAL RECOVERY
2
STRENGTH 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.
Strength
LEVEL

2
Dexterity TELEPATHY
Constitution You can telepathically speak to any creature you can see within 120 feet of you. You
don’t need to share a language, but it must be able to understand at least one language or be
HIT DICE DEATH SAVES telepathic.
Intelligence
DEXTERITY Used Total LEVEL

3
SUCCESSES
Wisdom MYSTIC ORDER FEATURE
FAILURES
Charisma
d8

NAME ATK BONUS DAMAGE/TYPE


SKILLS
LEVEL
CONSTITUTION Acrobatics (Dex) STRENGTH OF MIND
After a short or long rest you can replace your proficiency in Wisdom saving
4
Animal Handling (Wis) throws with Strength, Dexterity, Constitution, or Charisma. This lasts until you finish your next
short or long rest.
Arcana (Int)
LEVEL

Athletics (Str) MYSTIC ORDER FEATURE


6
Deception (Cha)
INTELLIGENCE
History (Int)
DISCIPLINE DISCIPLINE PSI POINTS
ATTACK BONUS SAVE DC
Insight (Wis) Used Total
LEVEL
Intimidation (Cha)

Investigation (Int)
POTENT PSIONICS
Once on each of your turns when you hit a creature with a weapon, you can deal
8
Psi Limit 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
WISDOM Medicine (Wis)
KNOWN
PSIONIC TALENTS
Nature (Int) LEVEL

Perception (Wis)
CONSUMPTIVE POWER
When activating a psionic discipline, you can pay its psi point cost with
10
your hit points instead. Your current hit points and hit point maximum are both
Performance (Cha) reduced by the number of hit points you spend. This can’t be lessened in any
way, and the reduction to your hit point maximum lasts until you finish a long
Persuasion (Cha) rest. Once you use this feature, you can’t use it again until you finish a long rest.

CHARISMA
Religion (Int) LEVEL

Sleight of Hand (Dex)


PSIONIC MASTERY
As an action, you gain 9 special psi points that you can spend only on disciplines
11
Stealth (Dex) that require an action or a bonus action to use. You can use all 9 points on one
or multiple disciplines. You can’t also spend your normal psi points on these
disciplines. You lose any of these special points that you haven’t spent after a
Survival (Wis) KNOWN long rest.
PSIONIC DISCIPLINES If more than one of the disciplines you activate 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
RACIAL TRAITS doesn’t use these special points, the disciplines end that you’re concentrating
on. At 15th level, the pool of psi points from this feature increases to 11.
You gain one additional use of this feature at 13th, 15th, and 17th level. You
regain any expended use of it with a long rest.

LEVEL
MYSTIC ORDER FEATURE
14

PROFICIENCIES LANGUAGES

LIGHT SIMPLE LEVEL


ARMOUR WEAPONS PSIONIC BODY
• Resistance to bludgeoning, piercing, and slashing damage.
20
MEDIUM MARTIAL • You no longer age.
ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES • 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
HEAVY SHIELDS
gear disappear. You appear at a spot of your choice 1d3 days later on the plane
ARMOUR
of existence where you died, having gained the benefits of one long rest.
AGE HEIGHT WEIGHT DISTINGUISHING MARKS

CHARACTER NAME EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND

IDEALS

BONDS

ALLIES ENEMIES

FLAWS

CHARACTER APPEARANCE

ADDITIONAL FEATURES & TRAITS EQUIPMENT Attuned


BACKPACK/STORAGE
HEAD

AMULET

CLOAK

ARMOUR

HANDS/ARMS

RING

RING

BELT

BOOTS

CP SP EP GP PP

MAGIC ITEMS
Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name
AGE HEIGHT WEIGHT DISTINGUISHING MARKS

CHARACTER NAME EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND

IDEALS

BONDS

ALLIES ENEMIES

FLAWS

CHARACTER APPEARANCE

COMPANION NAME EQUIPMENT Attuned


BACKPACK/STORAGE
Hit Points AC Initiative Speed HEAD

AMULET

CLOAK
STR DEX CON INT WIS CHA
ARMOUR

HANDS/ARMS
Skills

Senses RING
NAME ATK BONUS DAMAGE/TYPE
RING

BELT

BOOTS

ADDITIONAL FEATURES & TRAITS

CP SP EP GP PP

MAGIC ITEMS
Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name
ADDITIONAL FEATURES
LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT
MAGIC ITEMS

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT
COMPONENT POUCH SPELL SLOTS
SPELL SPELL CANTRIPS SPELLS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
ATTACK BONUS SAVE DC KNOWN PREPARED

SPELLCASTING FOCUS

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
SPELLS
LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

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