Mystic background 5e

Mystic background 5e DEFAULT

Mystic (5e Background)

This background has been protected as an example for the 5e Background Design Guide. Please discuss any changes you would like to make on the discussion page. --Kydo (talk) 13:09, 6 September 2016 (MDT)
fortune-teller.jpg

Medium

By magic, psionics, communing with spirits or otherwise, there are special people who have a sixth sense. These people sense things invisible to most others. As a mystic do you see your power as a curse rather than a gift? Are you able to control your power or does it happen randomly? Is it given to you by a greater power or did these powers develop over time?

Skill Proficiencies: Insight, Perception

Tool Proficiencies:Mystic Tools

Languages: Celestial, Abyssal, and Infernal

Equipment: A protective symbol, a costume, a quill, a bottle of ink and 5 sheets of paper, a Mystic Tool, a page with an important person or event described on it and a belt pouch containing 10gp

Specialization

d10Specialization
1Medium
2Oracle
3Palm Reader
4Exorcist
5Empath
6Clairvoyant
7Diviner
8Astrologist
9Numerologist
10Prophet

Feature: Portent

With your mystical powers you have witnessed an impactful event. The nature of how you experienced this depends on your specialization. The event might be a person battling against another person, the destruction of an important artifact, a god bringing a plague or perhaps a meteorite crashing onto a city. You can describe this situation in visual/emotional detail but can't name an exact time or place. This information might clash with the current beliefs, norms or values of your setting. Causing conflict or shunned expressions from others when mentioned. Work with your DM about the details and the importance of this event and what impact it might have on the campaign.

Suggested Characteristics

d8Personality Trait
1I sometimes see dead people
2I often have vivid dreams or nightmares
3I talk soft and mellow
4I blurt out feelings and cryptic warnings to random people I meet
5I show strong feelings of empathy
6I intoxicate myself to allow my powers
7I read people's psyche and silently judge them
8I look up at the sky, expecting a sign of portent
d6Ideal
1Prevention I want to prevent the bad things happening to innocent people. (Good)
2Guidance Fate cannot be prevented, I can only guide people to theirs (Neutral)
3Manipulation I will use my power to gain control over the ignorant people (Evil)
4Responsibility It's my responsibility to show people the way to their destiny.(Lawful)
5Intuition I follow where fate leads me and know no other path.(Chaotic)
6Refusal I want this burden taken away from me (Any)
d6Bond
1I have a twin with whom I share this power
2I know secrets that could have devastating consequences if not revealed to the right people
3I have experienced the presence of a special person I want to meet
4Since I've heard about The Source of Destiny I want to find it
5Two forces are telling me to go to a direction opposite of each other
6I am tasked with the resurrection of a dead entity
d6Flaw
1I have random black-outs
2My powers don't happen at will
3I tend to avoid people because my powers put stress on me
4I get random bouts of paranoia
5I have an addiction
6I guess peoples feelings, character or birth date and am usually wrong

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Sours: https://www.dandwiki.com/wiki/Mystic_(5e_Background)

Class Features

As a Mystic 5e, 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

Mystic Table

LevelProficiency
Bonus
Psi
Points
Psi
Limit
FeaturesTalents
Known
Disciplines
Known
1st+2Psionics, Mystic Order2
2nd+221Telepathy, Mystic Discipline21
3rd+232Mystic Order feature21
4th+242Ability Score Improvement31
5th+35332
6th+363Mystic Order feature32
7th+374Contemplative Mind32
8th+384Ability Score Improvement32
9th+49533
10th+4105Mystic Order feature, Consumption43
11th+4115Psionic Phenomenon (6th level)43
12th+4125Ability Score Improvement43
13th+5135Psionic Phenomenon (7th level)44
14th+5145Mystic Order feature44
15th+5156Psionic Phenomenon (8th level)44
16th+5166Ability Score Improvement44
17th+6176Psionic Phenomenon (9th level)55
18th+6186Transcendence55
19th+6197Ability Score Improvement55
20th+6207Infinite Will55

Unearthed Arcana is the name shared by two-volume books circulated for various versions of the Dungeons & Dragons imaginary role-playing game. The Unearthed Arcana Mystic Class comprised mostly of substance formerly released in magazines and comprised new Races, classes, and other material to increase the guidelines in the Dungeon Masters Manual and Players Guide.

Both were considered as supplements to the main rule books, comprising substance that extended upon other guidelines. The title Unearthed Arcana is also used for a systematic column on the authorized Dungeons & Dragons official site that includes new content for playtesting for D&D 5e Mystic Revised Edition.

What Is Mystic?

  • The best thing about the Unearthed Arcana is that they are constantly searching for the response for the whole thing they put online. The mystic is a complete class to attempt out in your D&D games.
  • This version of the Dnd Mystic Class originated from the playtest feedback on the previous two versions.
  • This is play tested material. Here content has been presented for playtesting and to spark your imagination.
  • By 1985 Gygax was arranging a second edition for the Unearthed Arcana Mystic Take 2 guidelines and planned opening work on this in 1986.

The next book to use the name Unearthed Arcana was written by David Noonan, Andy Collins, Jesse Decker, and Rich Redman, and circulated in February 2004 by Wizards Of The Coast, for use with the Unearthed Arcana Mystic V3 rules.

Dnd Mystic History

  • The new Mystic Unearthed Arcana was written by Gary Gygax with scheme and editing assistance by Jeff Grubb and Kim Mohan, correspondingly, and released by TSR in 1985.
  • Gygax supposedly created the book to increase money as TSR was extremely in debt at the time.
  • He broadcasted in the March 1985 concern of Dragon magazine that Unearthed Arcana would be published in the summer of that year.
  • He suggested the book as “an interim volume to expand the Mystic D&D Masters Manual and Players Guide”, as the information was circulated out in various places and hard to keep track of.
  • Dungeons And Dragons Mystic Arena was to contain substance formerly released in Dragon, written by Gygax and latest and revised for the book.
  • The book would also comprise previously unreleased substance, some of it written by other sponsors to Dragon.

What Is Psionics?

As a student of Psionic, you can lead and use psionic talents and disciplines, the guidelines for which look at the end of this document. Psionics is a special type of magic use, different from spellcasting. D&D Psionic 5e should it be accidental, or based on the character shape.

Psionic Powers: You will continue to add violence, defense, and curse controls as you awaken more Eberron Psionics Powers. These powers are Psionic Explosion, Mind Thurst, Character Whip, Id Suggestion, and Psychic Crush.

Dnd UA Features: As a mystic, you achieve the subsequent Dnd 5e Mystic Class specifications or features.

D&D 5e Psionics | Dungeons and Dragons 5th Edition

  • To master their authority, Dnd5e Mystic must leading master them.
  • They spend months and years in quiet contemplation, searching for their minds, and leaving nothing.
  • During this time, they stay away from society and usually on the fringes of society.
  • A Dnd 5e UA Mystic who studied under a master worked as a virtual slave, sometimes abstaining from worldly pursuits in exchange for lessons or secret insights.
  • When the mystics finally master their power, they return to the world to broaden their horizons and practice their craft.
  • Some fakirs prefer to remain isolated, but those who become adventurers are not satisfied to remain on the border of the world.

The Unearthed Arcana Mystic title has been used for a nearly periodic column at the authorized D&D official website that created in February 2015 and offers new, work-in-progress content namely class prototypes, playable races, and law alternatives, similar to the playtest that preceded the publish of 5e Mystic Edition.

Mystic LevelSpells
2ndHeroism
4thCalm Emotions
7thFear
10thAura of Life
13thConjure Volley

Dnd 5e Mystic Character Sheet

You need to follow the below-provided guidelines to fill the 5e Mystic Character Sheet. Have a look below!!!

  • First of all, you must have a pen/pencil, Eraser, and Paper.
  • Then, you have to complete Background, Class Level, Race, Position, Character name, the user’s name, etc.
  • Next, you can see Strength Option. In that, you have to choose and complete Saving Throw and Athletics.
  • Like the asset, you have Various Options To Fill Mystic 5e Character Sheet they are given.
  • Deftness, Structure, Aptitude, Wisdom, Personality, Proficiency bonus, etc these options You Would Acquire on the First Page.
  • On the second page, You Have to Complete Character formation date, location, and date of birth, divinity, and field, age, hair, eyes, weight, skin, etc.
  • Next, you can try your Third Page.
  • On this page, you have to give the Detail about Your Character Weight in various matters.
  • Then it will gather detail about your Character Weight.
  • Now the last page.
  • This page will gather Spell Forming Ability at Various Levels.
  • You can enhance your ability by Enhancing Your Level.

If you want to modify your text size in your fillable Mystic Character Sheet 5e, you must have Adobe PDF Reader to run or change your text size.

Who Wrote Into The Mystic?

Into the Mystic is the latest song written by a Northern Irish singer (Van Morrison) and performed on his 1970 album Moondance. Dnd UA Mystic was also comprised of Morrison’s 1974 live album.

5e UA Backgrounds

These D&D 5e Unearthed Arcana Psionics has been examined through the Presented Articles or Quality Articles procedure and are appropriate for any standard campaign.

Backgrounds Based On Existing Fiction

  • Blank the Human
  • Academy Huntsman
  • Adventuring Royalty
  • DBZ Warrior
  • Dragonborn
  • Genin
  • King’s Ranger
  • Marked by the Outsider
  • Space Marine
  • Stand User
  • Un-kindled

April Fools Backgrounds

  • Actual Criminal
  • Almost the Chosen One
  • Apostle of the Church of Crabbe
  • Bandmaster
  • Candy Scientist
  • Cow History
  • Destined to be a Hero
  • Disgruntled Barkeep
  • Farm Animal
  • Fourth Wall Breaker
  • Space Janitor

Incomplete Backgrounds

  • 5e Background Preload
  • Abandoned, Addict
  • Altered State Amnesiac
  • Anthropologist
  • Apprentice of Disguise
  • Arcane Augmented
  • Bartender, Beast
  • Beastlike, Chemical Savant
  • Chief Guard
  • Child, Conscript
  • Divine, Divine Servant
  • Dominatrix
  • Dragonshore Buccaneer
  • Drow Breeding Slave
  • Drunken Pirate
  • Employee of Royalty
  • Exile, Experimenter
  • Foreign Orphan, Variant
  • Former Gladiator
  • FortuneTeller
  • From The Past
  • Futureborn
  • Gambler, Grey Creed
  • Idiot Hero
  • Innkeeper
  • Inventor, Isekai
  • Jack of all trades
  • Just a guy
  • Law Bringer, Variant
  • Lucky Fumbler
  • Minion, Mortician
  • Naga’s Chosen
  • Noble, Variant
  • Nurse, Oracle
  • Paradox
  • Paranoid Agent
  • Pet Lover, Pilot
  • Possesed Body
  • Proctor, Prodigy
  • Researcher
  • Rite of Rebirth
  • Root Beer Founder
  • Rover, Savage Land
  • Scout, Seeker
  • Shadow-Taken
  • Shadow Bringer
  • Shadow Touched
  • Shipwright
  • Slayer, Variant
  • Star Pilot
  • Stranded
  • Sword Saint
  • The False Chosen One
  • The greater Jeff
  • Thug, Time Traveller
  • Town Apothecary
  • Village Dunce
  • Wandering Mercenary
  • Warforged
  • Witch, Witch Hunter

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Sours: https://www.unearthedarcana.com/format/mystic-5e/
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The Mystic, Revised

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.

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 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.

Eccentric Minds

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.

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?

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, outlander, or sage background. Finally, choose the cantrips mind meld and psy beam as talents (Appendix A) .

The Mystic
LevelProficiency
Bonus
Psi
Points
Psi
Limit
FeaturesTalents
Known
Disciplines
Known
1st+2Psionics, Mystic Order2
2nd+221Telepathy, Mystic Discipline21
3rd+232Mystic Order feature21
4th+242Ability Score Improvement31
5th+35332
6th+363Mystic Order feature32
7th+374Contemplative Mind32
8th+384Ability Score Improvement32
9th+49533
10th+4105Mystic Order feature, Consumption43
11th+4115Psionic Phenomenon (6th level)43
12th+4125Ability Score Improvement43
13th+5135Psionic Phenomenon (7th level)44
14th+5145Mystic Order feature44
15th+5156Psionic Phenomenon (8th level)44
16th+5166Ability Score Improvement44
17th+6176Psionic Phenomenon (9th level)55
18th+6186Transcendence55
19th+6197Ability Score Improvement55
20th+6207Infinite Will55

Class Features

As a mystic, you have the following class features.

Hit Points

Hit Dice: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution

modifier per mystic level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Insight, Investigation,

Medicine, Perception, Religion, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a mace
  • any simple weapon
  • (a) 20 darts or (b) a short bow and 20 arrows
  • (a) an explorer's pack or (b) a priest's pack

You can forego this equipment and instead purchase equipment using the alternate class rules in the PHB. The starting wealth for Mystics is 4d4 x 10 gp.

Psionics

As a disciple of mental power, you can master the use of psionics, a special form of magic use distinct from spell-casting. When casting a magical effect using psionics, you must provide a verbal or a somatic component, but not both.

Psionic Talents

A psionic talent is a minor psy effect that you have mastered, equivalent to a cantrip in spellcasting. At 1st level, you know two talents 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, and you choose from the list of cantrips in the Mystic Spell List (at the end of this class description) .

Psionic Ability

Intelligence is your psionic ability for your talents, disciplines, and phenomena. You use your Intelligence modifier when setting the saving throw DC for a psionic ability or when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionic attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Focus

Your mind acts as a focus (chapter 5 in the PHB) for your mystic spells. If a spell requires a material to be consumed, but has no gold cost associated with the component, you can use your mind as a component for these spells as well.

Mystic Order

At 1st level, you choose a Mystic Order: the order of the Avatar, the Awakened, the Elemental, the Immortal, the Nomad, or the Soul Knife, each of which is detailed at the end of the class description. Each order focuses on a specific approach to psionics.

Your order grants you features when you choose it at 1st level, and at 3rd, 6th, 10th, and 14th levels.

Mystic Order Spells

Each order has a list of spells -- its order spells -- that you gain at the mystic levels noted in the order description. Once you gain a order spell, you always have it prepared, regardless of which disciplines you have chosen (described below), and it doesn’t count against the number of spells you can prepare.

If you have an order spell that doesn’t appear on the mystic spell list, the spell is nonetheless a mystic spell for you.

Telepathy

At 2nd level, your mind awakens to the presences around you. You can communicate telepathically with one creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Psionic Disciplines

A psionic discipline is a rigid set of mental epistemologies, or ways of knowing, that allows a mystic to manifest psionic power. Even master mystics know only a few at a time. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the mystic discipline list.

Disciplines Known

At 2nd level, you adopt 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. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. Each discipline is equivalent to one of the schools of magic.

Preparing and Casting Spells

The Mystic table shows how many psi points you have to cast your spells, and you use your psionic ability. To cast a spell from a discipline, you must expend a number of psi points equal to the spell's level. You regain all expended psi points when you finish a long rest.

You prepare the list of mystic spells that are available for you to cast, choosing from the spells included in your disciplines. When you do so, choose a number of mystic spells equal to your Intelligence modifier + half your mystic level (minimum of one spell). The spells must of a level that is equal to or less than your psi limit, and can't exceed 5th level.

In addition, you can cast any spell that you know at a higher level. If a spell can't normally be cast in this way, as with expeditious retreat or wrathful smite, talk with your DM to determine how the higher level of that spell might look. For example, a higher level of expeditious retreat may allow you to effect more creatures, and a higher level of wrathful smite may grant you greater damage.

Psi Limit

Though you have access to myriad psionic powers, there is a limit on the number of psi points that you can expend at once. The Psi Limit column of the Mystic table shows limit of psi points that you can spend on any one spell or ability.

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 5th level, you can replace your proficiency in Wisdom saving throws. When you finish a long rest, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish a long rest, at which point your proficiency reverts to your Wisdom, or you choose another ability again.

Contemplations

You begin to contemplate the mysteries of your psionic powers. Starting at 7th level, you can choose from one of the contemplations listed at the end of this class description. You gain one of the effects, and it is always active.

You can only choose a contemplation for which you also have a discipline, or you can choose the contemplation associated with your order. You can change your chosen contemplation by spending 1 hour in meditation, which can be done at the end of a long rest.

Consumption

At 10th level, you gain the ability to sacrifice your own life force in exchange for psionic power. When casting a spell, you can use hit points instead of psi points. When you cast a spell using this method, your current hit points and maximum hit points are reduced by the cost of the spell.

    This reduction can't be lessened in any way, and your hit point maximum is restored when you finish a long rest.

Psionic Phenomenon

At 11th level, you have unlocked deeper and darker secrets of the mind's power, sometimes called a phenomenon. Choose one 6th-level spell from the mystic spell list. The spell must belong to the Abjuration, Enchantment, Illusion, or Transmutation schools of magic.

You can cast your phenomenon spell once, and must finish a long rest before you can do so again.

At higher levels, you learn additional phenomena that can be cast in this way, and you choose from the mystic's spell list: one 7th-level spell at 13th level; one 8th-level spell at 15th level; and one 9th-level spell at 17th level. You regain all uses of your psionic phenomena when you finish a long rest.

Transcendence

At 18th level, your learn how to partially transcend your bodily limitations. As an action, you can grant yourself the following effects for 10 minutes. You must maintain concentration on this ability as if concentrating on a spell.

  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • You are immune to poison damage, and if you are suffering the poisoned condition or disease, these effects are suppressed for the duration of this ability.
  • If you drop to 0 hit points while concentrating on this transcendence, you automatically stabilize.

Infinite Will

At 20th level, your mastery of your disciplines has reached its zenith. After you finish a long rest, you can choose any one discipline and replace it with another of your choice.


Mystical Orders

Though the use of magic is widespread in the realms of D&D, the mystical power of the mind is relatively unknown. The orders of mystics spend much of their lives exploring the inner mind and the power locked within.

Each order uses the power of the mind to pursue a specific goal. That goal shapes how the adherents of an order understand their power.

Order of the Avatar

Mystics of the Avatar master their inner life and emotional expression, and use this same power to master the emotions of others with the ease of a sculptor with clay. These mystics vary from tyrants to inspiring leaders.

Avatars use emotion as the key to their power. For allies, they lend hope, heroism, and serenity, turning untrained soldiers into a unified force. Against enemies, they instill fear, dread, and worry that can make even the most battle-hardened veteran shake in their boots.

Avatar Spells
Mystic LevelSpells
2ndHeroism
4thCalm Emotions
7thFear
10thAura of Life
13thConjure Volley

Arms and Armor

At 1st level, you gain proficiency with light armor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 10 feet of you who can see you gains a +2 to initiative rolls.

At 18th level, the range of this aura increases to 30 feet.

Avatar of Victory

At 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 10 feet of you who can see you gains temporary hit points equal to your Intelligence modifier, and are immune to being frightened.

At 18th level, the range of this aura increases to 30 feet.

Avatar of Camaraderie

At 10th level, you learn how to focus your mental energies toward future action. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time interacting with your party and bolstering the mood. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Avatar of Action

At 14th level, you project an aura of action. While you aren't incapacitated, any ally within 10 feet of you who can see you can make an additional attack as a bonus action. If an ally already has the opportunity to make an attack with a bonus action, they may add their attack modifier to the damage roll.

At 18th level, the range of this aura increases to 30 feet.

Order of the Awakened

Mystics of the Awakened seek to unlock the full potential of the mind. The Awakened hope to attain a state of being focused on pure intellect, powered by mental energy.

The Awakened are skilled at using their mental acuity to manipulate the world around them for their own purposes. They can also see beyond the confines of the mortal realm to investigate the truth of all things.

Awakened Spells
Mystic LevelSpells
2ndComprehend Languages
4thAugury
7thClairvoyance
10thDivination
13thAwaken

Depth of Knowledge

At 1st level, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psychometry

At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a spell), you learn some basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective, and you see such events as you were there, but can't use other senses.

Additionally, you can embed a magical, intangible sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (it's distance and direction). This perception lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Psionic Surge

Starting at 6th level, you learn to use your mental powers as a weapon. As an action, you can spend a number of psi points and send a wave of psychic energy outward. Every creature in a 15-foot radius must make an Intelligence saving throw. On a successful save, they only take half damage. The damage equals 1d4 multiplied by the number of psi points you spend, not exceeding your psi limit.

At 18th level, you can expend 1 psi point to turn the ability's damage into force damage. You still can't exceed your psi limit by using this feature.

Mind Palace

At 10th level, you can extend your mind's perception in meditation, exploring the reaches of your psyche. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time meditating. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Awakened Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can choose from any discipline.

Open Mind

At 14th level, you can see all knowledge ahead of you like paths on a road. You have advantage on all Intelligence checks and saving throws.

Order of the Elemental

Aherents of the Order of the Elemental are known for their wild and chaotic natures, though not all are like this. Elementals seek to immerse themselves into the soul and bones of the earth, learning to breath with the world, and eventually, to reshape it to their liking.

Elemental Spells
Mystic LevelSpells
2ndAbsorb Elements
4thDragon's Breath
7thElemental Weapon
10thElemental Bane
13thCreation

World-Bender's Affinity

At 1st level, you gain proficiency with two of the following skills: Animal Handling, Insight, Medicine, Nature, Percep-tion, or Survival. If you already have proficiency with either of these skills, you can choose one other of your choice.

In addition, you gain proficiency with the herbalism kit.

Elemental Intensity

Starting at 3rd level, when you hit a creature with an attack that causes acid, cold, fire, lightning, poison, or thunder damage, you can spend 2 psi points to overcome that creature's resistance to the incoming attack. You can spend the psi point after the attack hits, but before the damage roll.

Worldly Attunement

Starting at 3rd level, you no longer are adversely affected by extreme cold or extreme heat. In addition, you can breathe normally up to elevations of 10,000 feet.

Worldborn

Starting at 6th level, as an action, you can spend 2 psi points to gain resistance to one of the following types of damage: acid, cold, fire, lightning, poison, or thunder. This resistance lasts for 1 minute.

At 18th, if you already have resistance to one of the types of damage listed above, you can use an action to spend 2 psi points to gain immunity to this type of damage for 1 minute.

Commune with the World

At 10th level, you have discovered the benefits of communing with the natural world and clearing your mind of anxieties. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time communing with nature and the elements. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Elemental Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can also choose from the Evocation discipline.

Elemental Mastery

At 14th level, you learn to bond your physical form to the elements of the multiverse. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain resistance to this type of damage until your next long rest.

Order of the Immortal

Members of the Order of the Immortal use psionic energy to augment and modify the physical form. Followers of this order, known as Immortals, use their psionics to strengthen their bodies, bolstering them against attack and turning themselves into living weapons.

Their mastery of the phsyical form grants them their name, for Immortals are notoriously difficult to kill.

Immortal Spells
Mystic LevelSpells
2ndShield
4thBarkskin
7thAura of Vitality
10thStoneskin
13thCircle of Power

Immortal Durability

Starting at 1st level, your hit point maximum increases by
1 point per mystic level.

In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

At 14th level, your AC equals 12 + your Dexterity modifier + your Intelligence modifier.

Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. While you are in combat and have less than half of your maximum hit points, at the start of each of your turns you gain temporary hit points equal to your mystic level.

At 18th level, you gain these temporary hit points at the start of your turn while in combat, regardless of your current hit points.

Willful Abjuration

At 6th level, you can draw on your psychic powers to escape harm's way. As a reaction when you take damage, you can halve the damage that you would normally receive.

Steeled Will

At 10th level, you learn to meditate on the connection you have to the physical world. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time meditating. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Immortal Will

Starting at 14th level, you can draw on your reserves of power to survive beyond death. If an attack or effect reduces you to 0 hit points, you can use your reaction and expend 5 psi points to drop to 1 hit point instead.

You must finish a long rest in order to use this ability again.

Order of the Nomad

Mystics of the Order of the Nomad seek to accumulate as much knowledge and experience as possible, traveling to and through other planes to unlock the secrets of the multiverse.

Nomads, as their name indicates, delight in travel, explor-ation, and discovery. Indeed, the pursuit of secrets and hidden lore can oftentimes become an obsession for them.

Nomad Spells
Mystic LevelSpells
2ndLongstrider
4thMisty Step
7thBlink
10thFreedom of Movement
13thFar Step

Wandering Thoughts

At 1st level, you gain the ability to expand your knowledge. Whenever you finish a long rest, you gain one skill proficiency of your choice. This proficiency lasts until the end of your next long rest.

Plane Strider

You have learned from your many travels. Starting at 3rd level, your movement is no longer effected by magical or non-magical difficult terrain.

One Thousand Steps

At 6th level, you learn to use your psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to any unoccupied space that you occupied during your last turn, and you take half of the damage of the attack.

You can use this ability a number of times equal to your Intelligence modifier, and you must finish a long rest in order to regain all usages of this ability.

Starting at 18th level, you can use this ability an unlimited number of times.

Deep Breath

At 10th level, you have learned to center yourself to hone your psionic powers. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time in a deep trance, focusing on your breath and the planes around you. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier.

Nomadic Phenomena

Starting at 11th level, whenever you choose a mystic phenomenon, you can also choose from the Conjuration and Divination disciplines. In addition, at 17th level, you may also choose the 9th-level spell astral projection.

Effortless Travel

Starting at 14th level, you can use your mind to move your body. Once on each of your turns, you can expend 1 psi point and use a bonus action to enter the Ethereal Plane. You return to the plane in which you began your turn when you choose to do so (no action required) or at the end of your current turn.

    If you are in a location occupied by a creature or solid object when this effect ends, you are shunted to the nearest occupied space and take force damage equal to twice the number of feet you are moved as a result.

Order of the Soul Knife

Practitioners of the Order of the Soul Knife sacrifice the breadth of knowledge other mystics seek and instead focus on the damaging power of their mental abilities. These mystics learn to manifest their psionics into a unique and deadly weapon.

Knives, as they are known, adhere to this order for their own reasons. Some become guardians of a town or defenders of a noble, yet others hire their powers out as assassins. Their ways are often inscrutable.

Soul Knife Spells
Mystic LevelSpells
2ndThunderous Smite, Wrathful Smite
4thBranding Smite
7thBlinding Smite
10thStaggering Smite
13thBanishing Smite

Armor Proficiencies

At 1st level, you gain proficiency with light and medium armors.

Soul Knives

Starting at 1st level, you have the ability to manifest weapons of psionic energy. As a bonus action, you can conjure daggers in both hands. While these soul knives are conjured, you can't let go of them, unless you throw one as part of an attack. You can dismiss both blades as a bonus action.

Your soul knives are considered simple melee weapons with the light, finesse, and thrown (20/60) properties, and are considered magical for overcoming resistances. Each knife deals 1d4 piercing or slashing damage on a hit. If you throw a soul knife, it disappears after the attack occurs.

If you take the attack action, and are wielding both daggers, you can use your bonus action to prepare to parry incoming attacks; you gain a +2 bonus to AC against all melee attacks until the start of your next turn or until you are incapacitated.

Honing

Starting at 3rd level, you can spend psi points to augment your soul knive's deadliness. For every 2 psi points, you gain +1 bonus to attack and damage rolls with your soul knives. This bonus lasts for 1 minute. If you spend psi points to enact this ability again before the previous effect expires, the previous effect ends immediately and the new effect begins. Your psi limit also applies to the usage of this ability.

Psychic Bond

At 3rd level, you also learn a ritual that creates a psychic bond between yourself and any one-handed weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest, and the weapon must be within your reach throughout the ritual.

Once you have bonded a weapon to yourself, it is considered a soul knife for you, and follows the same rules for your soul knife ability, although the weapon keeps its original statitistics, and is considered a simple weapon.

You can only have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two (no action required by you).

Cutting Edge

Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately gain 1 psi point.

Razor

Also starting at 6th level, your soul knives deal 1d6 piercing or slashing damage, unless a bonded weapon already has a higher damage die.

At 14th level, your soul knives deal 1d8 piercing or slashing damage, unless a bonded weapon already has a higher damage die.

Shadow Spar

At 10th level, you master the art of shadow sparring, practic-ing your martial art alone. If you have less than half of your total psi points available at the beginning of a short rest, you can spend the time wielding your weapons against imaginary opponents, keeping your mind and body trained for combat. At the end of the short rest, you regain a number of psi points equal to your Intelligence modifier (minimum of 0).

Two-Weapon Fighting

Also at 10th level, whenever you attack with your off-hand soul knife, you add your attack modifier to the damage roll.

Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action you can make one attack with one soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. You must declare this action before the attack roll.

You must finish a short or long rest to use this ability again.

Psionic Contemplations

Selecting one of these contemplations indicates that, in times of idleness or with any spare thought, your mind wanders and contemplates the mysteries of a discipline or mystic order, musing on small nuances. Practically, this produces some small psionic effect, and it is always active. If you choose to contemplate a discipline, choose one of the effects. If you choose to contemplate a mystic order, you gain one effect, which is improved at 16th level.

By spending 1 hour in meditation, you may switch your active contemplation for another for which you meet the prerequisite.

If you fall unconscious or are stunned, petrified, or suffer any level of exhaustion, your contemplation is broken, and the effect ends. You must spend an hour in meditation to regain the same contemplation.

Contemplating Abjuration

Prerequisite: Abjuration discipline
Choose one of the following effects:

Feather. When you fall from up to 60 feet, you can use your reaction to reduce any falling damage you take by an amount equal to three times your mystic level.

Bolster. You gain a +1 bonus to any saving throw.

Contemplating Conjuration

Prerequisite: Conjuration discipline
Choose one of the following effects:

Token. As an action, you conjure an object that fits within your hand. This object lasts for 1 minute, and exudes an invisible aura of magic. You must concentrate on this effect as if concentrating on a spell.

Weapon. As an action, you conjure a spectral weapon in one hand and make one melee weapon attack as a part of this action. This weapon deals 1d6 piercing or slashing damage, and uses your Intelligence modifier for attack and damage rolls. The weapon dissipates at the end of your turn.

Contemplating Divination

Prerequisite: Divination discipline
Choose one of the following effects:

Thinking Ahead. You have advantage on 1 skill check of your choice. Choose the skill when you choose this feature.

Greater Telepathy. You can use your telepathy ability simultaneously with a number of creatures equal to your Intelligence modifier.

Contemplating Enchantment

Prerequisite: Enchantment discipline
Choose one of the following effects:

Fury. Any creature within 5 feet of you has disadvantage on all attacks when not attacking you.

Disgust. Any enemy that moves within 10 feet of you must succeed on a Charisma saving throw against your psionic save DC, or treat the the area in a 10-foot radius around you as difficult terrain.

Contemplating Evocation

Prerequisite: Evocation discipline
Choose one of the following effects:

Werelight. As an action, you conjure a mote of light that hovers above your head for 1 hour. It sheds dim light in a
10-foot radius.

Area of Effect. Whenever you cast an evocation spell of 1st-level or higher, any creature within 5 feet of you takes cold, fire, or lightning damage equal to your Intelligence modifier.

Contemplating Illusion

Prerequisite: Illusion discipline
Choose one of the following effects:

Slight Alterations. You can cast the spell disguise self without expending psi points or maintaining concentration.

Shadowcast. You can cast the spell silent image without expending psi points or maintaining concentration.

Contemplating Necromancy

Prerequisite: Necromancy discipline
Choose one of the following effects:

Mercy. You know the cantrip spare the dying.

Vampyre. Whenever you deal piercing damage with a melee attack, you gain temporary hit points equal to your Intelligence modifier.

Contemplating Transmutation

Prerequisite: Transmutation discipline
Choose one of the following effects:

Riverkin. You gain a swimming speed equal to your movement, and you can breathe underwater.

Earthkin. You know one of the following cantrips: control flames, mold earth, or shape water.

Contemplating the Avatar

Prerequisite: Order of the Avatar

Commander. As a reaction, one ally of your choice within 120 feet of you can move up to half of their total movement.

At 16th level. As a reaction, one ally of your choice within 120 feet of you can move up to their total movement, and make 1 attack against a creature of their choice.

Contemplating the Awakened

Prerequisite: Order of the Awakened

Eternal Fast. You no longer need to eat, drink, or sleep.

At 16th level. Unless you are unconscious, you automatically gain the benefits of a long rest at dawn.

Contemplating the Elemental

Prerequisite: Order of the Elemental

Affinity. Choose cold, fire, lightning, or thunder damage. When you cast a spell using this damage type, you add your Intelligence modifier to the damage roll.

At 16th level. When you cast a spell using the chosen damage type, you add a +1 bonus to the psionic attack modifier or the psionic save DC.

Contemplating the Immortal

Prerequisite: Order of the Immortal

Iron Will. You gain resistance to acid and poison damage, and immunity against being poisoned.

At 16th level. You gain immunity to acid and poison damage, and immunity against disease.

Contemplating the Nomad

Prerequisite: Order of the Nomad

Ranger. Your ranged weapon attacks ignore half cover.

At 16th level. Your ranged weapon attacks also ignore three-quarters cover, and you have advantage on all attacks against creatures that are not using cover.

Contemplating the Knife

Prerequisite: Order of the Soul Knife

Psy Knife. One of your soul knives (including a bonded weapon) deals psychic damage. You must determine which weapon is changed when you choose this contemplation.

At 16th level. Both of your soul knives (including bonded weapons) deal psychic damage.


Most of the following talents were included in the original release of Wizards of the Coast "Unearthed Arcana: The Mystic Class".
Others on this list are originals, or heavily revised talents (indicated by an asterisk). Instead of being the only options available to
the Mystic, they are presented here as new cantrips, and can be used either as talents by Mystics, or even as standard cantrips for
the other players in your game.

Battering Ram *

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 magical bludgeoning damage. If the creature is Medium size or smaller, it must also succeed on a Strength saving throw, or be pushed in a direction of your choice up to 5 feet. You can't lift the target off the ground unless it is already airborne or underwater.

This spell's damage increases by 1d6, and the distance the target can be pushed increases by 5 feet, when you reach 5th level in this class, and again at 11th and 17th levels. At 11th level, you can also push a creature that is Large or smaller.

Beacon

Evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You cause bright light to radiate from your body in a 20-foot radius and dim light for another 20 feet. The light can be colored as you like. The light lasts for 1 minute, and you can extinguish it earlier as a bonus action.

Blade Meld

Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a one-handed melee weapon)
Duration: Concentration, up to 1 minute
A one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon, nor can it be forced from your grasp.

Blind Spot

Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of onyx or obsidian)
Duration: Concentration, up to 1 round
You erase your image from the mind of one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw, or you are considered invisible to it until the start of your next turn.

Feather Step

Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a feather)
Duration: Instantaneous
You alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement as long as you have movement left to expend.

Intense Discomfort

Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You target one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. If it takes any of this damage and is Medium or smaller, it is knocked prone.

This spell's damage increases by 1d6 when you reach 5th level, 11th level and 17th level. At 11th level, you can also knock prone a creature that is Large or smaller.

Life Syphon Blade *

Necromancy cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a silver sewing needle)
Duration: Concentration, up to 1 minute
You draw your own life force into the wicked shape of a dagger. Roll 2d4, and subtract that amount from your current hit points. This roll also determines the syphon blade's damage --- consult the table below. Attack and damage rolls made with this weapon use your Strength or Dexterity.

Whenever the syphon blade is dispelled, you regain the hit points you lost from the casting of this spell. However, if you drop to 0 hit points before dispelling the blade, it disappears, and you don't regain those hit points.

2d4Damage DiceDamage
Type
21d10Necrotic or Psychic
31d4Piercing
41d4Slashing
2d4Damage DiceDamage Type
51d6Piercing
61d6Slashing
71d8Piercing
81d8Slashing

Mind Meld *

Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature to gain access to its memory. The creature must succeed on a Charisma or Intelligence saving throw (the creature decides which save), or you gain perfect recall of one thing it saw or did in the last 24 hours. A creature can choose to fail its saving throw. A creature that has been targeted by this talent in the last 24 hours has advantage on all subsequent saving throws.

Mystic Charm

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shiny trinket)
Duration: Instantaneous
You beguile one humanoid creature you can see within range. The target must succeed on a Charisma saving throw or be charmed by you until the start of it's next turn.

Psy Beam *

Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Make a ranged psionic attack roll against one creature you can see within range. On a hit, the target takes 1d8 psychic damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Psy Spear *

Enchantment cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Target one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage. If the target fails the saving throw by 10 or more, it is also stunned until the start of its next turn.

The talent's damage increases by 1d4 when you reach 5th level in this class, and again at 11th and 17th levels.


Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into a Mystic. You must meet the following prerequisites to qualify for a Mystic.


Multiclassing Prerequisites
Ability Score Mimimum
Intelligence 13

Proficiences

When you first multiclass into Mystic, you gain only some of the class's starting proficiences as shown below.


Multiclassing Proficiencies
Proficiences Gained
Simple weapons

Spellcasting

Psionics. If you have both the Psionics feature, and either the Spellcasting class feature or the Pact Magic class feature, you determine your spell slots and spells known or prepared individually, as if you were a single-classed member of that class.

Psi Points. You can use your psi points to cast spells that you've gained from another class. However, you can't use spell slots to cast spells known through a psionic discipline.


Credits

This version of The Mystic D&D 5e class was created by reddit user /u/JPGenn. This homebrew class is inspired by the Unearthed Arcana: The Mystic Class released by WotC. This version is a heavily redesigned class, and many features have been changed or replaced entirely.

Artistic Credits
Sours: https://www.gmbinder.com/share/-LQuv3JQ-6CHhwBk-ybm
Mystic 5e - Class Guide for Dungeons and Dragons

DnD Backgrounds 5E (Official)

Basically, the DnD backgrounds will provide you with an important story cues all about your character’s identity and one character background can reveal like how you have become an adventurer, where you have come from and about your place where ever it might be in the world.

Your rogue might have gotten by the commanded audiences like a jester or by a guild thief, your wizard could have been a sage background 5e or using artisan tools 5e and your fighter might have been an courageous knight or also a grizzled soldier.

Types Of Official DnD 5e Backgrounds

In the below provided dnd5e backgrounds list “AL-Marked Background” created and introduced by the adventurers league, but it refers to content which wasn’t released in any source listed there.

Whenever they’re legal backgrounds then you may want to check before you use any of them with your Dungeon Master (DM).

5e backgrounds

NameLanguagesSource PageToolsSkills
AcolyteAny x2PHB127NoneInsight (WIS), Religion (INT)
AnthropologistAny x2ToA191NoneInsight (WIS), Religion (INT)
ArchaeologistAny x1ToA192Choose 1:
cartographer's tools, navigator's tools
History (INT), Survival (WIS)
AdoptedAnyx2NonePersuasion, Deception and Stealth
Black Fist Double AgentNoneCoS (AL)2Disguise kit, and choose 1: artisan's tools x1 , gaming set x1Deception (CHA), insight (WIS)
Caravan SpecialistAny x1EE (AL)2Vehicles (land)Animal handling (WIS), survival (WIS)
CharlatanNonePHB128Disguise kit, forgery kitDeception (CHA), sleight of hand (DEX)
City WatchAny x2SCAG145NoneAthletics (STR), insight (WIS)
Clan CrafterAny x1SCAG145Artisan's tools x1History (INT), insight (WIS)
Cloistered ScholarAny x2SCAG146NoneHistory (INT), and choose 1: arcana (INT), nature (INT), religion (INT)
Cormanthor RefugeeElvishRoD (AL)5Artisan's tools x1Nature (INT), survival (WIS)
CourtierAny x2SCAG146NoneInsight (WIS), persuasion (CHA)
CriminalNonePHB129Gaming set x1, thieves' toolsDeception (CHA), stealth (DEX)
DissenterSpecial (See page)PS:A11Special (See page)Special (See page)
Dragon CasualtyDraconicCoS (AL)3Special (See page) Intimidation (CHA), survival (WIS)
Earthspur MinerDwarvish, UndercommonEE (AL)3NoneAthletics (STR), survival (WIS)
EntertainerNonePHB130Disguise kit, musical instrument x1Acrobatics (DEX), performance (CHA)
Faction AgentAny x2SCAG147NoneInsight (WIS), and choose 1: special (See page)
Far TravelerAny x1SCAG148Choose 1: musical instrument x1, gaming set x1Insight (WIS), perception (WIS)
Folk HeroNonePHB131Artisan's tools x1, vehicles (land)Animal handling (WIS), survival (WIS)
Gate UrchinNoneRoD (AL)6Musical instrument x1, thieves' toolsDeception (CHA), sleight of hand (DEX)
GladiatorNone PHB130Disguise kit, unusual weapon x1Acrobatics (DEX), performance (CHA)
Guild ArtisanAny x1PHB132Artisan's tools x1Insight (WIS), persuasion (CHA)
Guild MerchantAny x1PHB132Navigator's toolsInsight (WIS), persuasion (CHA)
HarborfolkNoneEE (AL)4Gaming set x1, vehicles (water)Athletics (STR), sleight of hand (DEX)
Haunted OneExotic x1CoS209NoneChoose 2: Arcana (INT), investigation (INT), religion (INT), survival (WIS)
HermitAny x1PHB134Herbalism kitMedicine (WIS), religion (INT)
Hillsfar MerchantNoneRoD (AL)7Vehicles (land), vehicles (water)Insight (WIS), persuasion (CHA)
Hillsfar SmugglerAny x1RoD (AL)8Forgery kitPerception (WIS), stealth (DEX)
House AgentNoneWGESpecial (See page)Investigation (INT), persuasion (CHA)
InheritorNoneSCAG150Gaming set x1, musical instrument x1Survival (WIS), and choose 1: arcana (INT), history (INT), religion (INT)
InitiateNone PS:A8Gaming set x1, vehicles (land)Athletics (STR), intimidation (CHA)
InquisitorNonePS:In12Artisan's tools x1, thieves' toolsInvestigation (INT), religion (INT)
InvestigatorAny x2SCAG145None Insight (WIS), investigation (INT)
Iron Route BanditNoneCoS (AL)5Gaming set x1, vehicles (land)Animal handling (WIS), stealth (DEX)
KnightAny x1PHB135Gaming set x1History (INT), persuasion (CHA)
Knight of the OrderAny x1SCAG151Choose 1: gaming set x1, musical instrument x1Persuasion (CHA), and choose 1: special (See page)
Mercenary VeteranNoneSCAG152Gaming set x1, vehicles (land)Athletics (STR), persuasion (CHA)
Mulmaster AristocratNoneEE (AL)5Artisan's tools x1, musical instrument x1Deception (CHA), performance (CHA)
NobleAny x1PHB135Gaming set x1History (INT), persuasion (CHA)
OutlanderAny x1 PHB136Musical instrument x1Athletics (STR), survival (WIS)
Phlan InsurgentNoneCoS (AL) 6Artisan's tools x1, vehicles (land)Stealth (DEX), survival (WIS)
Phlan RefugeeAny x1EE (AL)6Artisan's tools x1Athletics (STR), insight (WIS)
PirateNonePHB139Navigator's tools, vehicles (water)Athletics (STR), perception (WIS)
SageAny x2PHB137NoneArcana (INT), history (INT)
SailorNonePHB139Navigator's tools, vehicles (water)Athletics (STR), perception (WIS)
Secret IdentityNoneRoD (AL)9Disguise kit, forgery kitDeception (CHA), stealth (DEX)
Shade FanaticNethereseRoD (AL)10Forgery kitDeception (CHA), intimidation (CHA)
SoldierNonePHB140Gaming set x1, vehicles (land)Athletics (STR), intimidation (CHA)
SpyNone PHB129Gaming set x1, thieves' toolsDeception (CHA), stealth (DEX)
Student Of Magic
Stojanow PrisonerNoneCoS (AL)8Gaming set x1, thieves' toolsDeception (CHA), perception (WIS)
Ticklebelly NomadGiantCoS (AL)9Herbalism kitAnimal handling (WIS), nature (INT)
Trade SheriffElvishRoD (AL)11Thieves' toolsInvestigation (INT), persuasion (CHA)
Urban Bounty HunterNoneSCAG153Choose 2: gaming set x1,musical instrument x1 , thieves' toolsChoose 2: deception (CHA), insight (WIS), persuasion (CHA), stealth (DEX)
UrchinNonePHB141Disguise kit, thieves' toolsSleight of hand (DEX), stealth (DEX)
Uthgardt Tribe MemberAny x1SCAG153Choose 1: artisan's tools x1, musical instrument x1Athletics (STR), survival (WIS)
VizierNonePS:A10Artisan's tools x1, musical instrument x1History (INT), religion (INT)
Waterdhavian NobleAny x1SCAG154Choose 1: gaming set x1, musical instrument x1History (INT), persuasion (CHA)
D&D Gladiator ArenaAny x1

Sources (5e backgrounds guide’s) Mentioned In The Above List

Actually, we have given some sources or 5e backgrounds guide’s where you can easily find those backgrounds for dungeons and dragons 5th edition. So let us give an abbreviation on what d&d books have backgrounds.

PHB = Player’s Hand Book

ToA = Tomb Of Annihilation

CoS = Curse Of Strahd

EE = Princes Of The Apocalypse

SCAG = Sword Coast Adventurer’s Guide

RoD = Out Of The Abyss

PS:A = Plane Shift: Amonkhet

WGE = Wayfinder’s Guide To Eberron

PS:In = Plane Shift: Innistrad

Now we have to know the Features and proficiency’s of the dnd background 5e. So from the below lines we can get to know them.

External Homebrew Backgrounds

We are going to mention all the External 5e Homebrew backgrounds in an alphabetical order, so it will be easier to check for your background wherever it is from the below list.

Backgrounds From A To E

ABCDE
AbyssdwellerBalloon MageCattle RustlerDandyEarthling
AdeptBankerChangelingDark LordElysium Knight
AdoptedBarmaidChild of AresDemonologistEmployee of Royalty
AdventurerBattlesmithChroniclerDenizenEndless Soul
Adventuring RoyaltyBeggarCity GuardDetectiveEngineer
AfflictedBereavedCity WorkerDiplomatEnvoy
Air AcrobatBodyguardCloneDisciple of the ObscureEternal One
Alchemic ConstructBounty HunterCombat MedicDisgraceEvil Cultist
AlchemistButlerConfederacy of Feuding HousesDisowned NobleEx-Blood Doll
AlcoholicConscriptDivineExecutioner
Alcoholic ScientistConstructDoctorExile
AmnesiacCookDog of the MilitaryExiled Ruler
Ancient CultistCourtesanDragon TrainedExperiment
Ancient OneCrazed HermitDrow Breeding SlaveExplorer
AntiquarianCrusader NationDrunken Bum
ApothecaryCursedDuelist
Arcana Spy
Arcane Augmented
Arcane Dominion
Archaeologist
Armed Escort
Arranged Marriage
Artist
Arvoreen Keeper
Aspirant
Astronaut

Backgrounds From F To L

FGHIL
FarmerGladiatorHellbornIdol FollowerLibrarian
Feral ChildGypsyInquirerLone Survivor
Firefighter
Fourth Wall Breaker

Backgrounds From M To W

MPRSU & W
Master InquisitorProspectorReaverSalesmanUnknown
MercenaryPsychicScavengerUrban Vigilante
Metal WorkerSeeker Of A Lost LifeWriter
MonsterShadow Thieves Guild Member
Monster HunterSlave
MysticSlayer
Spy
Squire
Student Of Magic

Backgrounds From Homebrew Page

If you are searching for the various types of backgrounds from the homebrew page then you can chose all of them from the below mentioned tables From A to Z.

Backgrounds From A TO F

ABCDEF
AbyssdwellerBalloon MageCattle RustlerDandyEarthlingFalconer
AdeptBankerChangelingDark LordElysium KnightFallen Hero
AdoptedBarmaidChild of AresDemonologistEmployee of RoyaltyFarmer
AdventurerBattlesmithChroniclerDenizenEndless SoulFeared
Adventuring RoyaltyBeggarCity GuardDetectiveEngineerFearful
AfflictedBereavedCity WorkerDiplomatEnvoyFeral Child
Air AcrobatBodyguardCloneDisciple of the ObscureEternal OneFey Child
Alchemic ConstructBounty HunterCombat MedicDisgraceEvil CultistFirefighter
AlchemistButlerConfederacy of Feuding HousesDisowned NobleEx-Blood DollForgotten
AlcoholicConscriptDivineExecutionerFully Customizable Backgrounds Variant Rule)
Alcoholic ScientistConstructDoctorExile
AmnesiacCookDog of the MilitaryExiled Ruler
Ancient CultistCourtesanDragon TrainedExperiment
Ancient OneCrazed HermitDrow Breeding SlaveExplorer
AntiquarianCrusader NationDrunken Bum
ApothecaryCursedDuelist
Arcana Spy
Arcane Augmented
Arcane Dominion
Archaeologist
Armed Escort
Arranged Marriage
Artist
Arvoreen Keeper
Aspirant
Astronaut

Backgrounds From G to M

GHIJLM
GamblerHeir of a Fallen KingdomImmortalJanitorLaw BringerMage Hunter
Gladiator, VariantHellbornInfectedJesterLibrarianMaid
God TouchedHerald of the GodsInnkeeperLone SurvivorMailman
GovernessHereticInquirerLost CivilizationMarshal
GravetenderHitmanIsekaiLoverMaster Inquisitor
Hooded FigureIslanderLumberjackMercenary
House WorkerMessenger
HunterMetal Worker
Hunter StalkerMilitant assassin
Military Asset
Military Pilot
Miner
Monastic
Monastic Traveller
Monster
Monster Hunter
Mute
Mystic

Backgrounds From N to T

NOPRST
Noble Dragon TamerOathbreakerPlanar TravelerRedeemed CultistSalesmanTailor
Noble GuardOccult InvestigatorPlane WalkerRegime of the Dark OverlordSavage LandTemple Guardian
NomadOf the VoidPoliticianRevenantScavengerTest Subject
Otherworlder, VariantPrincess/PrinceRevolutionistScoutThe Chosen One
OtherworlderPrisonerRiderSecretTransformed Monster
Professional AssassinRivalSeeker
ProspectorRoamerSentinel
PsychicRoyal CavalrymanSerial Killer
PsychoRoyaltySex Worker
PuppeteerRunawayShadow Bringer
Shadow Thieves' Guild Member
Shipwright
Simpleton
Slayer
Smuggler, Variant
Smuggler
Soulless
Spirit Medium
Spy
Squire
Storyteller
Student of Magic
Survivor

Backgrounds From U to Z

UVWZ
Urban VigilanteVagrant TrouperWandering MercenaryZealot
VaqueroWar Criminal
VenatorWell Travelled
Witch Doctor
Witch Hunter
Wolf Knight
Woodcutter
Wooddweller
Worshipped One
Writer

D&D 5e Backgrounds Chart

Check out the latest backgrounds chart in dungeons and dragons role playing game.

5e backgrounds chart

Languages:

Most of the characters will be allowed by some backgrounds to learn some extra languages beyond those which are given by race.

Proficiency’s:

  1. Each and every dnd Backgrounds will give character proficiency in two skills.
  2. All the skills are explained in the Player’s Hand Book in Chapter 7
  3. With one or more tools most of the backgrounds 5e will give a character proficiency this is in an addition
  4. You can get the tools from the chapter 5 of the players handbook
  5. He or she have a chance to choose the different proficiency of the same kind (i.e, skill or tool) instead, but it is possible when a character would gain equal proficiency from the two various sources

Suggested Characteristics:

  • Based on your d&d backgrounds, every background contains suggested personnel characteristics
  • You have full privacy to select characteristics, roll dice for determining them randomly or also use the suggestions as inspiration for your own creation characteristics

Equipment:

  • A package of starting equipment is provided by the each background
  • If you use the optional rule from the chapter 5 to spend coins on gear then you don’t have a chance to receive the starting equipment from any of your 5e backgrounds.

Recommended article: you may also like to read haunted one , investigator , background.

How To Create Own Background (Customizing A Background)

With the d&d 5e background generator we can create our own 5e background and customize it as like as we want. So read the below steps to know more about the 5e backstory generator.

  1. Some times you may want to tweak a background for some of its features then it is better fits your campaign or character setting
  2. To do customize your background, You can replace one feature with any other one, you can chose any two skills and from the sample backgrounds 5e also you can chose a total of two tool proficiencies or languages.
  3. According to the chapter 5 description you can either spend coins on gear or you can use the equipment package from your 5e backgrounds which you have
  4. Finally, you have to select two personality traits, one bond, one ideal and also one flaw. (Note: you can not even take the equipment package suggested for your class, this happens If you spend  coins)
  5. But you have to work with your Dungeon Master (DM) to create one whenever you can’t find a feature which will match your aspiring background.

You Should Follow Below Aspects While Selecting DnD Backgrounds

Before you’re going to select any of your favorite backgrounds you need to follow the below three aspects and they will help you so much if you follow them while selecting a background.

So the three aspects are 1) theme, 2) mechanics, 3) background features

1. Theme:

  • Most of the backgrounds would have an habit of speaking with a specified environment.
  • But for an example, either urchin background d&d or else the criminal background d&d 5e will speak with an urban setting naturally.
  • Basically, the background dnd 5e outlander have meant clearly to be out in the wilderness.
  • Also, some other backgrounds like Acolytes, sages, and guild artisans speak with those cloistered away in the temples, libraries and even the workshops too.

Some of the themes suitable for some most popular backgrounds, so chose those themes for your favorite background according to the below mentioned points.

Academic:Acolyte, Anthropologist, Archaeologist, Sage

Shady Past:Criminal, Charlatan, Pirate, Spy

Martial/Military:Soldier, City Watch, Knight

Situational:Noble, Outlander, Urchin, Far Traveler, Uthgardt Tribe Member

Vocational:Guild Artisan, Entertainer, Sailor

2. Mechanics:

  • As we mentioned in the above table, every background has two skills, tool sets and also the specific languages for your character race or class whichever you chose a different one for replacing it.
  • All types of races according to you’ve chosen provides set of benefits or a limited choice.
  • Only few players know that, the classes do provide a different way to select and receive skills and the tool proficiencies too.
  • Any how, the duplicate background proficiencies are the only time, that all types of skills and the tool proficiencies to open up as the options of characters.

3. Background Features:

  • Each and every background which we have selected from the backgrounds chart has its personal features.
  • Every background feature offer a small in the game benefit.
  • It requires the player to interact with NPC’s.
  • For an adventure and for the role playing they add much more opportunities.

Frequently Asked Questions Of D&D Backgrounds 5E

1) Q: What Are Backgrounds In DND?

A: There are so many backgrounds in DND. If you would like to know more about them, you need to look at the above tables. They divided into two categories such as dnd backgrounds 5e and dnd backgrounds homebrew.

2) Q: What is the best background in dnd?

A: The Acolyte is one of the best backgrounds in dnd.

Conclusion:

In this article we have tried to mention all types of backgrounds dnd 5e, still if you want to get any other 5e backgrounds you can leave a comment in the below comment section and we will provide that background with out any obstacles to get that.

So keep visiting this website it can help you in providing any kind of backgrounds which are important in dungeons and dragons role playing game. We hope it helps for many D&D 5e Backgrounds aspirants.

Sours: https://5ebackgrounds.com/

5e mystic background

D&D 5E The Great Mystic Story?

MechaTarrasque said:

To me, part of fluff is that there is/are archetypal stories that go with the classes: paladins rising after falling, barbarians with anger issues, etc.

Click to expand...

The barbarian's archetypal story explores themes of civilization vs savagery, the decadence of the former and vitality of the latter - 'rage' is only one possible aspect of that, just the one D&D chooses to hang the barbarian's most important mechanics on.

It seems like psychics and the mystic borrow their big stories from other classes (usually the sorcerer, monk, or wizard) rather than have their own.

Click to expand...

I suppose you could look at it that way. Psionics was coined in the context of science fiction, and like the psychic powers of the Lensmen, was a way of getting classic supernatural fantasy 'bits' and story elements into science fiction. In a Space Opera setting, a Psionic takes the place of a wizard or sorcerer or faerie or demi-god, because the setting has no room for such things. In a fantasy setting, the psionic is redundant, because the Wizards, Sorcerers, fey, demi-gods &c are already there. He doesn't have "his own story" because he's just a cypher to slip some familiar fantasy stories into a different genre.

Is there an elevator pitch for a story where a mystic is an obviously more compelling lead than any other class?

Click to expand...

Sure. The Dark Sun setting. "In a world without gods where magic has brought on environmental apocalypse, heroes take up the supernatural power of psionics in their struggle for survival...."

 

Sours: https://www.enworld.org/threads/the-great-mystic-story.477090/
Mystic 5e - Class Guide for Dungeons and Dragons

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 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.

Mystic Orders

At 1st level, you studied under secretive orders to learn 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:

• Order of the Avatar (UA)
• Order of the Awakened (UA)
• Order of the Immortal (UA)
• Order of the Nomad (UA)
• Order of the Soul Knife (UA)
• Order of the Wu Jen (UA)
Your choice grants you features at 1st level and again at 3rd, 6th, and 14th level.

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.

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.

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 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.

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.

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.

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

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.

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 the 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.

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.

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.

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.

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:

• 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.

Sours: http://dnd5ed.wikidot.com/mystic

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