dauntless/content/Classes/Theurge/Mystic.md
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Deep Magic 2

You have learned how to unlock and harness the mystical potential of the mind. This mystical power manifests as a third eye, through which you can unleash psionic abilities.

Mystic Progression
Theurge Level Features
3rd Third Eye
7th Psychic Blast
11th Psychic Shield
15th Psychic Storm

Third Eye

3rd-Level Mystic Feature

a mystical eye appears on your forehead. This eye can take the form of a stylized tattoo, an eyeshaped scar, or it could be an actual eye. The eye opens whenever you use one of your mystic powers. Otherwise, it remains closed.

Your third eye unlocks psionic energy from deep within, represented by a pool of psionic points. The number of psionic points you have is equal to your theurge level + your proficiency bonus.

You regain all spent psionic points when you finish a long rest. When you reach 9th level, you regain all spent psionic points when you finish a short or long rest.

As an action, you can expend one or more psionic points to fuel the mystical powers of your third eye (see below). Each power has a duration of 1 hour. You can only have one such power active at a time:

  • You can detect the presence of secret or concealed doors or compartments within 30 feet of you. Cost: 1 psionic point

  • You can see invisible creatures and objects within 30 feet of you as if they were visible. Cost: 2 psionic points

  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Cost: 3 psionic points

  • You can detect visual illusions within 30 feet of you, and you automatically succeed on saving throws against them. You can also perceive the original form of a shapechanger or a creature transformed by magic. Cost: 4 psionic points

Psychic Blast

7th-Level Mystic Feature

You can fire a blast of psychic energy from your third eye by expending one or more psionic points. As a bonus action, make a ranged spell attack against one creature you can see within 60 feet of you. On a hit, the target takes 1d8 psychic damage per psionic point spent, up to a maximum number of points equal to your proficiency bonus.

Psychic blasts are sometimes difficult to control and have the potential to deal significant psychic damage. If you roll an 8 on an individual damage die when you deal damage with your psychic blast, you can roll another d8 and add the result to the total. For example, if you roll 2d8 and the roll results in a 3 and an 8, you can roll one additional die (because you rolled one 8) and add the result to the current total of 11. When a damage die results in an 8, it is called a psionic surge.

If you roll an 8 again, you can roll the damage die again and add the result to the total, further increasing the psychic blast damage. Any of the damage dice for a psychic blast, including extra dice from a critical hit, can have a psionic surge and result in a reroll. For each psychic blast attack you make, the maximum number of psionic surge dice you can reroll is equal to your proficiency bonus, regardless of how many damage dice result in an 8. The additional damage dice rolled due to psionic surges do not cost additional psionic points.

For example, a 6thlevel theurge mystic unleashes a psychic blast and scores a critical hit. The character spends 3 psionic points and rolls 6d8 damage dice (3d8 for the 3 psionic points spent plus 3d8 for the critical hit damage) which results in a 1, 3, 5, 8, 8 and another 8. The character then rerolls each 8, resulting in a 1, 3, and an 8. The character adds those results to the current damage total for a final damage total of 45. Since the characters proficiency bonus is +3, the character cant reroll the new 8, ending the psionic surge for that psychic blast attack. When that character makes another attack with psychic blast, this process begins anew.

Beginning at 11th level, When you hit a target with your psychic blast you can cause them to make an INT saving throw against your spell save DC or be stunned until the start of your next turn. Once a target has been stunned by this feature, they are immune from being stunned from this feature for 1 hour.

Psychic Shield

11th-Level Mystic Feature

You gain resistance to psychic damage. Additionally, friendly creatures within 10 feet of you also gain resistance to psychic damage.

As a bonus action, yourself and friendly creatures within 10 feet can temporarily gain resistance to additional damage types by spending 1 psionic point per additional resistance. You can select resistance to damage types from the following list: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. These additional resistances remain until the start of your next turn. You can keep, add, or remove these temporary resistances each new round by expending the appropriate number of additional psionic points. For example, as a bonus action, you could add resistance to force, radiant, and thunder damage by expending 3 psionic points. At the start of your next turn, you could use a new bonus action to keep resistance to force, radiant, and thunder damage, as well as add resistance to lightning damage, by expending 4 additional psionic points.

At 15th level, the range of your Psychic Shield increases to 15 feet, and at 18th level, it increases to 20 feet.

Psychic Storm

15th-Level Mystic Feature

As an action, you can spend 5 psionic points to release a storm of psychic energy. Each creature within a 30foot radius of you must make an Intelligence saving throw against your spell save DC. Creatures that fail the save take 5d8 psychic damage and have disadvantage on attacks until the beginning of your next turn. Creatures that succeed on the save take half as much damage and do not have disadvantage on their attacks.

You can increase the damage by 1d8 per each additional psionic point spent beyond the initial 5 points.

Beginning at 18th level, you can use Psychic Storm as a bonus action.