Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Force Mystic

    The Force Mystic is a visionary and spiritual savant — a practitioner who lets the Force guide insight, protection, and subtle manipulation rather than brute strength. Mystics read the flow of events, shield allies, cloud the minds of enemies, and bend probability in their favor.

    As a subclass of the Force-Adept, the Force Mystic builds on the shared Adept foundation at levels 1–2. From level 3 onward, you specialize in supportive Force techniques, battlefield control, and perception. You are not a front-line bruiser: your power comes from timing, positioning, and using the Force to make sure your allies are where they need to be — and your enemies are not.

    Force Mystics excel when they can see the whole board: anticipating ambushes, mitigating damage, and turning a single clutch power into a complete reversal of fortune.

    Examples from Star Wars lore: Mother Talzin, Snoke, The Bendu, Lasat Shamans, Voss Mystics, Dagoyan Order, Baran Do Sages

    Class Traits by Level

    Adept Training – Shared Force-Adept Traits (Levels 1–2)

    All Force Mystics begin as Force-Adepts. The traits below are the shared Adept features from levels 1–2, representing your early connection to the Force, your unarmored defenses, and your ability to draw on hidden reserves when crises erupt. For more detail on the base class, see the Force-Adept page.

    Level 1 – Force Training

    You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.

    Level 1 – Unarmored Defense

    While not wearing armor, your connection to the Force grants you supernatural protection. You gain a +1 bonus to AC, which increases to +2 at level 6, +3 at level 11, and +4 at level 17.

    Level 2 – Adept Force Channeling

    Once per long rest, when you roll initiative and have no Force Points remaining, you regain 1d4 + PB Force Points as the currents of the Force surge through you.

    Level 2 – Precognitive Reflex

    Once per Short Rest, when you are targeted by an attack you can see, you may use your Reaction to impose disadvantage on the attack.

    Force Mystic Path Traits (Level 3+)

    At level 3, you fully embrace the Force Mystic path — becoming a support-focused, perception-driven Force user who shapes engagements through insight, protection, and manipulation rather than raw damage. The traits below are unique to the Force Mystic and build on the Adept training above.

    Level 3 – Mystic Force Healing

    As an Action, spend 2 Force Points to restore hit points equal to 1d8 + PB + Wisdom modifier to one creature of your choice within 10 ft. The healing manifests as a soft ripple of energy; if you have more than one ally within range, you may divide the total healing between up to two creatures.
    • Level 7: Healing increases to 2d8, and the range extends to 15 ft.
    • Level 13: Healing increases to 3d8, range extends to 20 ft, and you may now affect up to three creatures, dividing the healing among them.
    • Level 17: Healing increases to 4d8, range extends to 25 ft, and all healed creatures gain +1 AC until the start of your next turn as the lingering resonance of the Force protects them.

    Each upgrade increases the FP cost by 1. You cannot target yourself.

    Level 5 – Way of the Force Mystic

    Your mind and spirit become conduits for the ancient philosophies of the Force, channeling wisdom, emotion, and energy from the traditions that shaped millennia of knowledge.
    Each level awakens a new manifestation of that power — from focused energy to psychic retaliation and the manipulation of life itself.
    You can only use one Force Tradition feature per round.

    • Current Level – Baran Do Sage (Force Storm):
    As an Action, spend 2 Force Points to release a surge of lightning-like Force energy at a target within 30 ft.
    Make a ranged Use the Force attack; on a hit, the target takes 2d8 energy damage and must succeed on a Dexterity saving throw (DC = 8 + PB + Wis) or be blinded until the start of your next turn.
    On a successful save, the target takes half damage.
    • Level 10 – Ordu Aspectu (Echo of Pain):
    When a creature within 60 ft deals Force, energy, or psychic damage to you, you may spend 3 Force Points as a Reaction to reflect the pain through the Force.
    The attacker must make a Wisdom saving throw (DC = 8 + PB + Wis) or take 3d8 psychic damage and be staggered, losing its Bonus Action until the end of its next turn.
    On a successful save, the target takes half damage.
    • Level 15 – Guardian of the Whills (Force Detonation):
    As an Action, spend 4 Force Points to release a burst of radiant Force energy in a 15-ft radius centered on you.
    Enemies in the area must make a Constitution saving throw (DC = 8 + PB + Wis) or take 4d8 Force damage and be pushed 10 ft away.
    Allies within the burst instead regain 2d8 + Wis hit points.
    On a successful save, enemies take half damage and are not pushed.
    • Level 18 – Nightsister Witchcraft (Creation of a Monster):
    As an Action (once per Long Rest), spend 5 Force Points to empower a willing creature within 10 ft for 3 rounds.
    The target gains temporary HP equal to twice your Wisdom modifier + PB, +10 ft Speed, and its melee attacks deal +1d8 Force damage.
    When the target hits a creature with a melee attack, that creature must make a Wisdom saving throw (DC = 8 + PB + Wis) or become Frightened until the end of the empowered creature’s next turn.

    Level 6 – Echoes of the Self

    Your mastery of the Force allows you to fragment your presence, creating illusory reflections that move as one with you. Enemies struggle to tell which is real, their strikes scattering against shifting after-images.

    As an Action, you may spend Force Points to create illusory duplicates of yourself. Each echo mirrors your position and movement, vanishing when struck, dismissed, or when your concentration ends.
    Whenever a creature targets you with an attack, roll a d20. On an 11 or higher, the attack instead hits an echo and destroys it.

    • Current Level: Spend 2 FP to create 2 echoes.
    • Level 10: Spend 3 FP to create 3 echoes.
    • Level 15: Spend 4 FP to create 4 echoes.
    • Level 19: Spend 5 FP to create 5 echoes.

    The echoes move with you, replicate your gestures, and occupy your space but do not act independently. You cannot have more than one Echoes of the Self effect active at a time.

    Level 7 – Mystic Force Veil

    As an Action, spend 2 FP to become invisible until the start of your next turn or until you attack or use a Force power.
    • At level 14, you can spend 3 FP to extend the invisibility for 3 rounds (concentration).

    Level 9 – Mental Clarity

    Once per short rest, you may remove the Charmed or Frightened condition from yourself or an ally within 30 feet as a bonus action. 1 Force point.

    Level 10 – Force Point Recovery

    Once per Long Rest, as a Bonus Action, you may enter a meditative trance and regain 3 Force Points, letting the Living Force restore your strength.
    • At level 17, you may instead regain 4 FP.

    Level 11 – Mind Ripple

    You can spend 3 Force Points to emit a ripple of psychic Force in a 20-ft radius. Each hostile creature must make a Wisdom save (DC = 8 + PB + Wis) or become Stunned until the end of its next turn.
    • At level 15, you can spend 4 Force Points and choose to Dominate Mind, controlling a creature within 30 ft for up to 3 rounds (concentration). The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Creatures immune to Charm or with higher Wisdom than yours are unaffected and become immune for 24 hours.

    Level 13 – Cognitive Shielding

    Your mind becomes a fortress of clarity. You gain Advantage on Intelligence, Wisdom, and Charisma saving throws against Force powers, and you can’t be Frightened or Confused while conscious.

    Level 14 – Force Discipline

    Your will is nearly unshakable. Once per Short Rest, when you fail a saving throw, you may spend 1 FP to reroll it.

    Level 15 – Overpower Will

    When a creature fails a saving throw against one of your Force powers, you may spend 1 Force Point to impose disadvantage on their next saving throw.

    Level 17 – Battlefield Power

    Once per Long Rest, you may activate up to 2 Force powers on a single turn.

    Level 18 – Powerful Mind

    All mind force powers cost is reduced by 1 (minimum 1).

    Level 19 – Oneness with the Force

    Once per Long Rest, you may cast a Force power without spending Force Points, acting as a perfect conduit of the Living Force.

    Level 20 – Eternal Oneness

    Once per Long Rest, spend 5 FP to transcend into pure harmony with the Force for 3 rounds.
    While in this state:
    • Regain 1 FP at the start of each turn.
    • You may use one Force power per round as a Bonus Action, even those normally requiring an Action.
    • You and allies within 30 ft gain Advantage on Wisdom and Charisma saves and resistance to Force and psychic damage.
    • Any Force healing you perform restores maximum HP instead of rolling.

    You cannot make weapon attacks or perform hostile physical actions during this state.
    When the effect ends, you regain HP equal to Wis × 5 as the Force restores what it has drawn from you.