SWURPG

Force Mystic

✦ Force-usingadvanced from Force Adept
Hit Die
d6
Primary Ability
Wisdom
Saves
Wisdom
Expertise Pts
3
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Survival, Knowledge: Galactic Lore, Perception

The Force Mystic experiences combat differently than every other class. Where Soldiers see lines of fire and Guardians see threats to intercept, Mystics see what's about to happen — and they shape it. They shield allies before the blaster bolt arrives, foresee where the enemy will strike, and twist outcomes through subtle Force pressure.

Quick read: The visionary Force user. Shields, prophetic Force pressure, support and battlefield-shaping. Think Baran Do sages, Whills, the dustier corners of Star Wars mysticism.

What you do at the table

Mystics function as Force-powered support and control — your sheet emphasizes pre-emptive shielding (allies gain temporary HP / damage resistance), perception (you see what others miss), and conflict redirection (powers that turn an enemy attack against itself). You're rarely the burst-damage source, but the shape of every fight bends around you.

Out of combat, you're the GM's hint-dropper — Mystics get insights into NPCs and locations the rest of the party can't access.

Sibling differentiation

  • vs. Force Warrior — Mystics shape the fight; Warriors win the fight. A Warrior solves "the enemy is alive"; a Mystic solves "the ally is about to die."
  • vs. Jedi Consular — Both are wisdom-based supports. Mystics work outside the Order's structure — fewer formal Force powers, more mystical/prophetic flavor.

Build tips

WIS to 16+ (drives every Mystic trait and Force-power DC). CON secondary; your back-line position protects you, but unarmored fragility means you want HP. DEX tertiary for AC.

Common pitfalls

  • Don't try to be a damage class. Mystic damage is incidental; your value is everywhere else.
  • Pre-cast your shields. Many Mystic traits work before an attack lands. New players save them for "after I see the damage" — by then, it's too late.

Class Features by Level

Level 31 feature

Mystic Force Healing

action · 2 FP

As an Action, spend 2 Force Points to restore 1d8 + Proficiency Bonus + Wisdom modifier hit points to one creature within 10 feet. You may divide the total healing between up to two creatures within range. Level 7: healing increases to 2d8, range extends to 15 ft. Level 13: 3d8, range 20 ft, up to three creatures. Level 17: 4d8, range 25 ft, and healed creatures gain +1 AC until the start of your next turn. Each upgrade increases FP cost by 1. You cannot target yourself.

Scales: Lv 7 · Lv 13 · Lv 17
Level 51 feature

Way of the Force Mystic

Your mind and spirit channel ancient Force philosophies. You can only use one Force Tradition feature per round. Level 5 – Baran Do Sage (Force Storm): Action, spend 2 FP, ranged Use the Force attack vs. target within 30 ft; hit deals 2d8 energy damage + Dex save (DC = 8 + PB + Wis) or blinded until start of your next turn; success: half damage, not blinded. Level 10 – Ordu Aspectu (Echo of Pain): Reaction when creature within 60 ft deals Force, energy, or psychic damage to you; spend 3 FP; attacker makes Wis save (DC = 8 + PB + Wis) or takes 3d8 psychic damage and loses Bonus Action until end of its next turn; success: half. Level 15 – Guardian of the Whills (Force Detonation): Action, spend 4 FP, 15-ft radius centered on you; enemies make Con save (DC = 8 + PB + Wis) or take 4d8 Force damage + pushed 10 ft; allies in burst regain 2d8 + Wis HP; success: half, not pushed. Level 18 – Nightsister Witchcraft (Creation of a Monster): Action, once per Long Rest, spend 5 FP to empower a willing creature within 10 ft for 3 rounds; grants temp HP = 2× Wis + PB, +10 ft Speed, melee attacks deal +1d8 Force damage; on melee hit, target makes Wis save (DC = 8 + PB + Wis) or becomes Frightened until end of empowered creature's next turn.

Scales: Lv 10 · Lv 15 · Lv 18
Level 61 feature

Echoes of the Self

action · 2 FP

As an Action, spend Force Points to create illusory duplicates of yourself. Whenever a creature targets you with an attack, roll a d20 — on an 11 or higher, the attack hits an echo instead and destroys it. Level 6: spend 2 FP for 2 echoes. Level 10: spend 3 FP for 3 echoes. Level 15: spend 4 FP for 4 echoes. Level 19: spend 5 FP for 5 echoes. You cannot have more than one Echoes of the Self effect active at a time.

Scales: Lv 10 · Lv 15 · Lv 19
Level 71 feature

Mystic Force Veil

action · 2 FP

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

Scales: Lv 14
Level 91 feature

Mental Clarity

bonus_action · once per short rest · 1 FP

Once per Short Rest, as a Bonus Action, spend 1 Force Point to remove the Charmed or Frightened condition from yourself or an ally within 30 feet.

Level 101 feature

Force Point Recovery

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, enter a meditative trance to regain 3 Force Points. At level 17, regain 4 Force Points instead.

Scales: Lv 17
Level 111 feature

Mind Ripple

3 FP

Spend 3 Force Points to emit a ripple of psychic Force in a 20-foot radius. Each hostile creature must make a Wisdom saving throw (DC = 8 + PB + Wis) or become Stunned until the end of its next turn. At level 15, spend 4 Force Points to instead use Dominate Mind — control a creature within 30 ft for up to 3 rounds (concentration); creature repeats the saving throw at end of each of its turns. Creatures immune to Charm or with higher Wisdom than yours are unaffected and become immune for 24 hours.

Scales: Lv 15
Level 131 feature

Cognitive Shielding

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

Level 141 feature

Force Discipline

once per short rest · 1 FP

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

Level 151 feature

Overpower Will

1 FP

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 171 feature

Battlefield Power

once per long rest

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

Level 181 feature

Powerful Mind

All mind Force power costs are reduced by 1 (minimum 1).

Level 191 feature

Oneness with the Force

once per long rest

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

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Eternal Oneness

once per long rest · 5 FP

Once per Long Rest, spend 5 Force Points to transcend into pure harmony with the Force for 3 rounds. While active: regain 1 FP at the start of each turn; use one Force power per round as a Bonus Action even if it normally requires an Action; you and allies within 30 ft gain Advantage on Wisdom and Charisma saving throws and resistance to Force and psychic damage; 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, regain hit points equal to your Wisdom modifier × 5 as the Force restores what it has drawn from you.