Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Force Mystic

    The Force Mystic is a master of the mental and spiritual aspects of the Force. They wield mind-affecting powers, foresight, and protective techniques that shape the battlefield from afar. Relying on insight over might, Force Mystics bend the will of others, support allies, and maintain clarity even in chaos.

    Examples from Star Wars lore: Mother Talzin, Bendu, Okko, Mountain Clan Matron

    Class Traits by Level

    Level 1 – Force Training
    You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
    Level 1 – Mystic Insight
    You may use Wisdom instead of Intelligence for all Knowledge skill checks. You gain advantage on Insight checks.
    Level 2 – Defensive Training
    While not wearing armor, your AC increases by +2.
    Level 2 – Mystic Force Healing
    Heal a creature within 5ft for 1d8 * Proficiency + WIS modifier HP. 2 Force points. +1d8 on LVL 7, 13, 17.
    Level 3 – Mystic Telepathy
    You may spend 1 Force Point to communicate telepathically with a creature within 60 feet.
    Level 3 – Echoes of the Self
    You can create illusory duplicates of yourself equal to your proficiency bonus. On hit, enemy must roll additional D20 to determine whether the attack hit you or one of the echoes. Force points equal to number of echoes.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Force Training
    You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
    Level 5 – Echo Shield
    Spend 1 Force Point as a reaction to grant an ally within 30 feet +1 AC for three rounds.
    Level 6 – Energy Absorbtion I
    Use the Force to reduce damage from blaster shots by half (reaction). 2 Force points.
    Level 6 – Force Point Recovery
    Once per short rest, you may recover 2 Force Points as a bonus action.
    Level 7 – Defensive Training
    While not wearing armor, your AC increases by +2.
    Level 7 – 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 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Mystic Force Veil
    Spend 1 Force Point to make yourself and one ally invisible until the start of your next turn or until you attack or use a power.
    Level 9 – Force Anchor
    You cannot be displaced against your will by Force effects.
    Level 10 – Unyielding Focus
    Once per short rest, when you fail a saving throw, you can spend 1 Force Point to reroll it.
    Level 10 – Force Point Control
    Once per long rest, you may recover Force Points equal to your Wisdom modifier as a bonus action.
    Level 11 – Cognitive Shielding
    You gain advantage on Intelligence, Wisdom, and Charisma saving throws vs. Force powers.
    Level 11 – Energy Absorbtion II
    Use the Force to completely negate damage from blaster shots (reaction). 3 Force points.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Strategic Vision
    Once per encounter, you may reroll an initiative roll or force an ally within 30 feet to reroll theirs.
    Level 13 – Dominate Mind
    Take complete control of a weak-minded target for 1 minute/3 rounds. Wis save (DC = 8 + your PB + your Wis mod). 4 Force points.
    Level 14 – Defensive Training
    While not wearing armor, your AC increases by +2.
    Level 14 – Mind Ripple
    You emit a ripple of Force power in a 20-foot radius centered on yourself. Affected enemies must succeed on a Wisdom saving throw (DC = 8 + your PB + your Wis mod) or become stunned until the end of their next turn. 3 Force points.
    Level 15 – Force Training
    You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
    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 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Mental Bastion
    You and allies within 20 feet can’t be Charmed or Frightened while you are conscious.
    Level 17 – Mystic Recovery
    Your force point recovery skills are doubled.
    Level 18 – Battlefield Clarity
    Allies within 30 feet of you may add your Wisdom modifier to their Initiative rolls.
    Level 18 – Battlefield Power
    Once per encounter, you may activate up to 2 Force powers on a single turn.
    Level 19 – Powerful Mind
    All mind force powers cost is reduced by 1 (minimum 1).
    Level 19 – Force Resistance
    Advantage on all saves against Force powers.
    Level 20 – Force Mystic Mastery
    Once per short rest, you may cast a Force power without spending Force Points.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.