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
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
You may use Wisdom instead of Intelligence for all Knowledge skill checks. You gain advantage on Insight checks.
While not wearing armor, your AC increases by +2.
Heal a creature within 5ft for 1d8 * Proficiency + WIS modifier HP. 2 Force points. +1d8 on LVL 7, 13, 17.
You may spend 1 Force Point to communicate telepathically with a creature within 60 feet.
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.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
Spend 1 Force Point as a reaction to grant an ally within 30 feet +1 AC for three rounds.
Use the Force to reduce damage from blaster shots by half (reaction). 2 Force points.
Once per short rest, you may recover 2 Force Points as a bonus action.
While not wearing armor, your AC increases by +2.
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.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
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.
You cannot be displaced against your will by Force effects.
Once per short rest, when you fail a saving throw, you can spend 1 Force Point to reroll it.
Once per long rest, you may recover Force Points equal to your Wisdom modifier as a bonus action.
You gain advantage on Intelligence, Wisdom, and Charisma saving throws vs. Force powers.
Use the Force to completely negate damage from blaster shots (reaction). 3 Force points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, you may reroll an initiative roll or force an ally within 30 feet to reroll theirs.
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.
While not wearing armor, your AC increases by +2.
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.
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
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.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You and allies within 20 feet canβt be Charmed or Frightened while you are conscious.
Your force point recovery skills are doubled.
Allies within 30 feet of you may add your Wisdom modifier to their Initiative rolls.
Once per encounter, you may activate up to 2 Force powers on a single turn.
All mind force powers cost is reduced by 1 (minimum 1).
Advantage on all saves against Force powers.
Once per short rest, you may cast a Force power without spending Force Points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.