Mystic adepts study the hidden geometry behind reality. They shape spells through disciplined gestures, open portals across impossible distances, and step into a mirrored echo of the world where thought can bend terrain. At the highest levels, a rare time relic lets its bearer resist, glimpse, and briefly revise the flow of events. Their niche is flexible arcane control and repositioning, paid for with spell slots and carefully limited defensive tricks.
Open the way. Bend the reflection. Guard the moment.
Full spellcaster; spatial control, battlefield repositioning, and limited temporal intervention.
MAMaster of the Mystic Arts
At a glance
Level
1
Proficiency
+2
bonus at this level
Fractured Moment
Hit die d8
PrimaryIntelligenceConstitution
Features
22, levels 1 to 20
1Level 1, reached
Spellcasting
You gain spellcasting, a mystic focus, and the ability to inscribe your known class spells in a spellbook or equivalent set of diagrams. You can use the class spell list and prepare spells as described in Spellcasting or Powers.
Paired Gate
As a Bonus Action, spend a 1st-level or higher spell slot to open a paired doorway to an unoccupied space you can see within 30 feet; a willing creature can move between the doorways as part of its movement. The portals last until the start of your next turn, and the doorway cannot pass through a solid barrier.
2Level 2
Mirror Step
You learn to step into a nearby reflected echo of the world. As a Bonus Action, expend a spell slot of 1st level or higher to enter the Mirror Dimension until the start of your next turn; while there, you are heavily obscured from creatures outside it and can move through other creatures’ spaces, but not solid objects. You return to your departure space or the nearest unoccupied space; using this feature again before finishing a Long Rest costs a slot one level higher.
3Level 3
Mystic Tradition
Choose a subclass: Gatekeeper, Mirror Architect, or Chronal Keeper. Your choice grants features at levels 3, 6, 10, and 14.
Disciplined Gestures
You gain an additional prepared class spell and can perform the Somatic components of your spells while holding your mystic focus.
4Level 4
Ability Score Improvement
5Level 5
Long Passage
When you use Paired Gate, its range increases to 60 feet, and one willing creature you can see within 5 feet of you may travel through each portal without spending movement.
6Level 6
Mystic Tradition Feature
Your subclass grants a feature.
7Level 7
Fractured Moment
Once per turn when a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your Reaction to subtract 1d4 from the roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
8Level 8
Ability Score Improvement
9Level 9
Mirrored Passage
When you enter the Mirror Dimension, you can bring one willing creature within 5 feet. While there, you can move through nonmagical terrain and leave it visibly warped until the start of your next turn; this does not damage creatures or structures.
10Level 10
Mystic Tradition Feature
Your subclass grants a feature.
11Level 11
Shared Enchantment
When you cast a spell that targets only you, you can also target one willing creature within 5 feet, provided the spell can target a creature.
12Level 12
Ability Score Improvement
13Level 13
Refuse the Outcome
Once per Long Rest when you fail a saving throw, you can choose to succeed instead. After using this feature, you cannot use it again until you finish a Long Rest.
14Level 14
Mystic Tradition Feature
Your subclass grants a feature.
15Level 15
Far Gate
Your Paired Gate can connect two spaces you have seen within 300 feet, rather than requiring both to be within sight. The portals remain open until the start of your next turn.
16Level 16
Ability Score Improvement
17Level 17
Sovereign Reflection
When you enter the Mirror Dimension, you can bring up to six willing creatures within 5 feet. While there, you can reshape a 20-foot cube of nonmagical terrain you can touch into simple rises, trenches, or walls; the changes vanish when you leave.
18Level 18
Master of the Threshold
When you roll Initiative and have no uses of Fractured Moment remaining, you regain one use. In addition, your Mirror Step no longer increases in slot cost when used repeatedly between Long Rests.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
The Last Second
Once per Long Rest when you or a creature you can see within 60 feet fails a D20 Test, you can turn that failure into a success. The affected creature then gains one level of Exhaustion.
Core traits
Hit die
d8
Primary
IntelligenceConstitution
Hit pointsD8 per Master of the Mystic Arts level; 8 + your Constitution modifier at level 1, then (or 5) + your Constitution modifier per additional level.
Saving throwsIntelligence and Wisdom saving throw proficiencies.
ArmorLight armor.
WeaponsSimple weapons.
ToolsNone.
SkillsChoose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion.
EquipmentUse the standard starting equipment package for a spellcasting class, including a mystic focus.
ResourceSpell slots power your spells, Paired Gate, and Mirror Step. Fractured Moment uses are limited by your Proficiency Bonus per Long Rest; time-reversal features are separately limited as described.
MulticlassingPrerequisite: Intelligence 13. You gain Light armor proficiency and one skill proficiency from the class skill list. Spell slots follow the Multiclass Spellcaster rules; you prepare and learn Master of the Mystic Arts spells separately. Paired Gate, Mirror Step, and class features that expend spell slots use your own class slots.
Spells and options
How it casts
You are a full spellcaster, using the 2024 spell-slot progression for a full caster.
Intelligence is your spellcasting ability; your spell save DC equals 8 + your Proficiency Bonus + your Intelligence modifier, and your spell attack modifier equals your Proficiency Bonus + your Intelligence modifier. You prepare spells from the class spell list after a Long Rest and use a mystic focus or spellbook of diagrams as your spellcasting focus. The spellList field is a curated thematic sample, not an exhaustive list; the DM should approve the full class list and spell preparation count before play.
1st-level spells
2nd-level spells
3rd-level spells
4th-level spells
5th- to 7th-level spells
Subclasses
3
Gatekeeper
A guardian of routes, thresholds, and safe passage.
Level 3: improved portal placement and protective passage
Level 6: redirect an attack through a gate
Level 10: establish a short-lived sanctuary
Level 14: open a major crossing for the whole party
Mirror Architect
A battlefield sculptor who makes the reflected world obey.
Level 3: specialize in entering and guiding others through reflected space
Level 6: create temporary cover from mirrored terrain
Level 10: distort enemies' movement in the reflection
Level 14: reshape a larger area of the Mirror Dimension
Chronal Keeper
A custodian of one rare relic capable of bending time.
Level 3: gain a time relic with limited charges
Level 6: glimpse a likely outcome before a roll
Level 10: briefly slow a threatening creature
Level 14: protect an ally from a fatal moment
Playing one
What it is
Mystic adepts study the hidden geometry behind reality.
They shape spells through disciplined gestures, open portals across impossible distances, and step into a mirrored echo of the world where thought can bend terrain. At the highest levels, a rare time relic lets its bearer resist, glimpse, and briefly revise the flow of events. Their niche is flexible arcane control and repositioning, paid for with spell slots and carefully limited defensive tricks.
How to play one
You are a full spellcaster who controls space and creates tactical openings rather than relying on weapon damage.
Use Paired Gate to reposition allies, Mirror Step to evade danger, and your spells to control the battlefield; reserve Fractured Moment and your time-reversal features for decisive rolls. Your best turns often make an ally’s action safer or more effective.
Make one
Personality
I explain frightening events in calm, precise language.
Ideal
Restraint: Power is measured by the harm you choose not to do.
Bond
I guard a hidden sanctuary whose location must never be revealed.
Flaw
I treat every danger as a puzzle to solve, even when someone needs comfort first.
Quirk
Traces invisible angles in the air while thinking.
Personality
I explain frightening events in calm, precise language.
I am fascinated by the small details that reveal how a place works.
I feel responsible for every person caught in the consequences of my magic.
I use dry humor to hide how worried I am.
Ideals
Restraint: Power is measured by the harm you choose not to do.
Curiosity: The world's hidden rules deserve to be understood, not feared.
Protection: Knowledge is worthless if it cannot be used to keep others safe.
Bonds
I guard a hidden sanctuary whose location must never be revealed.
A former mentor is trapped beyond the boundary between worlds, and I have sworn to bring them home.
I carry a relic entrusted to me by someone who believed I was better than I am.
Flaws
I treat every danger as a puzzle to solve, even when someone needs comfort first.
I am tempted to use a powerful relic to undo losses that should be mourned.
I can become overconfident when I think I understand the rules of a place.
Quirks
Traces invisible angles in the air while thinking.
Checks a room’s reflections before entering it.
Keeps small diagrams in the margins of every book.
Pauses before answering, as if considering several possible futures.
In the world
Training
Most practitioners begin as scholars, healers, or survivors of a magical crisis.
Training combines years of study, exacting hand forms, and supervised exercises in safe pocket reflections. A mentor typically grants a focus only after the student proves they can close a passage as reliably as they can open one; time relics are exceptionally rare and never part of ordinary initiation.
How others see them
Ordinary people are often grateful for a practitioner who can evacuate a street or seal a supernatural breach, but portals and time magic inspire suspicion.
Some communities treat these adepts as honored protectors; others fear that every rescue has quietly rewritten something.
Famous practitioners
Master of the Mystic ArtsIlyra VennA calm healer and ward-maker who sealed a breach in the sky by turning an entire fortress into a sigil.
Master of the Mystic ArtsSenn the UnmooredA former thief whose portals are famous for arriving exactly where a pursuer least expects.
Master of the Mystic ArtsMaster OruvaAn austere chronicle-keeper who has refused to use her relic to undo even one personal grief.
Factions
The Circle of the Ninth Threshold
An alliance of secluded practitioners who maintain wards over unstable crossings and teach strict rules for portal use.
The Cartographers of Glass
A loose fellowship of scholars who map reflected landscapes and rescue travelers lost in them.
Keepers of the Unwound Hour
A clandestine order that safeguards rare time relics and investigates attempts to tamper with history.
Regions
Old Metropolitan Sanctums
Hidden schools in ancient cities teach formal spellcraft and maintain gateways beneath public streets.
The High Mirrorlands
Remote monasteries and observatories train practitioners to study the boundary between the material world and its reflection.
The Shattercoast
In regions scarred by magical disasters, local adepts are regarded as necessary guardians—or dangerous omens.
Character hooks
You were a battlefield surgeon who discovered that a precise gesture could close wounds—or open doorways.
Your teacher vanished into a reflected world, leaving you their keys and a warning not to follow.
You stole a relic from a museum to prevent its use by a tyrant; now both the museum and the tyrant are hunting you.
A disaster erased a neighborhood from ordinary space. You alone remember the people who lived there.
You trained in a remote order but left after learning that its leaders were editing history to conceal a terrible mistake.
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