Mystic

Vitality

 * Hit Dice: 1d6 per Mystic level
 * Vitality at 1st Level: 6 + your Health Modifier
 * Vitality at Higher Levels: 1d6 (or 4) + your Health modifer per Mystic level after 1st

Proficiencies

 * Armor: None
 * Weapons: Daggers, quarterstaffs, shortswords, simple weapons
 * Tools: Calligrapher's set

Equipment

 * a spellbook, calligrapher's set, and (a) any proficient weapon, or, (b) sling ring

Saving Throws

 * Choose two from Dexterity, Willpower, and Perception

Spell Slots
The Mystic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these mystic spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability
Willpower is your spellcasting ability for your mystic spells. You use your Willpower whenever a spell refers to your spellcasting ability. In addition, you use your Willpower modifier when setting the saving throw DC for a mystic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Willpower modifier.

Spell attack modifier = Your proficiency bonus + Willpower modifier.

Spellbooks
A spellbook is gained at the start of the game.

Spellbooks are used by Mystics to learn and preserve magical knowledge. Depending on their proficiency bonus and level of the spell, the Mystic learns up to two spells in the noted duration. A Mystic can only have so many spells prepared, equal to their spell slots, however they can have an unlimited number of spells in their personal spellbook.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Mystic Path
Choose a mystic path, which describes the overall school of magic that you subscribe to. Your choice grants you features at level 2, 6, 20, 14, and 20. You also gain proficiency in Arcana.
 * Azarathian
 * Dark Dimension
 * Fallen
 * Octessence
 * Vishanti

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Metamagic
At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Arcanum
At 11th level, choose one 6th-level spell from the Mystic's spelllist as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more Mystic spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per Mystic level. In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Willpower modifier.

Mystic Powers
Third Eye: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

foot thick within 30 feet of you. This sight lasts until your concentration ends.
 * Tremorsense (2 SP; conc., 1 min.): As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
 * Unwavering Eye (2 SP): As a bonus action, you gain advantage on Willpower checks for 1 minute.
 * Piercing Sight (3 SP; conc., 1 min.): As a bonus action, you gain the ability to see through objects that are up to 1

Telekinetic: While focused on this discipline, you have advantage on Strength checks. throw. On a failed save, it takes 1d8 force damage per SP point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
 * Truesight (5 SP; conc., 1 min.): As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
 * Push (1–7 SP): As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving

that isn't secured in place. It can't be larger than 20 feet on a side, and its maximum weight depends on the SP points spent on this ability. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. force damage. This effect ends if you are wearing or don armor.
 * Move (2–7 SP): Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and
 * Inertial Armor (2 SP): As an action, for 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to

one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
 * Telekinetic Barrier (3 SP; conc., 10 min.): As an action, you create a transparent wall of telekinetic energy, at least

one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your SPonic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend SP points to boost your check, abiding by your SP limit. You gain a +1 bonus per SP point spent. While a target is grappled in this manner, you create one of the following effects as an action:
 * Grasp (3 SP; conc., 1 min.): You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose

the grapple ends. Telepathy: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline. Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Crush (1–7 SP): The target takes 1d6 bludgeoning damage per SP point spent.
 * Move (1–7 SP): You move the target up to 5 feet per SP point spent. You can move it in the air and hold it there. It falls if
 * Exacting Query (2 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an

Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Occluded Mind (2 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an

Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Broken Will (5 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an

succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.
 * Psychic Grip (6 SP; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must

must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
 * Psychic Domination (7 SP; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target

Mystical Recovery
Starting at 2nd level, immediately after you spend sorcery points during battle, you can take a bonus action to regain vitality equal to the number of sorcery points you spent.

When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Memory of One Thousand Steps
At 6th level, as a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest. You can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Consumptive Power
At 10th level, when activating a SPonic discipline, you can pay its sorcery point cost with your vitality, instead of using any sorcery points. Your current vitality and hit point maximum are both reduced by the number of vitality you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Psionic Mastery
Beginning at 14th level, as an action, you gain 9 special sorcery points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also use normal sorcery points at the same time you use your special psi points. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 20th level, the pool of sorcery points you gain from this feature increases to 11.

You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

Umbral Form
Starting at 16th level, you can spend 6 Sorcery Points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Psionic Body
At 20th level, you gain the following benefits:

your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. 1 2 6 10 14 20
 * You gain resistance to bludgeoning, piercing, and slashing damage.
 * You no longer age.
 * You are immune to disease, poison damage, and the poisoned condition.
 * If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and

Learned Spells
At level 1, you gain the knowledge of how to use these spells, in addition to 3 cantrips.

Dark Magics
Starting at 1st Level, you are given access to several powers.

Life Steal
Starting at 1st level, when you reduce a hostile creature to half vitality, you gain temporary vitality equal to your Charisma modifier + your Mystic level (minimum of 1).

Resuscitating Boon
Starting at 2nd level, when you are reduced to 0 vitality by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 force damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Combat Focus
At 6th level, choose two between Entropic Ward, Alchemical Casting, or Power Surge:
 * Entropic Ward: When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
 * Alchemical Casting: At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend. An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
 * Power Surge: Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a Mystic spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your Mystic level.

Spell Resistance
Starting at 10th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Drain Energy
Starting at 14th level, you can cast Finger of Death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

Cut Off
At level 20, you may force a creature to make a DC 30 Willpower save. On a fail, the target takes 10d10 Necrotic damage. If this would kill them, they instead lose half their current Hitpoints (down to one). They must make a DC 20 Wisdom save either way. On a fail, they lose all magical ability that can only be recovered by a Wish spell, Power Stone, certain NPCs, or divine intervention.

Learned Spells
At level 1, you gain the knowledge of how to use these spells, in addition to 3 cantrips.

Target
Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain vitality equal to your Mystic level + your Charisma modifier. You can't use this feature again until you finish a short or long rest.

Combat Focus
At level 2, choose one from the following:
 * Entropic Ward: When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
 * Power Surge: You can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a Mystic spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your Mystic level.

Dark One's Luck
Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

You gain these spells:

Advanced Combat Focus
At Level 6, choose one from the following:
 * Alchemical Casting: At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend. An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
 * Potent Cantrip: Starting at 6th level, when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Dormmamu Sustains
At 10th level, you no longer need to breathe, and you gain resistance to necrotic damage and force damage.

Durable Magic
Beginning at 10th level, while you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Mind-Magic
At level 14, choose one from the following:
 * Create Thrall: At 14th level, you can use your action to touch an incapacitated humanoid. That creature is charmed by you until a Remove Curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
 * Dark Delirium: Starting at 14th level, as an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your Mystic spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

Dark Rituals
At level 14, choose one from the following:
 * Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
 * Overchannel: Starting at 14th level, when you cast a Mystic spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
 * Deflecting Shroud: At 14th level, when you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Mystic level.

Manipulation Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Mystic spell and a 2nd-level Mystic spell that you know. You can cast those spells, as well as your learned Manipulation, at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

I've Come to Bargain
At 20th level, you can spend 1 minute entreating Dormammu for aid to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Changing Paths
At any level you may choose to switch to either Dark Dimension or Fallen paths. It will take a difficult task for you to return to the path of the Vishanti. If you change paths, you lose your learned spells (listed below) from the Vishanti path and gain the Learned spells of either the Black Magic or Dark Dimension path.

Learned Spells
At level 1, you gain the knowledge of how to use these spells, in addition to 3 cantrips.

Power Mandala
Starting at 1st Level, you are given access to several mandala patterns that do not expend spell slots. They require concentration to form, unless they are marked in italics. You may expend a Sorcery point to transfer up to two Mystic spells to a Mandala form. This increases by 1 at level 3, 5, 7, 9, 13, 15, 17, and 19.

Split Concentration
At 3rd Level, the user is able to cast a spell while maintaining concentration on a Mandala.

Durable Magic
Beginning at 6th level, while you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Astral Shift
At 6th level, as an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

Combat Focus
At 6th level, choose two between Entropic Ward, Alchemical Casting, or Power Surge:
 * Entropic Ward: At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
 * Alchemical Casting: At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend. An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
 * Power Surge: Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a Mystic spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your Mystic level.

The Third Eye
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. Darkvision: You gain darkvision out to a range of 60 feet. Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension: You can read any language. See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Spell Resistance
Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Overchannel
Starting at 14th level, when you cast a Mystic spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity

Dimensional Focus
At level 14, choose between Hurl through Hell or Astral Sequestration.
 * Hurl Through Hell: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
 * Astral Sequestration: Starting at 14th level, by performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. ​During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. ​Once you use this ability, you cannot use it again until you complete a long rest.

Mandala Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Mystic spell and a 2nd-level Mystic spell that you know. You can cast those spells, as well as your learned Mandalas, at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Master of the Mystic Arts
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level Mystic spells that you know. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.