Subclass Features

As a Mystic, you gain the following features.

1Disciplines

Add the Auspex disciplines to your list of discipline options.

Auspex

This collection of disciplines grants vampire superlative sensory capabilities.

Aura Perception

You can cast Detect Magic at will.

The Spirit’s Touch

Prerequisite: 3rd level and the Aura Perception Discipline
As an action you may spend 1 Blood Point to lift the psychic impressions left on an object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

Lay Open the Mind

Prerequisite: 5th level and The Spirit’s Touch Discipline
You may spend 2 Blood Points to cast the Detect Thoughts spell without requiring any components.

Remote Viewing

Prerequisite: 7th level and the Lay Open the Mind Discipline
You may spend 3 Blood Points to cast the Clairvoyance spell without requiring material components. When cast using this feature you can choose to both see and hear from the sensor.

Walk the World Between

Prerequisite: 9th level and the Remote Viewing Discipline
As an action you may spend 4 Blood Points to enter the Ethereal Plane for up to 1 hour unless you spend an additional 4 Blood Points to extend the duration. As an action you may exit the Ethereal Plane. Upon exiting you return to the plane you originally entered from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

3Deathly Silence

As an action you can create a 10-foot-radius sphere centered on yourself that moves with you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there unless the spell is granted to you by a Vampire Discipline.

You can use this feature once per long rest. If you have expended all uses of this feature you can spend 1 Blood Point to use it an additional time.

6Poppet

Choose a creature that you can see and an object within 5 feet. The chosen object must be no larger than a 1-foot cube. The target must make a Charisma saving throw against your Discipline Save DC, which is modified by how well you know the target and the sort of physical connection you have to it. If the target succeeds its saving throw it is immune to this effect for 24 hours. If the target fails its saving throw the chosen object becomes a poppet linked to the target creature.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or similar -10

Any damage that would be dealt to the poppet is instead dealt to the linked creature. If the poppet is ever targeted by the Dispel Magic spell or similar effect or is dealt damage while the linked creature is at 0 hit points the poppet is instantly destroyed and the link severed.

A creature can only be linked to one poppet and a poppet can only be linked to one creature. Attempting to link a creature to a new poppet or a poppet to a new creature requires a Charisma saving throw against the Discipline Save DC of the creature that created the initial link, severing any existing links between the targets on a success. You may sever the connection between any poppets you create as a bonus action.

Variant: Darker Dungeons' Wear & Tear
If you are using the Wear & Tear from Giffyglyph's Darker Dungeons, anytime a poppet would gain a notch the linked creature instead takes 1d4 force damage. The poppet is impervious to degradation while the link is active.

10Death’s Embrace

You can spend 10 minutes imbuing a creature that has been dead no more than 10 days with your vampiric essence. After 8 hours the creature returns to life with 1 hit, provided its soul is both willing and able. The process also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died but does not remove magical diseases, curses, or similar effects. The creature’s type changes to undead.

This process closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival it remains dead.

The creature is charmed by you until it finishes a long rest.