The Mystic
[D&D Core Class]
The Mystic
Philosophers, mentalists, and yogis, mystics manipulate divine magic through concentration and intuition, a talent often attributed to an ancestor’s union with a celestial, fiendish, or divine entity or to the opening of doors in the mind and soul. Often revered as sages and prophets, most mystics prefer secluded mountaintop temples or wandering the world in search of enlightenment to the blood, death, and danger of adventuring. Some mystics, however, find enlightenment even in battle, answering cosmic questions by living life of the edge.
Mystics are found among all races equally.
Mystic Prestige Classes: astrologer, divinate, metamancer, paragon of beauty, simple stick, yogi, zen archer, zen blade, zen mystic.
Adaptation: The mystic serves as a mystical counterpart to the sorcerer, psion, and the monk and can serve the role of priest in societies rich with monks and philosophers or the role of mentalist in campaigns devoid of psionics.
Game Rule Information
Mystics (Mys) have the following game statistics.
Abilities: Wisdom is a vital attribute for mystics, as it dictates their base spellcasting power and contributes to several class skills, from Heal to Sense Motive. Also an important attribute, Charisma contributes additional bonus Spells Per Day and influences class skills from Diplomacy to Use Magic Device.
Base Attack Bonus: Poor (as a sorcerer).
Hit Die: d6.
Saves: Good Fortitude, Reflex, and Will.
Class Skills: The mystic's class skills are Autohypnosis (Wis) [XPsi], Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Lucid Dreaming (Wis) [MotP], Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stabilize Self (Con) [XPsi], and Use Magic Device (Cha). Skill Points at Each Level: 6 + Intelligence modifier (x4 at 1st level).
Alignment: Any.
Starting Age: As a sorcerer.
Starting Gold: 3d4 x 10gp.
Favored Class: Mystic is favored class for half-elves and humans.
Multiclassing: Monks can take levels of mystic and then return to levels of monk normally; alignment restrictions, however, still apply.
Class Features
All of the following are class features of the mystic.
Weapons and Armor Proficiency: Mystics are proficient with all simple weapons. They are not proficient with any type of armor or with shields.
Intuition
The mystic has a mystical sixth sense that warms him of danger. When unarmored, he adds his Wisdom bonus to his AC. When denied his Dexterity bonus to AC, he loses the benefit of Intuition. This is supernatural.
Meditation
He has mastered the talent of meditation. The mystic receives a +2 bonus to Autohypnosis checks and Concentration checks. In addition, with deep meditation and full rest, he regains lost hit points and ability damage at twice his normal rate. This is extraordinary.
The mystic can enhance Meditation with the Meditant feat.
Mysticism
By pure force of will, the mystic can weave divine magic as a bard or sorcerer weaves the arcane. He casts divine spells without preparation, using the bard's Spells Known and Spells Per Day progression, and can select any spell from the cleric or druid spell list except those that violate his alignment or that draw directly upon a deity; if his Wisdom score is at least 18, he may learn 7th-level cleric and druid spells as 6th-level Mysticism spells. He uses his Wisdom score to determine maximum spell level, Difficulty Class, and bonus Spells Per Day. In addition, he receives additional bonus Spells Per Day based on his Charisma score, which stack with bonus spells from Wisdom. For example, a mystic with a Wisdom score of 18 and Charisma of 15 gains two bonus 1st-level spells, two bonus 2nd-level spells, one bonus 3rd-level spell, etc.
Mysticism comes from within. He no more needs deities and divine foci to manipulate divine magic than he does the eyes of newts or mistletoe. The mystic casts Mysticism spells as if he has the Eschew Materials feat.
At 4th level and every two levels thereafter, he can replace one of his Spells Known for a more potent or advanced version of that spell, in effect forgetting the weaker spell while learning the higher-level counterpart, such as replacing cure light wounds with cure serious wounds, glyph of warding with greater glyph of warding, or shillelagh for cudgel. Spells learned from the Path of Enlightenment class feature can only be replaced with other spells from see same Path, such as mage hand for telekinesis in the path of the Unseen Hand.
Path of Enlightenment [2nd/10th/18th level]
Through introspection and meditation, the mystic opens doors within his mind and soul to pools of mysticism often alien to other divine spellcasters. Each time the mystic adopts a Path of Enlightenment, he must spend a day in deep meditation. After 24 hours, the Path's spell list is added to his Mysticism spell list and he receives a bonus Spell Known at each spell level selected from the Path.
At 2nd level, he selects two Paths of Enlightenment from the list below, and from each Path selects one bonus Spell Known for each spell level. At 10th level and again at 20th level, he selects one additional Path, and receives an additional bonus Spell Known for each spell level. The mystic can select his Paths of Enlightenment from the list below:
Higher Consciousness [4th/12th/20th level]
At 4th level, 12th level, and 20th level, the mystic can select as a bonus feat one of the following: any Alertness, Autonomous [XPsi], Blind-Fight, Blind-Sight 5-ft Radius [De&D/Sw&F], Centered, Chaotic Mind [XPsi], Closed Mind [XPsi], Danger Sense [d301], Deflect Arrows, Devout, Diehard, Disciplined, Divine Preparation, Empathic, Eyes in the Back of Your Head [CWar/PG2F], Fearless, Focused, Force of Will [XPsi], Hostile Mind [XPsi], Iron Will, Intrepid, Kiai Shout [CWar], Karmic Strike [PG2F], Luminous, Magical Aptitude, Meditant, Mind Over Body [FRCS/XPsi], Mystical Affinity, Open Minded [XPsi], Out of Body, Philosopher, Predict Outcome [d292], Principles of Zen, Snatch Arrows, Spellcasting Affinity, Spellcasting Versatility, Spell Familiarity, Strong Mind [Udrk], Unshakable, Wild Talent [XPsi], or any Metamagic, Weapon Zen, Zen Archery [CWar], or Zen Focus feat. He must otherwise qualify for any feat selected.
Mind Over Body [5th level]
The mystic can manipulate his metabolism, causing wounds to heal, poisons to be neutralized, and disease to be banished. After 10 minutes of deep meditation, he can heal himself of a number of hit points of damage equal to twice his mystic level + his Wisdom bonus. He can choose to forgo 10 points of this healing to effect delay poison upon himself, as the spell cast by a cleric of his caster level. By forgoing 20 points of healing, he can effect neutralize poison or remove disease upon himself. He can use this spell-like ability any number of times per day, dividing up his healing as desired. Mind Over Body is a spell-like ability.
Sixth Sense [6th level]
His intuition grants him insight into the future. When unarmored, the mystic adds his Wisdom bonus to his Reflex saves. When caught flatfooted, he can make a Will save (DC 15) to anticipate the surprise and retain his Dexterity bonus to AC. When denied his Dexterity bonus to AC, he loses the benefit of Sixth Sense. This is supernatural.
Uncanny Dodge [4th level]
He’s as elusive as a wink. The jester retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker; he loses this bonus if immobilized. If the jester already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead. This is extraordinary.
Force of Will [8th level]
The mystic can effect divine magic with mere thought. He receives the Will Spell feat for free, allowing him to cast spells without material, somatic, or verbal components. When applied to a Mysticism spell, a willed spell uses up a spell level slot only two levels higher than the spell’s actual level.
Strong Soul [9th level]
His soul burns with fiery life. He adds his Charisma bonus to all saving throws against Enchantment and Necromantic spells and effects.
Karmic Casting [13th level]
The mystic can employ his full force of soul to his magic. Up to three times per day, he can add his Charisma bonus to the effective caster level of any Mysticism spell he casts.
Will to Power [14th level]
When the mystic applies Force of Will to a Mysticism spell, the casting time of the willed spell is not increased.
Mystical Ability [16th level]
Mysticism becomes as much a part of him as his hand and heart. He may select any Path spell that he knows and can cast, up to a maximum spell level equal to his Charisma modifier. He can now effect this spell as a spell-like ability three times per day.
Trance [17th level]
After entering a trance, the mystic can free his soul from its corporeal cage. After 10 minutes of meditation, the mystic can effect astral projection once per day, as the spell cast by a cleric of his caster level. This is a spell-like ability.
From Within [20th level]
When the mystic applies Force of Will to a Mysticism spell, the willed spell uses up a spell level slot only one level higher than the spell's actual level.
Tranquility [20th level]
The mystic can achieve such a level of inner peace that his mind becomes an impenetrable fortress. Once per day, he can enter a mental state that renders him immune to all devices and spells that detect, influence, or read emotions or thoughts. He is protected from all mind-affecting spells and effects, including limited wish when used to affect his mind. Entering this state requires he meditate for 10 minutes, after which Tranquility takes effect and lasts for a number of hours equal to his Wisdom modifier. Unlike the mind blank spell, Tranquility offers no protection against scrying, wish, or miracle. This is a spell-like ability.
Epic Mystic: The epic-level mystic continues his Hit Die, skill point, and Mind Over Body progressions. In addition, he receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.).
Board Link: To feedback on this class posted on the Wizards of the Coast message boards.
Philosophers, mentalists, and yogis, mystics manipulate divine magic through concentration and intuition, a talent often attributed to an ancestor’s union with a celestial, fiendish, or divine entity or to the opening of doors in the mind and soul. Often revered as sages and prophets, most mystics prefer secluded mountaintop temples or wandering the world in search of enlightenment to the blood, death, and danger of adventuring. Some mystics, however, find enlightenment even in battle, answering cosmic questions by living life of the edge.
Mystics are found among all races equally.
Mystic Prestige Classes: astrologer, divinate, metamancer, paragon of beauty, simple stick, yogi, zen archer, zen blade, zen mystic.
Adaptation: The mystic serves as a mystical counterpart to the sorcerer, psion, and the monk and can serve the role of priest in societies rich with monks and philosophers or the role of mentalist in campaigns devoid of psionics.
Game Rule Information
Mystics (Mys) have the following game statistics.
Abilities: Wisdom is a vital attribute for mystics, as it dictates their base spellcasting power and contributes to several class skills, from Heal to Sense Motive. Also an important attribute, Charisma contributes additional bonus Spells Per Day and influences class skills from Diplomacy to Use Magic Device.
Base Attack Bonus: Poor (as a sorcerer).
Hit Die: d6.
Saves: Good Fortitude, Reflex, and Will.
Class Skills: The mystic's class skills are Autohypnosis (Wis) [XPsi], Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Lucid Dreaming (Wis) [MotP], Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stabilize Self (Con) [XPsi], and Use Magic Device (Cha). Skill Points at Each Level: 6 + Intelligence modifier (x4 at 1st level).
Alignment: Any.
Starting Age: As a sorcerer.
Starting Gold: 3d4 x 10gp.
Favored Class: Mystic is favored class for half-elves and humans.
Multiclassing: Monks can take levels of mystic and then return to levels of monk normally; alignment restrictions, however, still apply.
Class Features
All of the following are class features of the mystic.
Weapons and Armor Proficiency: Mystics are proficient with all simple weapons. They are not proficient with any type of armor or with shields.
- Intuition, Meditation, Mysticism
- Path of Enlightenment
- Higher Consciousness
- Mind Over Body
- Sixth Sense
- Force of Will
- Strong Soul
- Path of Enlightenment
- Higher Consciousness
- Karmic Casting
- Will to Power
- Mystical Ability
- Trance
- Path of Enlightenment
- From Within, Higher Consciousness, Tranquility
Intuition
The mystic has a mystical sixth sense that warms him of danger. When unarmored, he adds his Wisdom bonus to his AC. When denied his Dexterity bonus to AC, he loses the benefit of Intuition. This is supernatural.
Meditation
He has mastered the talent of meditation. The mystic receives a +2 bonus to Autohypnosis checks and Concentration checks. In addition, with deep meditation and full rest, he regains lost hit points and ability damage at twice his normal rate. This is extraordinary.
The mystic can enhance Meditation with the Meditant feat.
Mysticism
By pure force of will, the mystic can weave divine magic as a bard or sorcerer weaves the arcane. He casts divine spells without preparation, using the bard's Spells Known and Spells Per Day progression, and can select any spell from the cleric or druid spell list except those that violate his alignment or that draw directly upon a deity; if his Wisdom score is at least 18, he may learn 7th-level cleric and druid spells as 6th-level Mysticism spells. He uses his Wisdom score to determine maximum spell level, Difficulty Class, and bonus Spells Per Day. In addition, he receives additional bonus Spells Per Day based on his Charisma score, which stack with bonus spells from Wisdom. For example, a mystic with a Wisdom score of 18 and Charisma of 15 gains two bonus 1st-level spells, two bonus 2nd-level spells, one bonus 3rd-level spell, etc.
Mysticism comes from within. He no more needs deities and divine foci to manipulate divine magic than he does the eyes of newts or mistletoe. The mystic casts Mysticism spells as if he has the Eschew Materials feat.
At 4th level and every two levels thereafter, he can replace one of his Spells Known for a more potent or advanced version of that spell, in effect forgetting the weaker spell while learning the higher-level counterpart, such as replacing cure light wounds with cure serious wounds, glyph of warding with greater glyph of warding, or shillelagh for cudgel. Spells learned from the Path of Enlightenment class feature can only be replaced with other spells from see same Path, such as mage hand for telekinesis in the path of the Unseen Hand.
Path of Enlightenment [2nd/10th/18th level]
Through introspection and meditation, the mystic opens doors within his mind and soul to pools of mysticism often alien to other divine spellcasters. Each time the mystic adopts a Path of Enlightenment, he must spend a day in deep meditation. After 24 hours, the Path's spell list is added to his Mysticism spell list and he receives a bonus Spell Known at each spell level selected from the Path.
At 2nd level, he selects two Paths of Enlightenment from the list below, and from each Path selects one bonus Spell Known for each spell level. At 10th level and again at 20th level, he selects one additional Path, and receives an additional bonus Spell Known for each spell level. The mystic can select his Paths of Enlightenment from the list below:
- Gentle Hand: The mystic must be nonevil to follow this path. 0 cure minor wounds, touch of fatigue; 1 cure light wounds, pass without trace; 2 aid, gentle repose; 3 stone shape, water walk; 4 awaken, cure critical wounds; 5 dispel evil, heal; 6 greater restoration, resurrection
- Heavenly Light: He must be nonevil to follow this path. 0 disrupt undead, light; 1 entropic shield, faerie fire; 2 daylight, eagle's splendor; 3 plant growth, searing light; 4 fire shield, rainbow pattern; 5 dispel evil, sunbeam; 6 holy aura, mass eagle's splendor
- Inner Eye: 0 detect magic, read magic; 1 detect secret doors, true strike; 2 darkvision, see invisibility; 3 arcane sight, clairaudience/clairvoyance; 4 arcane eye, locate creature; 5 true seeing, vision; 6 analyze dweomer, foresight
- Karmic Balance: 0 guidance, resistance; 1 bless, doom; 2 karma, shield other; 3 prayer, vampiric touch; 4 break enchantment, reincarnate; 5 atonement, death ward; 6 mass karma, spell turning
- Merciless Heart: He must be nongood to follow this path. 0 inflict minor wounds, touch of fatigue; 1 bane, inflict light wounds; 2 inflict moderate wounds, scare; 3 contagion, crushing despair; 4 inflict critical wounds, poison; 5 mass inflict light wounds, symbol of pain; 6 harm, mass inflict moderate wounds
- Simple Truth: He must be nonchaotic to follow this path. 0 light, know direction; 1 identify, true strike; 2 owl's wisdom, zone of truth; 3 invisibility purge, locate object; 4 discern lies, divination; 5 legend lore, true seeing; 6 find the path, moment of prescience
- Spoken Word: 0 lullaby, message; 1 command, comprehend languages; 2 suggestion, whispering wind; 3 glibness, tongues; 4 command plants, discern lies; 5 greater command, mass suggestion; 6 power word: blind, word of recall
- Unblemished Purity: He must be nonevil to follow this path. 0 purify food and drink, virtue; 1 bless, protection from evil; 2 eagle's splendor, make whole; 3 remove curse, remove disease; 4 neutralize poison, repel vermin; 5 dismissal, heal; 6 antipathy, holy aura
- Unfettered Foot: He must be nonlawful to follow this path. 0 footpad's grace [d302], know direction; 1 expeditious retreat, longstrider; 2 cat's grace, spider climb; 3 haste, water walk; 4 air walk, freedom of movement; 5 passwall, overland flight; 6 freedom, mass cat's grace
- Unseen Hand: 0 mage hand, open/close; 1 animate rope, Tenser's floating disk; 2 knock, levitate; 3 halt undead, still person; 4 still monster, telekinesis; 5 overland flight, wall of force; 6 Otiluke's telekinetic sphere, repulsion
- Unspoken Word: 0 project thought, read magic; 1 detect evil, status; 2 detect thoughts, silence; 3 speak with animals, speak with plants; 4 dominate person, sending; 5 dream, Rary's telepathic bond; 6 demand, sympathy.
- Zen Insight: He must be nonchaotic to follow this path. 0 guidance, virtue; 1 remove fear, sanctuary; 2 calm emotions, owl's wisdom; 3 good hope, remove curse; 4 break enchantment, freedom of movement; 5 atonement, Mordenkainen's private sanctum; 6 moment of prescience, mind blank
- Heavenly Light: He must be nonevil to follow this path. 0 disrupt undead, light; 1 entropic shield, faerie fire; 2 daylight, eagle's splendor; 3 plant growth, searing light; 4 fire shield, rainbow pattern; 5 dispel evil, sunbeam; 6 holy aura, mass eagle's splendor
Higher Consciousness [4th/12th/20th level]
At 4th level, 12th level, and 20th level, the mystic can select as a bonus feat one of the following: any Alertness, Autonomous [XPsi], Blind-Fight, Blind-Sight 5-ft Radius [De&D/Sw&F], Centered, Chaotic Mind [XPsi], Closed Mind [XPsi], Danger Sense [d301], Deflect Arrows, Devout, Diehard, Disciplined, Divine Preparation, Empathic, Eyes in the Back of Your Head [CWar/PG2F], Fearless, Focused, Force of Will [XPsi], Hostile Mind [XPsi], Iron Will, Intrepid, Kiai Shout [CWar], Karmic Strike [PG2F], Luminous, Magical Aptitude, Meditant, Mind Over Body [FRCS/XPsi], Mystical Affinity, Open Minded [XPsi], Out of Body, Philosopher, Predict Outcome [d292], Principles of Zen, Snatch Arrows, Spellcasting Affinity, Spellcasting Versatility, Spell Familiarity, Strong Mind [Udrk], Unshakable, Wild Talent [XPsi], or any Metamagic, Weapon Zen, Zen Archery [CWar], or Zen Focus feat. He must otherwise qualify for any feat selected.
Mind Over Body [5th level]
The mystic can manipulate his metabolism, causing wounds to heal, poisons to be neutralized, and disease to be banished. After 10 minutes of deep meditation, he can heal himself of a number of hit points of damage equal to twice his mystic level + his Wisdom bonus. He can choose to forgo 10 points of this healing to effect delay poison upon himself, as the spell cast by a cleric of his caster level. By forgoing 20 points of healing, he can effect neutralize poison or remove disease upon himself. He can use this spell-like ability any number of times per day, dividing up his healing as desired. Mind Over Body is a spell-like ability.
Sixth Sense [6th level]
His intuition grants him insight into the future. When unarmored, the mystic adds his Wisdom bonus to his Reflex saves. When caught flatfooted, he can make a Will save (DC 15) to anticipate the surprise and retain his Dexterity bonus to AC. When denied his Dexterity bonus to AC, he loses the benefit of Sixth Sense. This is supernatural.
Uncanny Dodge [4th level]
He’s as elusive as a wink. The jester retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker; he loses this bonus if immobilized. If the jester already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead. This is extraordinary.
Force of Will [8th level]
The mystic can effect divine magic with mere thought. He receives the Will Spell feat for free, allowing him to cast spells without material, somatic, or verbal components. When applied to a Mysticism spell, a willed spell uses up a spell level slot only two levels higher than the spell’s actual level.
Strong Soul [9th level]
His soul burns with fiery life. He adds his Charisma bonus to all saving throws against Enchantment and Necromantic spells and effects.
Karmic Casting [13th level]
The mystic can employ his full force of soul to his magic. Up to three times per day, he can add his Charisma bonus to the effective caster level of any Mysticism spell he casts.
Will to Power [14th level]
When the mystic applies Force of Will to a Mysticism spell, the casting time of the willed spell is not increased.
Mystical Ability [16th level]
Mysticism becomes as much a part of him as his hand and heart. He may select any Path spell that he knows and can cast, up to a maximum spell level equal to his Charisma modifier. He can now effect this spell as a spell-like ability three times per day.
Trance [17th level]
After entering a trance, the mystic can free his soul from its corporeal cage. After 10 minutes of meditation, the mystic can effect astral projection once per day, as the spell cast by a cleric of his caster level. This is a spell-like ability.
From Within [20th level]
When the mystic applies Force of Will to a Mysticism spell, the willed spell uses up a spell level slot only one level higher than the spell's actual level.
Tranquility [20th level]
The mystic can achieve such a level of inner peace that his mind becomes an impenetrable fortress. Once per day, he can enter a mental state that renders him immune to all devices and spells that detect, influence, or read emotions or thoughts. He is protected from all mind-affecting spells and effects, including limited wish when used to affect his mind. Entering this state requires he meditate for 10 minutes, after which Tranquility takes effect and lasts for a number of hours equal to his Wisdom modifier. Unlike the mind blank spell, Tranquility offers no protection against scrying, wish, or miracle. This is a spell-like ability.
Epic Mystic: The epic-level mystic continues his Hit Die, skill point, and Mind Over Body progressions. In addition, he receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.).
Board Link: To feedback on this class posted on the Wizards of the Coast message boards.
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