by Ray Cordova,
[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM
Mystic (Krynn) Calling upon the inherent divine spark in al l living beings, the mystic carries the power to both h eal and harm. What sets the mystic apart from the cleric is the within, not without. Unli functions regardless of the presence or absence of deities.
Creating a Mystic Choosing an appropriate mystic domain is one of your most important choices when creating your mystic. Most good or neutral mystics choose life or nature, while those with a more evil bent choose trickery or death.
Quick Build You can make a mystic quickly by following these suggestions. First, make Wisdom your highest ability score. Second, choose the acolyte background. Third, choose the light , mending, sacred flame, and spare the dying cantrips, along with the 1st-level spells cure wounds and shield of faith .
Mystic by ?
by Ray Cordova,
[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM
The Mystic Mystic (Krynn) (Krynn) -Spell Slots per Spell LevelProficiency
Mysticism
Bonus
Points
1st
+2
-
2nd
+2
2
3rd
+2
3
4th
+2
4
5th
+3
5
6th
+3
7th
+3
Level
Features
Cantrips
Spells
Known
Known
4
1st
2nd
3rd
2
2
-
-
-
-
-
-
-
-
4
3
3
-
-
-
-
-
-
-
-
4
4
4
2
-
-
-
-
-
-
-
5
5
4
3
-
-
-
-
-
-
-
-
5
6
4
3
2
-
-
-
-
-
-
6
Mystic Domain Feature
5
7
4
3
3
-
-
-
-
-
-
7
-
5
8
4
3
3
1
-
-
-
-
-
5
9
4
3
3
2
-
-
-
-
-
Spellcasting, Mystic Domain Faith of the Heart, Mystic Domain feature, Metamagic Ability Score Improvement
4th 5th 6th 7th 8th 9th
Ability Score
8th
+3
8
Improvement, Mystic Domain Feature
9th
+4
9
-
5
10
4
3
3
3
1
-
-
-
-
10th
+4
10
Metamagic
6
11
4
3
3
3
2
-
-
-
-
11th
+4
11
-
6
12
4
3
3
3
2
1
-
-
-
12th
+4
12
6
12
4
3
3
3
2
1
-
-
-
13th
+5
13
-
6
13
4
3
3
3
2
1
1
-
-
14th
+5
14
Inner Faith
6
13
4
3
3
3
2
1
1
-
-
15th
+5
15
-
6
14
4
3
3
3
2
1
1
1
-
16th
+5
16
6
14
4
3
3
3
2
1
1
1
-
+6
17
6
15
4
3
3
3
2
1
1
1
1
18th
+6
18
6
15
4
3
3
3
3
1
1
1
1
19th
+6
19
6
15
4
3
3
3
3
2
1
1
1
+6
20
6
15
4
3
3
3
3
2
2
1
1
17th
20th
Ability Score Improvement
Ability Score Improvement Metamagic, Mystic Domain Feature Mystic Fortitude Ability Score Improvement Mystic Tenacity
by Ray Cordova,
[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM
Class Features As a mystic, you gain the following class features.
Hit Points Hit Dice: 1d6 per mystic level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mystic level after 1st
Proficiencies
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the mystic spell list. The Spells Known column of the Mystic table shows when you learn more mystic spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you
Armor: Light armor
can choose one of the mystic spells you know and replace it with another spell from the mystic spell list,
Weapons: All simple weapons
which also must be of a level for which you ha ve spell
Tools: None
slots.
Saving Throws: Constitution, Wisdom
Spellcasting Ability
Skills: Choose two from History, Insight, Medicine,
Charisma is your spellcasting ability for your mystic
Persuasion, and Religion
spells, since the power of your magic relies on your
Equipment
ability to manifest your divine spark into the world. You use your Charisma whenever a spell refers to your
You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) padded armor, (b) leather armor, or (c) studded leather armor
spellcasting ability. In addition, you use your Charisma 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 +
your Charisma modifier Spell attack modifier = your proficiency bonus +
Two daggers and a holy symbol
Spellcasting
your Charisma modifier
Spellcasting Focus You can use a holy symbol (found in chapter 5 of the
An event in your past awakened the divine spark within
PHB) as a spellcasting focus for your mystic spells.
you. This faith of the heart fuels your spells. See chapter 10 of the PHB for the general rules of spellcasting and
Mystic Spells
below for the mystic spell list.
The following spell list may be used in place of the
Cantrips
standard cleric spell list.
At 1st level, you know four cantrips of your choice from the mystic spell list. You learn additional mystic cantrips
Cantrips (0 Level) Chill Touch Friends Guidance Light Mending Resistance Sacred Flame Spare the Dying Vicious Mockery
of your choice at higher levels, as shown in the Cantrips Known column of the Mystic ta ble.
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 level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.
1st Level Animal Friendship Bane Bless Charm Person Command Create or Destroy Water Cure Wounds
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[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM Detect Evil and Good Detect Magic Detect Posion or Disease Guiding Bolt Healing Word Heroism Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith 2nd Level Aid Augury Blindness/Deafness Calm Emotions Continual Flame Detect Thoughts Enhance Ability Enthrall Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healing Protection from Poison See Invisibility Shatter Silence Spiritual Weapon Suggestion Warding Bond Zone of Truth 3rd Level Animate Dead Beacon of Hope Bestow Curse Create Food and Water Daylight Dispel Magic Fear Feign Death Glyph of Warding Magic Circle Mass Healing Word Meld into Stone Protection from Energy Remove Curse Revivify Sending Speak with Dead Spirit Guardians Water Breathing Water Walk 4th Level Banishment Confusion
Control Water Death Ward Divination Dominate Beast Freedom of Movement Guardian of Faith 5th Level Awaken Commune Contagion Dispel Evil and Good Dominate Person Flame Strike Greater Restoration Hallow Hold Monster Mass Cure Wounds Mislead Modify Memory Raise Dead 6th Level Blade Barrier Create Undead Eyebite Forbiddance Harm Heal
Mass Suggestion Wind Walk 7th Level Conjure Celestial Conjure Fey Divine Ward Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol 8th Level Antimagic Field Antipathy/Sympathy Feeblemind Glibness Holy Aura Mind Blank 9th Level Astral Projection Gate Mass Heal Storm of Vengeance True Resurrection
by Ray Cordova,
[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM
Mystics and Channel Divinity
Metamagic
Since the mystic class does not have t he channel divinity
At 3rd level, you gain the ability to twist your spells to
feature, it would seem to preclude making use of several
suit your needs. You gain two of the following Metamagic options of your choice. You gain another one
domain features. This need not be the case. instead expend a number of mysticism points equal to the
at 10th and 17th level. You can use only one Metamagic option on a spell
level at which the channel divinity feature is acquired.
when you cast it, unless otherwise noted.
To make use of a channel divinity feature, the mystic can
For example, a knowledge mystic may make use of the knowledge of the ages feature by expending two mysticism points.
Faith of the Heart At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by mysticism points, which allow you to create a variety of
Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures 1 mysticism point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
magical effects.
Distant Spell
Mysticism Points
When you cast a spell that has a range of 5 feet or
You have 2 mysticism points, and you gain more as you reach higher levels, as shown in the Mysticism Points column of the Mystic table. You can never have more mysticism points than shown on the table f or your level. You regain all spent mysticism points when you finish a long rest.
Flexible Casting You can use your mysticism points to gain additional spell slots, or sacrifice spell slots to gain additional mysticism points. You learn other ways to u se your mysticism points as you reach higher levels. Creating Spell Slots. You can transform unexpended
greater, you can spend 1 mysticism point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 mysticism point to make the range of the spell 30 feet.
Empowered Spell When you roll damage for a spell, you can spend 1 mysticism point to reroll a number of the damage dice up to your Wisdom 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.
mysticism points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost
Extended Spell
of creating a spell slot of a given level. You can create
longer, you can spend 1 mysticism point to double its
spell slots no higher in level than 5 th.
duration, to a maximum duration of 24 hours.
Creating Spell Slots
Heightened Spell
Spell Slot Level
Mysticism Point Cost
When you cast a spell that has a duration of 1 minute or
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3
1st
1
2nd
2
3rd
4
disadvantage on its first saving throw made against the
4th
5
spell.
5th
6
Quickened Spell
Converting a Spell Slot to Mysticism Points. As a
bonus action on your turn, you can expend one spell slot and gain a number of mysticism points equal to the
mysticism points to give one target of the spell
When you cast a spell that has a casting time of 1 action, you can spend 2 mysticism points to change the casting time to 1 bonus action for this casting.
Subtle Spell When you cast a spell, you can spend 1 my sticism point to cast it without any somatic or verbal components.
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Twinned Spell
not know or are not normally capable of casting the
When you cast a spell that targets only one creature and
spell) with a duration of up to 24 hours. You also heal a number of hit points equal to your Wisdom modifier x mystic level.
mysticism second creature in range with the same spell (1
Earth Strike
mysticism point if the spell is a cantrip).
At 8th level, once on each of your turns, you can cause a
Ability Score Improvement
creature touching stone or earth you have just
When you reach 4th level, and again at 8th, 12th, 16th,
extra damage to 2d8 at 14th level.
and 19th level, you can increase one ability score of your
Master of Earth
damaged, to take an extra 1d8 damage. Increase this
choice by 2, or you can increase two ability scores of Starting at 17th level, you gain a burrow speed equal to an ability your current walking speed (and can b urrow through score above 20 using this feature. stone) whenever you are underground or indoors.
Mystic Domain Mystic domains represent the inner focus that guides access to the following domains and are f ree to choose the one domain that best suits their inner focus: Arcana (see SCAG), Death (see DMG), Earth, K nowledge, Life, Meditation, Nature, Trickery
Earth Domain Earth mystics combine some of the eponymous wild magic of Krynn with the inner divine spark all mystics possess.
Mystic Appellations Depending on the domain they choose, mystics have the following common appellations. Domain
Appellation
Arcana
Mystic-Sorcerer
Death
Necromancer/Spiritualist
Earth
Earth Mystic
Knowledge
Mentalist
Life
Healer
Meditation
Channeler
Nature
Animist
Trickery
Alterer
Earth Domain Spells Mystic Level
1st
Spells catapult, earth tremor
Inner Faith
3rd 5th
erupting earth, slow
7th
banishment, stoneskin
9th
animate objects, wall of stone
At 14th level, your faith in your own divine power is so complete that you are no longer limited in your faith of the heart. You use the table that follows f or flexible casting.
Bonus Proficiencies At 1st level, you gain proficiency with medium and heavy armor.
Ear
Creating Spell Slots Spell Slot Level
Mysticism Point Cost
1st
1
2nd
2
At 1st level, you have advantage on rolls against forced
3rd
4
movement.
4th
5
5th
6
Channel Divinity:
6th
8
Starting at 2nd level, as an action, you can use your
7th
10
Channel Divinity to cast meld into stone (even if you do
8th
12
not know or are not normally capable of casting the
9th
14
spell) with a duration of up to 24 hours.
Channel Divinity: Stone Womb Starting at 6th level, as an action, you can use your Channel Divinity to cast meld into stone (even if you do
Dwarf Earth Mystic by ?
by Ray Cordova,
[email protected] last updated on on August 26, 2017 2017 at 11:08:27 AM AM
Mystic Fortitude
Mystic Tenacity
At 18th level, your mystical power allows you to weather punishing attacks. Whenever you are subject to a critical hit, as a reaction you may either expend 2 mysticism points to convert that critical hit into a normal hit, or gain 2 mysticism points (up to your normal maximum). This feature is useable again after a short rest.
At 20th level, your mystic fortitude feature is useable three times (but no more than once per round) before requiring a short rest. Additionally, when reduced to 0 hit points, you may expend 10 mysticism points to instantly regain half your normal maximum hit points. This feature is useable again after a short rest.
Mystic by Jason Engle