Mark of Mastery Mystic (5e Class)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to work with Past Level 20 (5e Variant Rule) and Further Beyond (5e Variant Rule).


Work In Progress


Epic Prestige Class[edit]

This class in the pinnacle for the Keyblade Mystic. Those who attain this mark, are known as the wisest and honored masters of the key.

Prerequisites[edit]

  • 20th level in Keyblade Mystic.
  • 20 in Charisma.
  • You must pass the Mark of Mastery Exam or some equivalent (DM's discretion).

Class Features

As a Mark Of Mastery Mystic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mark Of Mastery Mystic level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Mark Of Mastery Mystic level

Proficiencies

Armor: none
Weapons: none
Tools: choose any 1
Saving Throws: choose any 1
Skills: choose any 2

Table: The Mark Of Mastery Mystic

Level Proficiency
Bonus
Features Ability Points Grand Abilities 10th Level Spell Slots 11th Level Spell Slots 12th Level Spell Slots
21st +7 Grand Feat, Grand Magic, Ability Score Increase 21 - 1 - -
22nd +7 Grand Mystic Path, Grand Abilities 22 2 1 - -
23rd +7 Ability Score Increase 23 2 1 - -
24th +7 Path Feature 24 3 2 1 -
25th +8 Grand Feat, Ability Score Increase 25 3 2 1 -
26th +8 Path Feature 26 3 2 1 -
27th +8 Ability Score Increase 27 4 3 2 1
28th +8 Grand Magic Thrift 28 4 3 2 1
29th +9 Grand Feat, Ability Score Increase 29 4 3 2 1
30th +9 Magic Year 30 5 3 2 1

Grand Feat[edit]

When you reach 21st level, and again at 25th and 26th level, you may select one Grand feat from the feats list in this supplement. You may forgo taking an Grand feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.

Ability Score Improvement[edit]

When you reach 21 level, and again at 23rd, 25th, 27th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature.

Grand Magic[edit]

Starting at 21st level, you can cast magic of which only those who have passed the Mark of Mastery exam even know of. These spells are of power that no lower spellcaster can even hope to cast it. You gain 10th, 11th, and 12th level spell slots as you gain levels in this class as shown on the Mark Of Mastery Mystic table. When you prepare your spells at the end of a long rest, you can prepare a number of 10th level or higher spells among them up to an amount equal to your Charisma Modifier.
Click Here for the Keyblade Spell List

Grand Mystic Path[edit]

Starting at 22nd level, you can further your path that you chose at 3rd level to new heights. You gain a new feature based on your subclass as well as another at 24th level and 26th level.

Grand Abilities[edit]

Starting at 22nd level, you gain access to even more potent abilities. You gain 2 Grand Abilities, and gain more as you gain levels in this class as shown on the table above. When you gain a level in this class, you may exchange a Grand Ability you know for one other Grand Ability that you are eligible for.
Alternatively, when you would gain a Grand Ability, you can instead choose to take 2 regular abilities.
Click Here for a full list of abilities

Grand Magic Thrift[edit]

Starting at 28th level, your Magic Thrift feature is now more potent. You can now cast spells up to 9th level by spending ability points equal to the level of the spell.

Magic Year[edit]

Starting at 30th level, your Magic Hour feature is seemingly boundless. You now only need to spend 1 AP at the start of each of your turns to maintain concentration on a second spell, and only need to spend 1 additional AP at the start of each of your turns for each additional spell on top of that.
Additionally, when you would make a saving throw to maintain concentration on one or more spells as a result of taking damage, and the damage taken is equal to or less than your Charisma Score, you automatically succeed on the saving throw.