Mystic, Variant (3.5e Class)

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Mystic, Variant[edit]

The mystic is a magic user that summons divine energy from the world around him. He does not need to worship any deity in exchange for divine spell casting, unlike the cleric whose prayers are answered by their respective gods. Mystics are not tied to temples, and while some may work with or even serve in temples their powers are directly tied to the positive material plane.

Making a Mystic[edit]

The mystic is a divine spell caster that spontaneously draws power from the environment and the positive material plane. Unlike clerics their abilities are supernatural in nature as they possess a direct link to healing powers instead of having to draw that energy from their deity. However the major drawback of a mystic is that only a certain number of spells come naturally to them, and they cannot choose from the complete listing that clerics enjoy for daily versatility.

Abilities: Wisdom determines their which spell level they can learn and bonus spell capacity. Charisma determines their spells' DC and the number of tries per day to turn undead.

Races: Any race can be a mystic.

Alignment: Any

Starting Gold: 3d4×10 gp 75 gp average.

Starting Age: "Complex"

Table: The Mystic

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn or Rebuke Undead 5 3
2nd +1 +3 +0 +3 6 4
3rd +2 +3 +1 +3 6 5 3
4th +3 +4 +1 +4 6 6 4
5th +3 +4 +1 +4 6 6 5 3
6th +4 +5 +2 +5 6 6 6 4
7th +5 +5 +2 +5 6 6 6 5 3
8th +6/+1 +6 +2 +6 6 6 6 6 4
9th +6/+1 +6 +3 +6 6 6 6 6 5 3
10th +7/+2 +7 +3 +7 6 6 6 6 6 4
11th +8/+3 +7 +3 +7 6 6 6 6 6 5 3
12th +9/+4 +8 +4 +8 6 6 6 6 6 6 4
13th +9/+4 +8 +4 +8 6 6 6 6 6 6 5 3
14th +10/+5 +9 +4 +9 6 6 6 6 6 6 6 4
15th +11/+6/+1 +9 +5 +9 6 6 6 6 6 6 6 5 3
16th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 4
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 5 3
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 5
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Skills 2 + Int modifier per level, ×4 at 1st level
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Spells: A mystic casts divine spells, which are drawn from the mystic spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A mystic can choose one or two domains from the cleric domain list that he can add to his spells known. He cannot choose a domain that goes against his alignment. A mystic spontaneously casts spells and does not need to prepare them in advance.

To prepare or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a mystic’s spell is 10 + the spell level + the mystic’s Charisma modifier.

0— Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue, Wereflame.

1st—Calm Animals, Charm Animal, Entangle, Goodberry, Faerie Fire, Magic Fang, Magic Stone, Shillelagh, Summon Nature's Ally I,Burning Hands, Bless Water, Animate Rope, Bless, Chill Touch, Cure Light Wounds, Curse Water, Delay Poison, Detect Snares and Pits, Detect Secret Doors, Endure Elements, Faerie Fire, Hold Portal, Identify, Mage Armor, Magic Missile (Elemental), Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Resist Energy (Elemental Only), Shield, Shocking Grasp, Summon Monster I (Elemental or Elemental Kin Only), Unseen Servant

2nd—Animal Messenger, Animal Trance, Fire Trap, Hold Animal, Reduce Animal, Summon Nature's Ally II, Summon Swarm, Wood Shape, Acid Arrow, Arcane Lock, Continual Flame, Darkness, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Person (restricts movement by air or water), Hold Animal (restricts movement by air or water), Levitate (Uses Air), Make Whole, Protection from Energy (Elemental), Pyrotechnics, Resist Energy (Elemental), Scorching Ray, Shatter, Soften Earth and Stone, Sound Burst, Spike Growth, Summon Monster II (Elemental or Elemental Kin Only), Whispering Wind, Wind Wall. Aid, Protection from Arrows, Bear's Endurance, Blur, Bull's Strength, Whispering Wind, Calm Emotions, Fox's Cunning, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Status.

3rd—Call Lightning Snare,Stone Shape, Summon Nature's Ally III Call Lightning, Daylight, Deeper Darkness, Fireball, Flame Arrow, Fly, Gaseous Form, Lightning Bolt, Meld into Stone, Neutralize Poison, Quench, Searing Light, Sleet Storm, Stone Shape, Summon Monster III (Elemental or Elemental Kin Only), Tiny Hut (Earth Element, Small Hut), Water Breathing, Water Walk. Create Food and Water, Leomund's Tiny Hut, Cure Serious Wounds, Displacement, Dispel Magic, Hold Person, Helping Hand, Magic Circle against Good, Magic Circle against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light.

4th— Summon Nature's Ally IV, Air Walk, Commune with Nature, Control Water, Fire Shield, Flame Strike, Freedom of Movement (If due to weather or some form of element), Hold Monster (restricts movement by air or water), Ice Storm, Planar Ally, Lesser (Elemental or Elemental Kin Only), Resilient Sphere (Air), Rusting Grasp (Earth), Secure Shelter, Solid Fog, Spike Stones, Stoneskin, Summon Monster IV , Wall of Fire, Wall of Ice. Cure Critical Wounds, Leomund's Secure Shelter, Death Ward, Stoneskin, Divine Power, Lesser Geas, Neutralize Poison, Resilient Sphere, Restoration, Sending, Spell Immunity, Tongues.

5th— Summon Nature's Ally V, Call Lightning Storm, Cone of Cold, Control Winds, Hallow, Overland Flight, Passwall, Plane Shift (Elemental and Prime Material Only), Shadow Walk, Stone Shape, Telekinesis, Transmute Mud to Rock*, Wall of Stone. Break Enchantment, Mass Cure Light Wounds, Dispel Good, Dispel Evil, Dispel Chaos, Dispel Law, Hallow, Raise Dead, Spell Resistance, Bigby's Interposing Hand.

6th— Summon Nature's Ally VI, Acid Fog, Chain Lightning, Find the Path, Fire Seeds, Flesh to Stone*, Forceful Hand, Freezing Sphere, Move Earth, Planar Ally (Elemental or Elemental Kin Only), Shadow Walk, Stone Tell, Summon Monster VI (Elemental or Elemental Kin Only), Sympathetic Vibration, Wall of Iron, Wind Walk. Mass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal, Hardening, Heroes' Feast, Mass Owl's Wisdom, Undeath to Death.

7th— Summon Nature's Ally VII,Control Weather, Delayed Blast Fireball, Earthquake, Fire Storm, Forcecage, Grasping Hand, Hold Person, Mass, Mage's Sword, Phase Door, Statue, Summon Monster VII (Elemental or Elemental Kin Only), Sunbeam, Wall of Force (Air). Mass Cure Serious Wounds, Spell Turning, Holy Word, Mordenkainen's Magnificent Mansion, Regenerate, Greater Restoration, Mass Hold Person, Resurrection, Refuge.

8th—Clenched Fist, Horrid Wilting, Incendiary Cloud, Iron Body, Polar Ray, Repel Metal or Stone, Summon Monster VIII (Elemental or Elemental Kin Only), Sunburst, Telekinetic Sphere, Whirlwind. Antimagic Field, Protection from Spells, Cloak of Chaos, Temporal Stasis, Mass Cure Critical Wounds, Holy Aura, Shield of Law, Greater Spell Immunity.

9th—Crushing Hand, Elemental Swarm, Gate (Elemental Planes and Prime Material Plane Only), Genesis, Hold Monster, Mass, Imprisonment, Meteor Swarm, Storm of Vengeance, Summon Monster IX (Elemental or Elemental Kin Only), Prismatic Sphere. Mass Heal, Miracle, True Resurrection, Freedom, Mordenkainen's Disjunction, Foresight.

Like most spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mystic. In addition, he receives bonus spells per day if he has a high Wisdom score.

Turn Undead (Su): Any mystic has the power to affect undead creatures by channeling the power of his faith through his mystic symbol (see Turn Undead).

A mystic can turn or destroy undead creatures.

A mystic may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A mystic with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Table: Mystic Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 1
4th 6 3 2
5th 6 4 2 1
6th 7 4 3 2
7th 7 5 3 2 1
8th 8 5 4 3 2
9th 8 5 4 3 2 1
10th 9 5 5 4 3 2
11th 9 5 5 4 3 2 1
12th 9 5 5 5 4 3 2
13th 9 5 5 5 4 3 2 1
14th 9 5 5 5 5 4 3 2
15th 9 5 5 5 5 4 3 2 1
16th 9 5 5 5 5 5 4 3 2
17th 9 5 5 5 5 5 4 3 2 1
18th 9 5 5 5 5 5 5 4 3 2
19th 9 5 5 5 5 5 5 4 3 2
20th 9 5 5 5 5 5 5 5 4 3

Epic Mystics[edit]

Table: The Epic Mystic

Hit Die: d8

Level Special
23rd Bonus feat
26th Bonus feat
29th Bonus feat

2 + Int modifier skill points per level.

Spells: The mystic’s caster level is equal to his or her class level. The mystic’s number of spells per day does not increase after 20th level.

Bonus Feats: The epic mystic gains a bonus feat (selected from the list of epic cleric bonus feats) every 3 levels after 20th.

Human Mystic Starting Package[edit]

Race: Human

Weapons: Bastard sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Heal 4 Wis -
Knowledge Religion 4 Int -
Spot 4 Wis -
Tumble 2 Dex -

Domains: Force, War.

Feat: Quick Draw.

Bonus Feats: Weapon proficiency (bastard sword)
Weapon focus (bastard sword)
Shield Specialization (heavy steel shield).

Gear: Chainmail, heavy steel shield, bedroll, 5 days torches and supplies.

Gold: 75gp.

Playing a Mystic[edit]

Religion: Mystics tend to worship either nature itself like a druid, or their own particular alignment.

Other Classes: Mystics get along well with other free thinking people like druids or sorcerers but not as well with lawful people like paladins.

Combat: Front line healer.

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