Mystic (Pathfinder Class)

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The Mystic is a character who gained their powers by studying both the art of mending and healing, and the powerful knowledge of the arcane schools. The Mystic is somebody who is naturally gifted when it comes to the teachings from the schools of Conjuration, Enchantment, Evocation, and Illusion. Mystics then take the knowledge that they know and use it to create powerful creatures called Thralls. These creatures help them in both combat, and in aiding comrades.

Making a Mystic[edit]

A Mystic is a magic user who controls the battlefield from afar, and keeps their teammates in the fight. Mystics are capable of providing buffs and healing their allies with their magic, while shutting down enemies with their spells. The Mystic's primary ability comes from being able to summon powerful creatures called Thralls. There are 5 Thralls that a summoner can materialize into the world following the whim of the summoner. The first Thrall is the Protector Thrall, a hulking suit of armor with extremely high AC and HP. The second Thrall is the Lockdown Thrall, a ranged attacker that is incapable of movement. The third Thrall is the Thrall of Mercy. This Thrall is a flying fairy that follows its summoner and provides a passive 15ft Radius healing effect to all creatures within the circle. The fourth Thrall is another healer, the Totem Thrall. This Thrall constantly casts targeted healing spells on party members every round targeting the lowest HP characters first. The fifth and final Thrall is the Thrall of Wrath. This last Thrall is the most powerful of all the Thralls, it is a large wraith-like creature that can attack both up close and from afar. This thrall has high HP and AC, and also has Fast Healing 5. This Thrall does drain a lot of energy from the Mystic though and if it isn't returned to its home plane before it's summoner runs out of energy the Mystic will fall unconscious.

Alignment: any alignment

Starting Wealth: 3d6 x 10 gp (average 105 gp)

Starting Age: .


Hit Die: d6

Level Base
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Protector Thrall, Thrall of Mercy, cantrips, Bonus feat
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Lockdown Thrall
4th +2 +1 +1 +4 Totem Thrall
5th +2 +1 +1 +4 Bonus feat
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Thrall of Wrath, Bonus feat
11th +5 +3 +3 +7
12th +6 +4 +4 +8
13th +6 +4 +4 +8
14th +7 +4 +4 +9
15th +7 +5 +5 +9 Bonus feat
16th +8 +5 +5 +10
17th +8 +5 +5 +10
18th +9 +6 +6 +11
19th +9 +6 +6 +11
20th +10 +6 +6 +12 Bonus feat

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Fly, Heal, Knowledge (All), Linguistics, Perception, Ride, Spellcraft, and Use Magic Device.

Class Features[edit]

Magic Points: Magic points are required in order to cast spells. Magic Points are calculated by taking your Intelligence Modifier and adding the number of spells known to that number. Level 0 spells cost nothing to cast, level 1 spells cost one to cast, level 2 cost two to cast, level 3 cost three, and so fourth. When your Magic Points drop to zero you fall unconscious for 4 hours. When you wake up you will receive half of your rested Magic Points.

Mana Surge: This level 2 spell has a cast time of 12 seconds. After the casting the Mystic receives 1d6 + Int Magic Points. If the spell fails to cast it rebounds and causes the Mystic to take 1d6 damage and loose 1d6 + Int Magic Points.

Protector Thrall: This creature is able to be summoned when the Mystic is a level 1. The cast time takes 30 seconds. It stays in play so long as the Mystic is conscious and alive. If the Mystic is to enter another plane the Thrall is unsummoned. This thrall has a hit die of 1d12 and a natural armor of 20. This Thrall's abilities are Str: 10, Dex: 14, Con: 16, Int: 7, Wis: 7, Cha: 7. This creature has an unarmed attack that deals 1d4 lethal damage. This Thrall Levels up with you and gets a +1 to Con every other level and a +1 to natural armor every level. This Thrall is directly controled by the PC. Any mindless monster that has a direct line of sight on the Thrall when summoned will attack it, and only it. This thrall cost 1MP to cast increasing by 1MP every other level. This Thrall unsummons the Thrall of Mercy uppon summoning.

Lockdown Thrall: This Thrall can be summoned at level 3 and above. This Thrall is able to be summoned by the Mystic as a full round action. The Thrall will be summoned 10ft in front of the Mystic and will attack the closest target within 25ft. If the targeted creature dies or leaves the threat area, Lockdown Thrall will target the next closest creature. Lockdown Thrall does 1d8 damage + Int Modifier. The thrall will stay in play for 5 minutes + 1 minute per caster level. The Thrall's hit die is 1d4 and it has 12 natural armor. This Thrall's abilities are Con: 10, Int: 18, Wis: 7, Cha: 7. This Thrall has no strength or or dexterity, because it has no arms or legs, this creature is incapable of moving, or being knocked down. The Thrall is rooted into whatever ground it stands on, no matter what the ground is made of. This thrall can not be summoned in water. This Thrall levels up with the Mystic and receives a +1 to Int every 2 levels. This Thrall costs 3MP to summon increasing by 1MP every other level. This Thrall cannot be ordered by the PC and will attack anything that isn't the Mystic that enters it's area. This creature can be unsummoned by the PC as a swift action. Summoning this Thrall unsummons the Totem Thrall.

Thrall of Mercy: This Thrall is a small creature that resembles a Fairy. This small creature flies over the shoulder of the Mystic granting a 15ft radius healing effect on everyone in the circle. This creature can be summoned at level 1 as a swift action and costs 1MP to cast increasing by 1MP every other level. This thrall has a hit die of 1d2 and a dodge AC of 20. At level 1 the healing effect grants those in the AOE Fast Healing 1, at every odd level this healing factor increases by 1. Summoning this creature unsummons the Protector Thrall.

Totem Thrall: This Thrall is another immobile thrall. This thrall can be summoned at Mystic level 4 as a full round action and costs 3MP to summon. This thrall has no HP or AC but can be unsummoned by spells like Banish. Every round after it is summoned it casts a Cure Moderate Wounds + Mystic's Heal Skill + Mystic Level on the lowest HP creature within 15ft. Every time it casts Cure Moderate Wounds it costs 1MP. This Thrall can be sent home at will. Summoning this thrall unsummons the Lockdown Thrall

Thrall of Wrath: This Thrall is the most powerful of them all. Upon unlocking the Thrall of Wrath at level 10 the PC must choose an elemental type that is either fire, ice, air, or lightning. Every level the Thrall will receive a bonus 1d8 damage that is the same as the elemental type they chose. The thrall of Wrath attacks both with their fists and with ranged elemental 15ft cones. The fist strike does 1d6 + Str + Elemental Damage, and the cone attack does 1d6 + Elemental Damage. The Thrall of Wrath's hit die is 1d8, and it has a natural armor of 18. The Thrall of Wrath's ability scores are Str: 25, Dex: 15, Con: 15, Int: 5, Wis: 5, Cha: 5. Every time the PC levels up the Thrall levels up as well receiving a +1 to any ability score of the PC's choosing, a +2 to the thrall's natural armor, and an extra 1d8 to their elemental damage. Summoning this thrall cost 10MP + 1MP every level. Every round this thrall is summoned cost an aditional 1MP, if the Mystic does not pay this then the Thrall is unsummoned.

Spells: Mystics may learn any wizard spells from the following arcane schools: Conjuration, Enchantment, Evocation, and Illusion. choose their spells from the following list:

0— Stabalize

1st— Cure Light wounds, Inflict Light Wounds

2nd— Cure Moderate Wounds, Inflict Moderate Wounds, Mana Surge(refer to class skills)

3rd— Bestow Curse, Contagion, Cure Serious Wounds, Fly, Inflict Serious Wounds, Symbol of Healing

4th— Cure Critical Wounds, Inflict Moderate Wounds, Restoration, Summon Accuser

5th— Cure Light Wounds Mass, Inflict Light Wounds Mass, Insect Plague, Raise Dead

6th— Cure Moderate Wounds Mass, Inflict Moderate Wounds Mass, Curse Terrain Greater, Epidemic, Harm, Heal, Hellfire Ray, Plague Storm

7th— Create Demiplane Lesser, Cure Serious Wounds Mass, Inflict Serious Wounds Mass, Destruction, Regenerate, Resurection

8th— Call Construct, Create Demiplane, Create Greater Undead, Cure Critical Wounds Mass, Curse of Night, Curse Terrain Supreme, Inflict Critical Wounds Mass

9th— Create Demiplane Greater, Cursed Earth, Energy Drain, Heal Mass, Implosion, True Resurection, Winds of Vengence, Wooden Phalanx

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



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